Ooh ooh,

good good, nice to see you working on a trem map Crylar

I love terrain at the moment, and I've been spending a while readin up on it lately... dont worry too much about the repeating texture... the visuals of the terrain can be touched up at a later stage (there are some amazing new tecniques for doing terrain in q3 that I'm just trying to learn).
I'm glad one of the first things you mentioned was the Mofo height, that is a key factor in the design (as some of the mappers just found out

)
one thing I would comment on is... when doing outside sections you have to remember that Humans have a jet pack... I believe there are ways to bring him down so a flying human isn't totally invincible.. but for balance issues you may consider little sheltered bits that aliens could hide under (in the same vein as crates getting put in long corridors).
Keep up the good work, and keep us updated please

p.s. there was a mention of a lift... I think we're trying to avoid those in trem because of a problem structures have placed on them.
p.p.s: Overflow: Terrain Patches!!! Rabble rabble rabble!!!
