Anyway, cool map.
The basement areas aren't very connected to the rest of the map but since there are power ups there, thats' ok.
The only bug I did find was that I could jump out of the map at that window with the gargoyle in it.
Also, those benches in the main room were just annoying. Perhaps some clip brushes around them so that a player could run over them a little easier? Not one big block but smaller ones like stairs.
Not bad.
" Known Bugs
You will get a warning about some powerupshit texture. Ignore it, for some reason it just shows up whenever I create Teleporters."
Now all I have to do is find the teleporters, of which I saw no obvious sign.
In the meantime, you can yell when you encounter the problem and wait for it to be fixed, or you can download and install Q3Radiant - www.qeradiant.com/ - and so have the textures and shaders on hand yourself: end of problem for you.
Once I'd put mapmedia.pk3 back in baseq3 along with mfgothicdm2, I could see no further obvious problem with missing textures although the shader error message persisted; still, I spent only a limited amount of time looking.
This report about the shader is puzzling. The shader, 'textures/common/teleporter', invokes the texture 'textures/sfx/powerupshit' but that texture doesn't seem to be in any of the id paks, mapmedia.pk3, or even the Threewave map pak. The name of the texture makes me think it's some sort of placeholder that never was properly implemented.
I'd be interested to know exactly what's going on: I seem to recall that I've seen this shader error with no obvious effect on other maps. Can anyone say what's happening here?
You can type condump tex.txt and it will dump the contents of the console into a txt file in the baseq3. That's what I did. There was more info then what I pasted here.
textures/gothic_trim/demoniron01_e.TGA...
textures/gothic_light/ironcrossltred.TGA...
textures/sfx/powerupshit.TGA...
shader 'textures/common/teleporter'
Shader 5953840 has a stage with no image