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Beta 6. This should about do it,as I feel I've done all I can with this one. There will be some playtesting on the [FF] server, (to check for Linux issues), and, unless someone finds a bug, or has a great idea, I'll probably just re-compile it as dm_striker.
Changelog:
Shrunk the oversized textures on the ceilings and floors throughout.
Polished the entity structures for sprites/sounds/lights at the teleporter origins/destinations
changed the crates to chuckables w/destroyability.
func_detailed a great many brushes.(shortened compile by 22 minutes!)
changed tubes to arches in lower teleporters.
Moved ladders around to front in top area.(Sorry YAK, no room for stairs there.).
Added a ****load of chuckables in upstairs office area.(Used to be an empty room)
Added no_draw brush in freight elevator to keep barrels from sinking below surface.
Added electric shock type thingies to insinuate teleport capabilities in freight elevator.
Added an "EXIT" arch in bottom area w/teleport for quick return to midmap.
Moved pipes in "Contraption area" back behind glass w/sign.
Added some ambient sounds.
Changed pipe models to brushed based pipe in toxic hazard area.
This represents almost,(if not all) of the suggestions made by your thoughtful walkthroughs, and thanks have been put in the read-me file. Here's a few pics of the changes.
This is the top view in Hammer. :razz:
http://www.brdstudio.net/ffmember/juim/dm_striker_b61.jpg
As you can see I moved the ladders around to the front. YAK_FIGHTER, I remember you suggested stairs but I just did'nt have the room. Still, they are now more easily accessed and therefor more functional.
The download:
http://www.brdstudio.net/ffmember/juim/dm_striker.zip
as always, thanks for having a look.