hemostick wrote:spawnserver mp/myubermap works fine too

Ahh... the more "lengthy method" above had me really worried. It just could not be *that* complicated to test your map in MP.
Map Paths
That brings up another point:
Where are multiplayer maps placed now in Q4?
(I read the paths mentioned in the wiki, but they did not really nail down things).
Just double checked for
Q3A, out mp maps reside in
maps/ without using e.g.
maps/<mapname>/.
In Q4 Raven places all their maps in
maps/mp/ but I have seen several mentions in tutorials that folks simply place their MP maps in
maps/ as well?!
Personally I also prefer to type
map <mapname> without an explicit path. Though something like
maps/<mapname>/ might also be a good idea?
What are the folks here at LEM going with?
Level Design Details / Lighting / Shadows
Another thing that really makes me pause are the "nice" visuals, or more how efficiently they get turned off. With my 2.54 MHz machine and X800, I have to turn down all the settings to "low" when playing in 1280x1024. And that works OK, maps still look "OK". But since all the lighting seems to have gone and also the shadows, I am wondering why actually bother with the lighting? Or any fancy shadows (that IMO look crummy anyway).
What I am trying to say, I never felt that lighting was "optional" in Q3A, it was what made the maps look awesome. But in Q4 MP I really have my doubts about the usefulness of either. I.e. everything should be "flatly lit" anyway.