It looks like there are 3 key issues here: bad maps, cheaters, and impact grenades being too powerful.
I seriously think we need to make the approved match map list a reality. Even if it's not very official, the next time a clan wants to match you on a crappy 1-path map, you can simply point them to the thread and say "Sorry, we only match on approved maps." I think I already started a thread about this. We should revisit it and start appointing map approval committee members.
I'm not sure about the other admins, but I will certainly ban anybody I find cheating on EV1. I have not personally witnessed much in the way of cheating, but I usually play on EV1 where sv_minclientbuild 14 is set. While you're petitioning, petition all server admins to set sv_minclientbuild 14, or play on EV1 and report any cheating to the server forums. We don't tolerate it. Build 14 won't stop all hacks, but it stops a number of them. And when it's only those that it does not stop that get reported, I can focus on methods to prevent them. Right now, it seems the only hacks that get reported are from people using Quake2/older builds.
Also, it should be a requirement that all clan members demo their matches and be able to provide them upon request. Do you have any demos of the event? I'd like to see them. Perhaps what I need to do is create a global ban list where cheaters can be completely banned from all servers.
Now, onto the grenades. Here's my personal stance on the issue: Grenades are meant to be powerful. That's why you can only carry one, and that's why only 2 spawn in each base. They're also modeled after the Tippman Squadbusters, which explode on impact (well, sometimes). I always felt that the timed grenades were practically useless. The only people who got killed by them were those unlucky enough to walk around a corner just as one exploded and dumb newbies who didn't know any better. Most of the time they were far too easy to avoid. It's fun to chuck a grenade at someone and cover them with paint. It's not fun to chuck a grenade at someone and have them hop merrily along to the other side of the map before it explodes.
Impact grenades aren't impossible to avoid. They're just more difficult. And for those that complain that they make it too easy for new players: is that such a bad thing? Back in the early days, the learning curve for this game was brutal. You'd have to play for a week or two just to be able to hit anything. That really drove off a huge player base. I think if the game was introduced in its current state back in 1998, it would have been considerably more popular.
I actually think having the choice of impact or time grenades adds to the game. There are different scenarios where each can be very useful. Those that complain about them on one-path maps -- that's the map's fault, not the grenades. Paintballs travel faster than grenades, and on well designed maps, a skilled player can shoot the thrower first.
Are there any specific things you have against impact grenades? Perhaps we can come up with a better compromise. DT's argument is that wallhacks + crappy maps + impact grenades = suck. Well, yeah, wallhacks + crappy maps + anything = suck. And crappy maps in general suck -- that's why we should put together some kind of committee (as stated above).
Another complaint I've seen is that people will just throw grenades at their feet. Personally I think grenade ffire should always be on, but not everybody wants that, so for the new version, I made it so grenades can always kill the thrower, regardless of ffire settings. There were complaints, and Picasso reverted back to an older version. Now I've made it so impact grenades can kill the thrower, but timed grens don't (if gren ffire is off). I've got the new version up for testing on EV1.
And lastly, there's the fact that grenades sometimes sling paint halfway across the map and kill people almost at random. I've fixed that, plus reduced the paint radius on the impact grenades so they need to be targeted more directly.
Perhaps things like the grenade respawn time should be increased a bit, or maybe have the grenades not respawn while people are holding them, so players would be unable to spam grenades (though I still say that's more of a map issue than anything).
To the whiners: I'm sorry for "ruining" the game by keeping it updated and alive instead of letting it die and rot like basically every other Quake2 mod out there. I'm sure everybody would have been rushing to DPCon for some old Quake2 mod that nobody played anymore. Oh, and gwb: you're the last person that should be complaining about screwing up the game, especially after that little hack distribution stunt you pulled. If the changes I make drive people like you off, I say good riddance.
Anyway, I appreciate the feedback. Try the new grenades on EV1 and see what you think.