The server I'm on has a basic scheme for every mod hosted on it, the full version and upload downloads are the default download organizers, since the scheme is for completed mods.
I know what you're talking about with Cave's unpolished edges (
I have a milling machine in my garage...), those will all be ironed out in the final version, so don't worry. In order to not sound like I'm making promises I won't keep, I have recognized the following problems, and they will all be fixed.
-The bed in the beginning sucks. This was a residual prefab from a map I was making with a similar (read: exactly the same) beginning in my early mapping career.
-The hole in the bathroom is hard to get into. That's a quick fix, making the hole bigger, I just couldn't be arsed because I was adding all of the displacements.
By the way, how did you like those? Most notably the ones in the chamber with the magnum?
You can fall into holes and not get out. This is a hard situation to get into, I didn't even realize it was there until I was taking screenshots a few days ago for the site. The clipping texture is my eternal friend.
You really thought the combine at the end were anti-climatic? What if they all walk out, and they're friendlies (they're still combine, you just can't hurt them), then they gesture for you to enter the elevator? I was pondered that sequence, but never used it.
By bright lights, were you referring to the lights in the first part? Also, as a last point on cave, did you think that the time you spent in the sewer wasn't long enough?
These are the kinds of things I, as the mapper, won't notice, since I'm focusing on what I've just done. Truth be told, most of the times I went to the end of the map, I just threw a grenade into the elevator while it was coming down. :smile:
I don't know what you mean by black/greenish areas, though.
I've had those same complaints with Tramride, before, and they'll all be dealt with. Some of them have already, since that's an old version of the map, the only reason I'm using it as a download is because the newer one contains too much custom content. Here's a screen shot from the newer one, a continuation of where the tunnel ended:

I personally think it needs more lasers and dragons, though.
The 'puzzle' (read: chore), is going to be simplified (didn't you get the color association?). Did you try going past the combine force field after hitting the second switch, by the way?
The outside really couldn't be improved upon without lagging the hello out of the game (the same goes with the train itself, but I might end up using a model), but if you have some low-frame rate improvement ideas I'd love to hear them.
You're only the second person to compliment me on the crowbars. My brother was the first, and I was in the room.