my map is done, i’ll send u a link 7, i’ll pm u my votes tonight.
Seven_dc's Forum Damage 1024^3 mapping competition 2004
I’ll get you the upadted map and my votes tomorrow, seven_DC. I got a bit occupied with Knights of the old republic 
Good for you! That game has amazing plot. Maybe quality of the official movies. I went to dark side of course. Sadly I did not find any replay value. Ok… I must fire up my linux box to ready the slicks map checker.
OT a bit…
@ Gerbil - Don’t expect too much from ATI drivers… Though their drivers are a bit better than they used to be they still need a way to go. I was an nVidia fan for a long time and decided to switch. I probably should have bought the FX 5900 instead of the 9800 Pro.
- bump *
Ahem… People seems to be enjoying the sun outdoors… at least here Finland it so sunny and hot.
Well, my 2 day estimated reinstall took over a week including work and stuff, but I spent some time today fixing most of the issues and should have the rest sorted tomorrow - is my priority now I assure you 
Ok thanks.
Gerbil has submitted a map to me… and I think that it might be a good time to all remain participants to submit one mainly:
-Joops Sloop with kadesh.
Are you planning on fixing it Joops Sloop?
If I can figure out why everyone is spawning in the same spot… then i can have it finished in no time 
That can happen if you copy n’ paste spawn points. Each one should be made as a new entity.
Urk can it? I wonder why - if anyone can do a box map with this problem I’d be happy to go over the .map file to see why - that’s a pretty annoying bug if true!
Just to bump the whole thing again, here’s some screenies of the things I changed for final:

This is how it is in LMS - when it’s destroyed in SW/MP mode you get smoke and stuff.

No prizes for guessing who inspired this addition 
List of changes:
Comments:
Name convention has changed slightly - mml_claustro_v1 now
replaces mml_claustrophobia.
The name changed simply because it was too long when I tried
to use my normal naming convention and append _v1 indicating
final release.
Fixes:
- Spawn times fixed (swapped, I put them wrong way round!)
- Dyno icon sometimes starting as yellow/black square
- Grass and cave floor is mineable
- Doors generate noise when opened normally
- Lighting tweaked
- Grass model is now roughly same colour as grass texture
- Various texturing fixes
Additions:
- Skybox (idea clearly stolen from Detoeni!)
- Sound effects throughout level
- Destroyed version of generator
- Voice overs
- Trees and lampposts are now climbable
- Swinging crane
Known-bugs:
For some reason when dyno is placed near the generator the
colour fading sometimes causes polygons nearby to flash in
incorrect colours (eg blue / purple).
This appears to be a game engine bug or a driver bug and there’s
bugger all I can do about it
BTW as I mentioned to seven_dc, my clan is thinking of running a small tourney using these maps.
I can’t say how the discussion is going over there though because since my reinstall I can’t seem to get my forum login info to hold so I can’t get to the private forums 
It’s something that happened in the my beta of theodor(rtcwfiles still have the file if you want a look). That was for RTCW, I would have thought something like that might have been fixed by now.
Any how, I think it was something to do with the origin getting messed up, a bit like if you make a door and move it, it turns on the point at which it was made, not where its been moved to.
Ah… I remember fun with stuff like that - if I used to clone an entity and change it’s properties, the original entity would have it’s values changed instead 
What I find confusing though is that from a .MAP point of view, if the entities are shown in different places then their origin key in the .MAP must be unique and correct - there must be something in the .MAP that ‘shows’ they are copies and therefore processes them incorrectly.
If I get time at the weekend I may take a look.
Weird, I am copying my spawns all the time… maybe you could try to put targetname to your team_WOLF_objective and target the spawns with that.
bump
Should we just keep the joops sloops map as it is or are we all helping him to solve the spawn system?!?!
I think someone would like to see update of our maps. And the sources.
The bug you are referring to could be made by copying entities(spawns) in RtCW, but I have copied entities(spawns) in ET the same way and haven’t had this problem.
Has he made any other changes though? IE is the source you have the latest?
Anyway, we need a responce from JS anyway, so he’ll fill us in 