What horrible timing! I just finished a new beta of the map that has multiple fixes (minus the weapon and player_start placement) and was about to attempt to compile the bastard. I wanted to keep it secret so that if it didn't work nobody would have been disappointed. Oh well!
Here's my current changelog:
-orph- re-added the stairs he removed to eliminate a huge dead-end :biggrin:
-orph- texture alignments in the skylights
-orph- deleted some bush textured things in the big sign area as they looked strange and were unnecessary
-orph- changed the outside of the area to fix a bug that had brushes disappearing in the sky
-orph- found and corrected a number of slight brush errors that were a few units off
-orph- removed the passageway between the elevator and the sniping point because of view distance and r_speed problems
-orph- created a new hall that connects the elevator and sniping point but removes the above errors
-orph- lowered a window a little bit so we could see the pretty sign from the second floor
-orph- redid the clip brushes around the ceiling
-yak- fixed an insignificant texture error in a doorway
-yak- removed unnecessary lights in hallway overlooking Grimlock's outside area
-yak- moved a detail door to a different location
-yak- changed some stupid arcitecture in the first main room
-yak- changed a small part of the ceiling in the first main room
-yak- added a ladder in the first main room
-yak- changed the floor of the 'rockroof' room
-yak- texture fix in the connection room
-yak- added a sign to the connection room
-yak- texture fix in the back room
-yak- removed some lights in back room
-yak- added a sign to the back room
-yak- added teleporter sprites
-reno- fixed a sign in middle room so it wouldn't flicker
-a_s- fixed a sign in square room so it wouldn't flicker
-grim- fixed a sign in bowl so it wouldn't flicker
-grim- fixed a sign in machine room so it wouldn't flicker
-dietz- removed a clip brush that interfered with swimming, extended the floor in front of ammo room to compensate
-dietz- removed a clip brush that interfered with walking on the second level
-dietz- added clip brushes in all the small areas that players cannot reach
-dietz- he said at one point that the ammo room was supposed to be a teleporter, and I aim to please. The teleporter looks like the other two and they are set up to go yellow -> blue -> red -> yellow
-dietz- added teleporter sprite
The authors of this map are: Alien_Sniper, Dietz, Grimlock, Mazemaster, Orpheus, ReNo, Yak_Fighter
I have the last compiled .bsp, orph's last .rmf version, and my version with small but necessary changes. I also have the signs.wad that has all the plaques.
I personally would rather see the map finished for HL1 and then we make another one for HL2. I would think that enough of the map would have to be rebuilt to justify just redoing the whole thing.