Those are interesting changes. The walls sure look different this way and the roof of the main/middle room looks quite improved this way (although in the previous versions since you were supposed to be able to go above it, it would have made less sense for it to look like that).
Pegasus might be please and, laboRHEinz, you should take a quick look at it (walls of the core room + walls and roof of the middle room).
Zoner, have you made this version just for fun/personal use or are you interested in seeing it used on the server?
In the second case, you would get my vote for us at least to try it. However, it will need a bit of polishing before.
I don't know how comfortable you are with UnrealEd? Do you know about texture panning? If not, tell me and I will show you how it works (you can also probably take a look at the tutorials online). Nothing complex, just a bit time consuming (not that much though).
It would allow some things to look nicer/more natural.
For example, you could go from:
http://tarantola.alexandre.free.fr/CEON ... %20ori.jpg
to:
http://tarantola.alexandre.free.fr/CEONSS/panning.jpg
I only worked on the vertical aspect of the texture, the horizontal need also some work as you can see there is a break in the continuity of the bricks.
Same idea here, have walls that look continuous, from:
http://tarantola.alexandre.free.fr/CEONSS/pan2ori.jpg
to:
http://tarantola.alexandre.free.fr/CEONSS/pan2.jpg
Also, if we decide to use Wormbo's nodes would you be able to implement them? If not, we can share the work, I can take care of the nodes and you will do the texture panning?
Another point: I see you added some mantas at the base. I suppose there are for "personal use". In a version made to be played online, I don't think it would be a good idea to have some available right at the start. In the current map(s), some players already tend to go round and round through the map on a manta, trying to accumulate kills by killing players during their round trips.
Although it might not be a bad idea from time to time, some players seem to have made this a specialty of theirs and monopolize the mantas for the whole match doing this. Not technically some campers but not really better if you want my opinion.
I am pretty sure giving mantas from the start would only benefit such players.
I don't think there are other things you changed and I missed?
Anyway, if you want to have your version online, please wait a bit before doing more work.
I'd like to hear laboRHEinz's opinion on the changes made in this new RC2 version, to determine if you should keep working on your new version or rather have you implement your texture modifications on the SP1 version.
Quoting the changes from Pegasus' post:
To use another example, center spamming at Barracks is a bit similar to manta roof spamming at THI-TripleSlap. In the latter's case, however, the latest version I played a few days ago on (RC2), finally takes the necessary steps to fix this issue once and for all by lowering the ceiling (and, correspondingly, placing the nuke pickup at the top of the middle dome as well) - spamming over.
laboRHEinz has been a bit busy and should catch up the conversation soon, otherwise I'll PM him so that we can get a quick reply on to which version to work on.
IMO, if the only changes are those Pegasus listed I don't know if the "newRC2" is an improvement over SP1. "Lowering the ceiling" I can see the interest to prevent manta spamming from above. I believe however the changes from SP1 (PhysicsVolume dealing 5 damage/second) gets a decent result on this matter.
Also, the new location of the redeemer makes it far more accessible and therefore probably used more often. Being a Redeemer-unfriendly player I don't think it is an improvement (ofc, I'd rather have it removed than being more accessible, even though I can understand some people think such a weapon can be needed in this kind of map).
If we have a go for another version, I'll split the related posts from here and put them in a new topic.