Yeah what the hell, maybe I'll bring it into Quake 4. I hate the idea of editing for an old engine. If I'm going to take the time to actually make a level I might as well learn on the latest and greatest.
pjw, I was actually thinking the exact same thing today about adding some cover spots. Originally I was going for the wide open ctf4 (from vanilla q3) feel, but after playing online on that level a little bit this week it just pisses me off when guys are railing you from across the level and they never move. I was thinking some little enclosed areas, nothing too fancy.
So you didn't actually play it? If you did you might think the size is a little big. I brought things closer together today and it felt a lot better. But if I'm designing it for an all out braul of 16 players then it'll all work out. Oh, and pjw, this is the level I started making after that lan party where we were playing ctf... if you remember that. I've been seriously wanting to get back to it but cdoom has taken up ALL my time this last year.
I'm actually anxious to see how the shooters work out in the middle section when I get a chance to play against some real people. Bots never take the middle. Since the easiest and quickest way to run the flag back is to go straight back over the middle, you can sit at your base and step on the switch which launches rockets at the launch pad going back to the other base. If you time it just right you could absolutely demolish the flag runner. And the cool thing about the buttons is, if you're a red player on the blue side, you can't activate that button.

You get a message that says "This button only works for blue bitch!"
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]