FruitieX wrote:This is _VERY_ nice! That's some great talent you got there!
I have one suggestion for you however, and that is to make a much higher poly version of the terrain. Currently it seems very sharp and it's hard to walk straight on. I bet you have done it with brushes in radiant, but it would probably be easier to do in higher quality with blender, and then importing the model into radiant.
I know what you mean about blocky landscape, but I wanted to keep the poly count down. I would have used meshes for the landscape, but they don't work with texture blends (and radiant crashes if I try — could I be doing something wrong?).
But then again, if you never touched blender before, it takes quite some time to learn it...
Oh, I've touched blender. Never again. Worst UI
ever (IMHO, of course). So bad it made me write a program so I wouldn't have to use it.
Oh, and include the base textures of course

Of course. Done that already, actually. If you're in a hurry to see the map with the floor texture, try this:
• Unzip facing_mods and wodesnpit (assuming you have both).
• Locate the path1.jpg texture (plus _bump) in wodenspit/textures/woodenwall and move it to facing_mods/textures/woodenwall.
• Rezip facing_mods.
That should do the trick.
Or you could just wait a day or two until I upload _v1r1. If you find any other bugs, now's the time to let me know.