Anywho...
ive recently found myself abit board and decided to bust out some tools and start mapping again. This is where i started wanting to revisit some old ideas. I wrote a program long time ago that eventually turned into q3map2tools/q3map2GUI. A few years ago i broke out the old source and converted it to a MIT version to work with some of the open source communities such as Tremulous, Nexuiz, Open Arena, and padman.
Long story short, im going to rebuild the program, but this time im going to take it from a completely new perspective as I am an accomplished software writer now and know what mistakes not to make

Im looking for a few things. Suggestions, options that would be helpful, tools that mebbe dont exsit that may be of more benefit, and some assistance with testing, layout design, functionality, and mebbe some help with the code. Depending on the popularity of the scope i may branch the program out, make it cross platform and at that point will give it its own website in which case id need a graphics designer to design the website.
If any of you are interested please pm me or post below, i will check this thread every couple of days.
Here are a few of the gui base options that will be included thus far.
*automated .map to .ase conversion (it will convert to .bsp for you first)
*automated .map to .md3 conversion (it will do all needed steps prior to produce the best possible result)
*.bsp to .ase
*.ase to .md3
*.bsp to .map (will also convert quakelive maps correctly)
*pk3 building wizard (will also encode for quakelive and check files consistency)
*loads of map compiling options (and will have the option to add custom options that are stored for later use.)
*map versioning system
*model versioning system
*automated quakelive pak encoding/decoding (including full resource dump)
*automated config generator for ingame camera adjustment(ie will generate the config and put it where it needs to go based on the game.)