Ok thanks everyone who has taken the time to look at the map, much appreciated.
@Aeon, wow that is alot of feedback. I went through all your sparklies screenshots and I think I fixed all of them. It is hard to tell because I can't see any sparklies in my map. (probably newish gfx cards are better with tjunctions)
Ad banners, is in the competition rules and trust me, I have asked on several occasions for better/higher resolution images and none have appeared. The best I can do is re-scale them a bit so they are not so stretched. It took me a while to get greyscale versions, the ATI colour one was glowing originally in my map! I will produce my own version of the map after the competition without adverts and higher res stuff.
I had a look at the weapon halo's and I cannot reproduce the pixel bug you are getting. I tried different resolutions and distances but nothing. So I rechecked the textures and made sure they both of them have a huge black border at the top and bottom of the texture. The only other thing I can think of is you are having a problem with mipmaps.
@Anwulf, yep found the hole behind the stairs, got that fixed. It sounds like you had a good match vs bots which is good news. The map is suppose to feel frantic and fast, so more bots is greater chance of conflict, well for me.

Thank for the comments.
@scythe , umm did the bots keep getting stuck on the same columns? I can always extend their clipping if necessary. I am surprised you thought the lighting was flat, I tried to vary the brightness throughout the level and have the jumppads glowing. Ive also reduced the spawns down a bit, there are 12 so it should not feel too crowded but the Q3 random spawn code is not great for sure.
@Aeon (part 2), yep clipped off those niches by the PG, I originally just did the lower part, not the upper. The RA room is certainly an odd location because of the RA item, but it should still feel connected because the upper route curls around the outside of the room space. There are 2 upper and one lower routes so it should be ok for the flow through the room. The extra JP from the GL to the RA is so that you can cut off players going for the RA via the lower route. Fly up the JP, bounce the approaching player with a rocket off to the side and collect RA
Ok not sure what the strange FPS slowdown is without more information. Was it only in one area? How many bots loaded? Were the bots around you at the time? Was your machine busy with something else? I know the sky portal is hard on texture memory plus combined with all the other high res textures it can be bad on video memory, but try the latest version (will post it today) it has alot less textures.
I have added loads of 45 degree clip around the columns behind the RL, so you should roll of the walls if you move backwards in that area. The different light cones for items is certainly a cool idea but I cannot add anymore shaders or textures to the map. In order for the map to be compatible with Q3 v1.16 (sort of a pre-rule requirement) I cannot add anymore without hitting engine shader limit. (v1.16 is really hard on extra content)
The hinting is certainly strange, but there are technical reason for it being the way it is, that will become apparent when you see the actual source file. (I will talk about this after the competition) I added shutters to the corner of the corridors to try and make each area a bit different. The corner with all the windows closed is suppose to feel dark and artificial, so that when you come out to the beam it feels brighter and more impressive.
@neoplan , not sure how you are up in the corner (first screenshot) the area is fully clipped. I have extended the clipping a bit further into the room, so hopefully that should be gone. Screenshot 2, those lights are made of patches all snapped to the grid 1, so not sure why that is happening but I have added extra clip brushes around the shape to stop the player getting stuck. Also done extra clipping to all the other 45 degree lights as well. Screenshot 3, I knew some crazy rocket jumper would find some caulk somewhere! hehe, poly's added. Screenshot 4, is an edge in the alpha map, not easy to remove at the moment, on my wish list of things to do.
AEon wrote:The other thing that is strange, is the size of the AAS file - 300KB - that's about the size of the AEdm7 file... and that map is a *lot* larger.
Do I get a prize for beating the size Aedm7 bot file!?!

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