Bunny hopping was removed from competitive play with zblock, and later on made to be disabled by the server. CS has a whole other side to it where people don't even play on normal maps, and bunny hopping is part of it or the main challenge.
Continuing my point, during the development of Quake 2, bunny hopping was "fixed" but players complained, and it eventually got added back in. It remains a central part of Quake gameplay. Action Quake 2, a mod for Quake 2, had bunny hopping in it like Quake 2. The mod developers then moved on and made Counter Strike. CS featured bhoping prominently up until version 1.3.
These games have always lived and breathed bunny hopping, it has been a huge part of the game, and has influenced the creation of many games (CPMA, Warsow, DeFRaG, etc), and even started a new genre of game that requires of focuses on skilled movement.
CS 1.3 had uncapped speeds, meaning you could accelerate to enormous speeds with bhopping. The speed was mostly capped in the next release, but bhopping was not eliminated, it's used to overcome surface friction, maintaining momentum. There's an entire community built around it: http://xtreme-jumps.eu/
Nothing is stopping you from using this as a framework and adding your own styles over the 'flatness'. If anything this is a much nicer base to work off of than if you started with something that had poorly made gradients.
> So you're saying that we should either be willing to pay $5/m for an RSS reader service, or $5/m to host the service ourselves?
Why is that so unreasonable? Though, I think it's likely that the hosted solution would be much cheaper than self-hosting, since you don't need to rent one server per user, a hosted solution could be much more efficient.