The -patchmeta switch converts patches into "real" geometry.
Quake 3 uses LoD on patches, so if you're far away from an arch, the arch may be rendered out of 16 triangles, but as you move closer, the LoD gets higher and more subdivisions on the patch are rendered, resulting in a smoother curve.
these pictures show curves in quake3 rendered with different subdivision values:
http://www.planetquake3.net/tweak/bench ... sions1.jpg
http://www.planetquake3.net/tweak/bench ... ions40.jpg
http://www.planetquake3.net/tweak/bench ... ions80.jpg
http://www.planetquake3.net/tweak/bench ... ons120.jpg
The -patchmeta switch now "bakes" a LoD depending on size, distance and curve complexity of your patch into your bsp. The curve gets converted into "standard brushes", and won't change its subdivisions at any time. I don't know if Nexuiz supports the q3-way of rendering patches at all, but i don't think so (so no LoD on patches).
I believe that's why your curves don't look smooth. Because the standard LoD that q3map2 chooses to "convert your patches into brushes" is too low.
But you can force a set LoD using -patchmeta N
(iirc N should be something like 4 or 5 default)
Or don't use -patchmeta
(Of course -patchmeta can be useful in some maps, especially because Nexuiz tends to create some leaks on the edges of patches that don't occur with -patchmeta (happened so in reslimed for example), so forcing a LoD with -patchmeta could be the better alternative.)
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength