Activity has dropped 'slightly' since then, but I figured some people might be interested anyway. I don't expect much feedback, but I might as well post it.

I've posted some screenshots of this before (namely 6 years ago..

Past few months I've been playing some more Q3 again, and poking around in Radiant. Due to an upcoming tournament (which I mentioned in a different thread), I decided to get off my ass and fix some of the errors that prevented this map from being selected.
Anyways, enough yapping. Some info:
Known errors:
- .bsp is called Fjo3tourney6_b2 (don't forget the b2 if you launch with \map)
- Really need to use CPM movement to play this map properly.
- .map file is included, but it's a mess collected over several years (some weird stuff going on in there). Don't expect to learn anything useful from it :P
- It's poorly hinted. I didn't spend much time in general on the structural hull, because I honestly just couldn't be arsed. I'll probably look more into it once I finish the graphics. r_speeds hover around 20k.
- Clipping is a bit lazy atm (invisible walls here and there which I'm never a fan of). Same as above.
- The rock/grass brushwork is pretty lazy. Players can't reach most of it, but it's flat and doesn't look all that great. I'll probably fix it depending on how the tournament goes.
- There's some wtf physics going on regarding water flow and general "where the hell does this water come from/go anyway". Stuff like that is what I would usually spend ages on, but I said fuck it, just release. Noone really cares in the end.
Fjo3tourney6_b2.zip
Screenshots:
[lvlshot]https://fjoggs.com/images/quake3/beta/fjo3tourney6/fjo3tourney6_b2-1.jpg[/lvlshot]
[lvlshot]https://fjoggs.com/images/quake3/beta/fjo3tourney6/fjo3tourney6_b2-2.jpg[/lvlshot]
[lvlshot]https://fjoggs.com/images/quake3/beta/fjo3tourney6/fjo3tourney6_b2-3.jpg[/lvlshot]