edit: you guys might want to first make a strong cup of coffee, to help you stay awake through this next post of mine, but I`ve typed it up now, so someone might as well read it 
now this might sound insane, but to help demonstrate how much more mapper friendly, the new alphamod volume blends are… I would like to first partly explain how I dev the soft edge water using the less friendly alphamaps.
however, rather then a showing a simple blend example, I want to show the most complex blend section, I made for my moat water, as the simplier alphamap blends could appear deceptively easy.
which I found to my frustration, when I tried to use them with more complex brush work, like in the example below, and where I ran into an almost random way of working.
pic 1 shows the blend section on it`s own… this was used to cover the seam between my moat water flowing from two main directions, 90% and 270% in radiant, and a 3rd direction branching off at 360% towards a narrower stream.
if the stream had of been the same width as the moat, it would of been a lot easier, but I didnt realize this until after Id spent about 3 weeks doing all the brush work for the stream.
which ironically I then completely stripped out and rebuilt a month later when I started cutting down on the number of tris in my test map, originally from about 12.5k down to about 8k, but I`ll be explaining why I did that in the terrain tutorials in the future.
anyway, back to the alphamap example…
the func_group in the above pic, had the keys
"_indexmap" "textures/_ratty_alphamaps/new22.pcx"
"_layers" "2"
"_shader" "_ratty_water/moat_water_360_slow"
the water surface was also painted with my moat_water_360_slow shader.
I could post an example of this, but for those mappers that have previously used alphamaps, and meta shaders to blend terrain, it was just a modified terrain shader with a few tcmod scrolls and translucent blend funcs.
the rest of the brush faces were painted with common/nodraw.
the actual water property was contained in another single nodraw water brush that ydnar recommended I used, as it ment the engine didnt have to keep track of as many separate water volumes... I think that was the reason, but if Ive got that wrong, I`m sure someone will correct me.
note the inserted alphamap image in the bottom right of the xy window… this wouldn`t actually be seen in radiant, but in psp, and that is a resized version, so we can clearly see it… the original alphamap is 6x6 pixels although we can easily zoom into images that small, in psp.
now this is where the “random” element Ive mentioned a few times kept cropping up, as those mappers experienced with alphamaps should notice that my mesh doesnt have 6x6 verts but in fact 5x4.
maybe this was a bug in how q3map2 read really small .pcx images, but anyway… an alphamap is ment to have the same number of pixels as our terrain meshes have verts, ie a mesh of 10x10 rows, would actually have 11x11 verts and so it`s alphamap should be 11x11.
Ive built several larger terrains using this principle, and if we didnt match the number of verts exactly, then our resulting terrains would get visual artifacts in the blending.
either the 3 way junction type, where instead of a smooth blend there would be sharp edges to some of the terrain tris, or we would get large stripy patterns going across the terrain.
but I found working with really small alphamaps, that the “rules” broke down, along with consistency of results.
ie some compiles the pixels on the alpha map would almost align (map) with the verts on the mesh, when then tested in game, and other times they would produce the artifacts.
so I gave up trying to match the number of verts and instead started guessing what dimensions the alphamaps should be, starting at the “correct” size, then adding a couple of rows or columns of pixels until I got the blending to look right in game.
pic 2 is an example of this, which also proves the size rule broke down at this scale… note the pic has r_showtris 1
pic 3 is without the showtris.
because this is rendered with a fast sky drawn almost black, its not so obvious how much the blending on the outer quards (2 paird tris) fades but likewise, if I showed the proper sky with its cloud layers, then the soft edge water would be so subtle, we could hardly see it`s outline, hence me usually testing these with dark backgrounds.
iirc that mesh and it`s alphamap, which admittedly looks very simple, as it only has a few possible pixels to paint between the 100% translucency dark green color, and the 0% light green color… actually took about 2 whole working days to make, and that was with a lot of previous experience doing the waterfalls and building and blending most of my moat water.
to a n00b mapper trying to following my dev work back then, even if they had a step by step tutorial, this would of still been a complete nightmare as there was very little consistency in the results… until that was, when I got the exact shape of the mesh, including all its diagonal tris aligned as they are now, plus the alphamaps exact size and pixel design.
then for some “magic” reason each compile would result in the perfect blending, I showed in the 2nd and 3rd pics… that is until I tried copying that mesh and alphamap, and tweaking them to make a similar but not identical blend, and then the whole laborious process would begin again.
why am I telling you guys this? well other then wanting your sympathy for all my sweat and tears 
I think your going to really appreciate just how much easier this same blend was to make with the alphamod volume method, which I`ll explain in my next installment 