The concept behind Most Wanted, DM for Kingpin is this:
Within any given group of hardened criminals, natural competition dictates that any Reward society is offering 
for information leading up my arrest and conviction had better be more than anyone else's.

If public enemy number one has a $1000 reward on his head, as a self respecting Thug I know that my reward
should be higher. I am the one who aught to be public enemy number one and noone else since I am the baddest
motherfucker in town.

In short, Most Wanted is Free For All Bagman.  Deathmatch with money played in bagman maps.

So to become the Most Wanted Kingpin, you have the option of not only fragging your fellow players 
as in regular deathmatch, but you also are offered the opportunity to pick up and deposit cash into 
safebags around the map which then adds that amount to your Reward.  

Essentially your using your own money to increase the reward on your head.
Ideally maps with perhaps a post office showing the faces of the top 3 guys would be coolest.
But any existing bagman map will work for Most Wanted just fine.

The server admin can set the cashlimit, fraglimit, timelimit and skill level.

The cashlimit is really the Reward limit.  If your Reward exceeds this number, you win the game and it will say so.

The fraglimit is self explanitory.  You can win the game by frags alone if your fast enough.
Frags also automatically add money to your reward, and each obituary will tell you how much was added 
for the guy you just killed.  Also fragging the Most Wanted guy adds more to your
reward than would fragging a guy who is lower down in the ranking with a minimum being $10.
The exact formula I used was ... fragvalue = (10+((4-multiplier)*(5*(skill->value))));

The first part 10+ means your going to get $10 bucks PLUS another value so you always get at least 10.
The "multiplier" is the guy's ranking that just got wasted.  This number is subtracted from 4.
So say I'm the Most Wanted, that makes me first in line or number 0, but some lucky guy just killed me.
4-0 = 4. This number gets multiplied by 5 times the skill value.  

The skill value is set by the server admin.
The skill value can only be set to numbers 0, 1, 2, 3 and 4.    Any other numbers are considered to be 4.

So say the server admin sets the skill value to 4.
5 x 4 is 20.  And he killed the Most Wanted guy whose number 0 on the ranking list so 4 - 0 = 4.
Then... 4 x 20 = 80
Then... 10 + 80 = 90.
So at skill level 4, killing the Most Wanted guy adds $90 to your reward.  To make it simple, here is a short
chart showing the fragvalues of the players at the different skill levels.

skill     Most_Wanted   Ranked#2    Ranked#3    Ranked#4   Ranked#5   Ranked#6

 0         10           10          10          10         10         10               <-- fragvalues
 1         30           25          20          15         10         10               <-- fragvalues
 2         50           40          30          20         10         10
 3         70           55          40          25         10         10
 4         90           70          50          30         10         10

In this manner it's more "rewarding" to kill the leader than anyone else.

Finally there is the timelimit.  If the timelimit set by the server admin is exceeded, the game ends.
Except I've added this one twist. Setting the time to either an even or an odd number.
An odd or an even timelimit ties into the number of safe bags to be found in your maps.

I've spawned 2 additional safebags into all the default maps found on the teammaps.lst
This means that there are now 4 safe bags per map and any player can deposit into any of them.
No player is allowed to ever make withdrawls, but it should be simple to deposit without having to deal
with all the potential safe bag campers who frag you and steel your cash just before you deposit it, and
then of course they deposit it for you hehe.  So extra bags could be a good idea.  Or not!

Bagman maps tend to be too large for proper Deathmatch. So to kind of shrink the map to just some used portions,
it might be fun to have just ONE safebag and encourage that kind of safe bag camping I just mentioned.
So it might be fun to be able to erase all the safebags except one out of any map.  This is done by setting
the timelimit to an odd number.

So odd number time means you only get 1 safebag per map.  Even number timelimit means you get 4 safebags for all
the default team maps and 2 for any other team maps you wish to play Most Wanted in.

OTHER CHANGES:

There are significant but lesser changes to the game that enhance gameplay.
The curse binds are a good example.  Bind keys to CURSE, KINGPIN, LAMONT, LEROY, WILLY, MOKER, BLUNT, JESUS, TYRONE and others
to taunt in the voice of these characters.  You dont need to be looking at anyone to use them so peeps can hear you coming if
your into yelling at them like, "I have chunks of guys bigger than you in my stool!" (moker) or "Your ass is mine you hear me it's mine!" (willy)
Type COMMANDS in the command prompt for a list of available names.

Another good example of a small change is the Rocket Jump.  In an effort to encourage the rocket jump impared, and for the enjoyment
of those who already enjoy the RJ, it has been decided (mostly by Hogie) that "self rocket damage" be reduced to one third of its normal value.
But the rockets were kinda wimpy to start with so i beefed em up a tad.  So its like this.  Originally rockets were 120 damage direct hit.
Sometimes peeps could live through this with full armor so I beefed it up to 140. So using a rocket on the other guy is now more damage.
But using it on yourself is only one third of that, 46 after truncating.  This turns RJ into a good defensive manuever in close quarters.
Happy Rocket Jumping.

Another very significant but slight change was the gift of 2 weapons chosen at random given to each player upon each respawn.
This was intended to even out the gameplay by reducing spawn pad campers and giving the other weapons more of a play in the games because
I was seeing way to much LPB HMG out there.  Also, if your lucky, each time you respawn you have a 50% chance of being given full armor,
and magnum right off the bat.  So if you spawn with full armor, understand you've also been given MAGNUM which is now a very good thing.
Your gift for reading this far.

Other weapons have been altered as well.  You'll find the shotgun is a little more spanky now as well as more deadly and reloads much faster.
The pistol is more deadly, 35 damage but with magnum that's 70, so magnum is now a very good weapon :)
The crowbar is now very deadly too, 75 damage.  Two hits with the crowbar will do most anybody unless their armor is perfect.
The flamer was turned down slightly from a damage of sometimes 2 and sometimes 1 originally, to always 1.
Underwater I've enabled the pistol and the shotgun only for fun. But the best weapon underwater close up is the crowbar because
it's still the full 75 underwater whereas both the pistol and shotgun damages are divided in half underwater.
Grenade was turned up a tad but hardly enough to notice.
HMG is already the weapon most favored by LPBs so I left that one alone.

And that's about it for now, I can't recall much else.