Scotland map:
https://cat2.optus.nu/nexuizserv/spirecontrol6.pk3
(There's a thread here about it).
I would appreciate it if players would make mods of my maps to be as they wish it to be.
I make the castle in it's pristine condition, you give it some battle scars and open it up as you wish, maybe take away the trees so it loads faster etc. I'd like to see what other people come up with. All the maps and media are GPL (some textures are creative commons, share alike, modifiable (similar to GPL) sometimes, I make sure I only use opensource stuff that does _not_ have a "no commercial" clause).
How to make so many maps? Well curved surfaces usually get a patchmesh rather than being built out of brushes. I make templates for the windows and such, and I've made enough furnature in nordic castle that I can reuse it alot. I also make some arena and small maps... and
well when I'm making a map I pretty much do it full time. I don't regulate it to "when I get around to it". It gets worked on untill it's done.
Now adays I like to go back to my maps and improve them too, like many ideas don't need a new map, they just need to be added to an older one that is a bit too sparse (sideloop can use more insides etc), aslong as the theme is kept.
Bascially speed in map creation is a function of dedication and knowing hotkeys in the editor. Once you know the keys you're fast. What is very useful is the masking/filter keys: filter entities, show only detail, show only structual etc etc that way you can select what you need easy.
Also constructing things outside of the map boundries and then copying/moving them in is improtant for speed. You need to think "how can I make this on it's own". Think about addition and subtractive brush creation (the casteleation on the circular towers was made by: making a big cylinder brush. subtracting a smaller diamater one from it (of the same amount of sides) making a "cross/plus", duplicating and rotating it 45 degrees, duplicating all of that and rotating again, subtracting all of that from the cylinder, delete the cross brushes, consolidate the casteleation brushes, put on top of round tower, set textures to axial. (oh and somewhere in there is setting the textures from caulk to stone brick).