here it is
//******************************************************************************
// Call of Duty 5 - eXtreme+ modification
//******************************************************************************
// author : eXtreme+ Support Crew
// email : admin@mycallofduty.com
// website :
http://www.mycallofduty.com//
// mod : X5 : eXtreme+ Warfare
// version : v2.5
// update : October 2009
//
//******************************************************************************
//******************************************************************************
// Map control settings
//******************************************************************************
// automatically try to fix errors in maprotation. After this has been done the cvar will be set
// to "0" so that it will only run when you start the server or reload your configs.
// 0 = disable (default)
// 1 = enable (once)
set ex_fix_maprotation "1"
// use random map rotation
// 0 = disable (default)
// 1 = enable
//set ex_random_maprotation "0"
// rotate map if server is empty for the set number of minutes
// 0 = disable
// 1 - 1440 = minutes (default)
set ex_rotate_if_empty "10"
//******************************************************************************
// Player number based map rotation
//******************************************************************************
// here you can set your server to use custom map rotations based on the amount of players
// on the server at that time. As more people join the server, the game will use a different rotation.
// If enabled this will kick in after the first gametype/map and is checked again at the end of a map
// to ensure the amount of players is detected before the next map begins.
// player based rotation global
// 0 = disable, 1 = enable, default = 0
//set ex_pbrotate "1"
// this is the maximum number of players before the server outgrows the SMALL map rotation,
// and switches to the MEDIUM rotation.
// It will automatically fall back to the SMALL rotation if the number of players drops to this number.
// min = 0, max = 64, default = 0;
//set ex_pbrsmall "2"
// this is the maximum number of players before the server outgrows the MEDIUM map rotation,
// and switches to the LARGE rotation.
// It will automatically fall back to the MEDIUM rotation if the number of players drops to this number.
// min = 0, max = 64, default = 0;
//set ex_pbrmedium "4"
// set your SMALL map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_small_rotation ""
// set your MEDIUM map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_med_rotation ""
// set your LARGE map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_large_rotation ""
//******************************************************************************
// Clear Map Rotation (do NOT edit)
//******************************************************************************
set sv_maprotationcurrent ""
//******************************************************************************
// First gametype to load (if not specified in sv_mapRotation)
//******************************************************************************
// "ctf"
// "dm"
// "dom"
// "koth"
// "sab"
// "sd"
// "tdm"
// "twar"
set g_gametype "dm"
//******************************************************************************
// Map Rotation (only activate ONE sv_maprotation line)
//******************************************************************************
// X5... Class based rotation, each time you define a different game type the class must follow.. if the gametype keyword definitino is found
// without a class keyword definition then the class will default to the previous class definition
// if no class is defined then the default class will be used... i.e. All Classes... where 1=X5 Class 1, 2=X5 Class 2 etc..
// Class control option
// 1 = Class 1
// 2 = Class 2
// 3 = Class 3
// 4 = Class 4
// 5 = Class 5
// 6 = Class 6
// 7 = Class 7
// 8 = Class 8
// 9 = Class 9
// 0 = Class 10
//CTF
//set sv_mapRotation "gametype ctf class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//DM
set sv_mapRotation "gametype dm class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//DOM
//set sv_mapRotation "gametype dom class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//KOTH
//set sv_mapRotation "gametype koth class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//SAB
//set sv_mapRotation "gametype sab class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//SD
//set sv_mapRotation "gametype sd class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//TDM
//set sv_mapRotation "gametype tdm class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//TWAR
//set sv_mapRotation "gametype twar class 1234567890 map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//set sv_mapRotation "gametype tdm class 1234567890 map mp_dome gametype tdm class 1234567890 map mp_asylum gametype tdm class 1234567890 map mp_castle gametype tdm class 1234567890 map mp_courtyard gametype tdm class 1234567890 map mp_dome gametype tdm class 1234567890 map mp_downfall"
//******************************************************************************
// Map Rotation Stacker
//******************************************************************************
// If you need a very long map rotation, or you just want to organize the map rotation
// into managable chunks, you can split your rotation into several lines by using the
// rotation stacker. You can add as many lines as you like, but always start at 1,
// and don't skip numbers (no gaps)
//------------------------------------------------------------------------------
//set sv_mapRotation ""
//set sv_mapRotation1 ""
//set sv_mapRotation2 ""
//set sv_mapRotation3 ""