Design
well, after a while of messing around with different maps i started this effort. I started thinking about Tokey? Towers in q2 and how i loved the vertical action of the tall round rooms, then i was thinking how would i change it for a q3 match with a 2-4 player count. now with that in mind i started with my main central "tower" room.
Gameplay
Instead of lifts i use jump pads as lifts just seem bad for the pace of q3. Then i added a north and south section which teleported back on themselves, so you can get right back into the action after restocking on health/ammo etc. So far i believe i have started my firsts q3 dm map with fun gameplay. There is a lot of z-axis fighting here. almost too much? NEVER! I think i've got the bots moving around well... (i even lost a match.. well came in 2nd out of 4. arrrg)
Summary
there are no screenshots as i find it hard to get any good pics with the layout being very hard to capture.. and all the brush work is in the early levels of construction with the theme being worked on... I've gone for nice clean textures as i hate those ugly busy textures where you lose all the lighting. This is an effort which is coming along nicely. So with that in mind i was hoping some of you pros could take a wee bit of time out of your busy day and have a quick match/run around, i've still a noob to q3 gameplay as back in the day i was a ut mapping person. (i know) i've been playing a lot of ra3, but i'm still a mega noob when it comes to the complexities of q3 dm mapping

with all that aside, heres the map : http://files.filefront.com/q3dmp9pk3/;1 ... einfo.html
again, thanks for any help, sorry if this is all over the place, its late and i've got work soon

happy fragging