Dreadfully sorry Pat. I am so used to editing into posts directly on wiki pages I did so into your post, thus accidentally overwriting the original post. I hit "edit" instead of "quote". My browser cache, alas did no longer contain your original post. AEon
hipshot's miramar skybox
I think its more of the dilemma of having a very limited set of really wonderful assets... so anyone wanting to use something nice will pretty much have to use the same resources. So, no problem. With Miramar, I immediately felt at home in your map

.
water dripping ... shader ... higher res though
I may simply try to scale down the textures by a factor of two again, to make them look slightly more detailed. Or
"beg" Hipshot to create a more hires version of them, he created those for
SolarAE initially.
ramp by the LG/50 health is really weird
Hmm... that happens due to the geometry requirements in that area... though it just occurred to me of using my normal unramped curved blocks as a "filler" might indeed be a better way. Shame that the more complicated non-trivial shape is not liked. Hipshot pointed out that bots have problems here as well, getting stuck. So, I'll have to change it I guess, oh well.
can shoot through the glass
That must be a left-over of clipping that still needs work. Good reminder, weapon clip all the glass areas... though I wonder if I should not simply change the glass shader, though I seem to recall that clipping added to shaders did not always work... IIRC I had this problem with glass in
AEneon.
It seems to clash with the green in the vegetation.
This is THE FUTURE

... I like it, it stays. Though, changing the green tone of the textures might be something to look into.
the teles/bouncers don't stand out
I'd say it's something you need to learn. Though that does remind me that I wanted to have floating transparent cubes as JP effects to make those stand out more... and possibly use something like that for the APs too. Hmmm... maybe I can come up with something for the TPs... though I doubt it.
launch pads in the center room would go through the RA
Tried to do it, did not work... one could argue that this is a feature that you have to take a certain AP to get the RA... I think to not be able to grab the RA directly coming from the Quad is unintentionally actually a good thing.
i think this map, like mine, has a bit of an identity crisis.
Abstract map with reality seeping in... no conflict at all... since the abstract is just the backdrop. The more abstract a map is the easier anything of detail fits with it. If you had mentioned the tubing... I would have possibly agreed... the tubing is a bit strange in regard to the rest of the map, probably due to their brownish colour. I might try to recolour it... or use the tubes I created for the philipK texture set... hmm... might give that a try.
i am getting an AAS not initialized error
I had been wondering what speaks against just uploading my latest version of the map... and I seem to have forgotten to create an AAS file. Drat... will fix this.