Report is here:
http://www.nd80usa.net/slicks/1024report.txt
I had to tweak the script a bit to deal with
multiple .bsps in one .pk3.
You left some bloat in, seven_dc… shame on you. 
Some notes:
- the coffin in chapel is questionable
1024Comp04.pk3 - **** IP Warning: models/mapobjects/o3-coffin/coffin.tga appears to be stolen from quake3-q3wpak4.pk3
Basically, someone has just editted it to change
it from brownish to greyish.
http://www.nd80usa.net/slicks/ml_chapel-coffin.tga
vs.
http://www.nd80usa.net/slicks/q3wcp20-coffin.tga
Mindlink credits Ophelia. For all I know, Ophelia was
one of the people mentioned by Scancode in
his readme for q3wcp20 (where it appears
to have come from).
http://www.nd80usa.net/slicks/q3wcp20.txt
-
Bloat (easily trimmed out next time)
-
I’d replace “viol024run” with “ascend” (all lower case)
wherever it is used (given the sources).
-
Gerbil continues his fascination with spaces in names. 
-
Ascend needs a maps .objdata file for non-LMS (normal) mode.
-
Kadesh needs a maps .objdata file for both modes.
-
I must say… I REALLY like the command maps for
Kadesh and Chapel… I think Kadesh’s is the best
I’ve seen in a while. 
http://www.nd80usa.net/slicks/ml_chapel_cc.jpg
http://www.nd80usa.net/slicks/kadesh_cc.jpg
I ran through all the levels today on the campaign
server and they are very nice. Looking at our chatlogs:
http://www.nd80usa.net/logchats/
(the servers starting with “fd”), I see I’m not the
only one that really likes the sunlight coming
through the stained glass on Chapel… nicely
done.
On the other hand, I forget which map/author, and I know
he explained why, but the static torches in one of them
just bug me… I like seeing flickering torches.
All and all… a good job by all the mappers… all the
levels look fun and interesting.
I’d say give them a couple weeks to test playability
and put their final tweaks in and then seven_dc and
I (the anally retrentive bloat hater) package up a
new version for final judging.
SiliconSlick