tZork wrote:Intereating, should be very intense action.
I hope so.

A few tips:
* The map is way to dark a skybox would help you get some ambient light into the level.
Hmm.. two guys who think the map is too dark. Looks like a trend. I'll add some more lights.
* The map feel a bit to small in scale. You could try q3map2 -scale 1.2 compiledmap.bsp.
I think I'll wait with that until I've seen the map in action.
* Spawns are wacky. tho you said thats fixed (i spawned right next to the nmy flag when trying it =)
I fixed the spawns in the sense that I removed all the Q3 spawns and replaced them with Nex spawns. And they seem to work the way they should when I try the map. There are supposed to be three spawn locations for the teams; two at the top, where the cryo/machines guns are placed, and one at the lbottom level of each base. There shouldn't be any spawn objects next to the flags. I'll have to check to see whether I've managed to drag one to the wrong place without knowing it. Or something.
* Many structures look unconnected / floating but the map don't really have that space-map feeling so it kind look odd (personal opinion)
I thought about connecting the stuff when I made the map, but then I decided there was no point. It's just a game and the extra brushes / whatever wouldn't add anything to the gameplay, so I let them hang in the air.
* w/o a sky box you have a hard time seeing the edges, and walking over em is certain death, add a sky box or mark them even more clearly
Well, I intended this map to be dark, but not
that dark. There will be some more lights in the next beta.
And how does one prevent rockets etc from blowing up when they hit the landscape anyway? The clip textures don't seem to do the trick.