Else i will reinstall also Q3 radiant and compile .aas files with old the bspc.exe file :/
The missing texture seems to be, according to the console message, pasquake_base_trim9.tga ; I've opened the .pk3 and I didn't find it. I can(not) see it in a couple places, I'll e-mail the screenshots to you (to the e-mail in your site, as you didn't include it in the readme). I guess they're probably included in some other map of yours.
The following are only guesses, as I haven't been mapping during the last couple of years, and I only made a few maps only, and I've read a few tutorials long ago, but not much more than that.
I agree that some more beta testing could have been good, but it's not always needed; there's no need for every single map to be easily playable by the bots; humans should play it very different and it would have been way more fun.
But in this map, the distance between the good sides and the bad sides is big enough to make them very noticeable, and they end up taking the map a little more down than where it should be.
I mean, sometimes you just have got an idea for a map, and you build it according to that idea, which does not need to be playable; I liked the sci-fi look very much on this map. It all depends and relies on the objective you've got in your mind: want to make a map that's good on both the play and the looks? Then yes, it needs more beta-testing, even some modifications. But if it's not important to you, then it's fine as it is. I've seen maps from some big guys in the mapping scene (some of them are even working for the gaming industry) that played like crap and really sucked on that side, but they were all about a good idea on the visuals.
That map need 2 be fixed in jumps and bots, i dunno why there are those problems. Can anyone get me screens of the missing texture? O_o I've checked out fot it many times but never found it :S
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