Spectator bug is caused by the absence of a "clip" brush above. And info_player_intermission entity is partially in another a "clip" brush (thus, one can't move in spectator mod).
But there is a good news - there is a *.map file in the archive and you can fix the map if you want.
Edited 5.9 days after the original posting.
I'm not complaining here, just stating the facts (the size of the map and the ridiculous arguments).
Still, thumbs-up to your previous comment (#12). And thumbs-up to cityy for the map, which I've downloaded, I'm playin' it and I'm lovin' it.
As it stands, this is a professionally built map, by a (now) professional mapper with a few minor issues. The fact that a map of this quality has been released for free, for your enjoyment, for a game that is almost 15 years old now is something pretty amazing.
Point out issues for sure, that is only way they will get fixed if the author has time, but also try to enjoy the map too, I know I did :]
caulk is a special texture used during the construction of a map. It is applied to a surface that will not be normally seen, but is required. This saves the render engine from "drawing" this surface on each frame.
People want to play the map, not fly around and try to find bugs in great work. Every work has its own bugs, not everything is so perfect it has no flaws, but something can be so perfect its bugs are not visible ;)
Edited 2.77 minutes after the original posting.
But aside from the cyborg-eye thing, I do agree that a lot of these new maps seem to put more focus into textures than uniqueness. I mean, if you changed the textures to standard Q3 textures, it wouldn't appear to be that special anyway. That's why I tend to favor maps that offer something new and unprecedented rather than just graphic works of art.
On the other hand, combine an experimental map that offers something new to the table while having good textures. Just try not to overload the map with stuff: not everyone has a terabyte-sized hard drive!
"This is what happens when imagination, time and the ability to edit a game level come together."
actually, to me, the most amazing thing about this map is how little time cityy had to make it! if i remember correctly, the 4th maverick servers mapping competition was winding down, his first attempt at a CTF map hadn't panned out, and he had to pull something together in the last 5 or 6 weeks to meet the deadline. i didn't think he could come up with anything so detailed from scratch with so little time, let alone making custom textures. but cityy consistently pumps out great maps, seemingly on command. that's the hallmark of a true veteran level designer :)
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