New version (1p) now out! New in this version:<br /><br />[b]Map02[/b]<br />-Improved re-texturing and intuitive details to mark the red and blue bases more properly<br />-Added more room to the slime/ground-level shotgun spawn to help flow and avoid hitting the metal bar as the player begins his route of choice. The added room also helps during firefights due to more cover/dodging space.<br /><br />[b]Map05[/b]<br />-Improved re-texturing and intuitive details to mark the red and blue bases more properly<br />-Complete SECTINFO definitions!<br /><br />[b]Map06[/b]<br />-All new Map06!<br />-Basic playable layout and team markings along the door frames<br /><br />[b]DISCLAIMERS[/b]<br /><br />-This is a [b]beta[/b] build! Expect there to be sloppy texture jobs in certain places<br /><br />-Map03 is currently undergoing some detail work and although you can technically play it, the bases aren&#039;t equal to one another in this version, particularly in the uppermost routes. I suggest you NOT add it to a server&#039;s map rotation if you want to host the wad<br /><br />-Map02 and Map05 make use of scaled-down high resolution images for the wall markings that guide you to the flags and other parts of the map. Because of this, it will look funny (but not unplayable) in Skulltag. This will remain so until they either fix it or I find time to patch those textures through a separate wad.<br /><br />Get it [url=http://static.totaltrash.org/wads/smartctf1p.wad]here![/url]<br /><br />Many thanks to Ladna/Nostar for hosting a private TT test server @ 66.225.231.106:11017 !<br />Many thanks to konar6 at Grandvoid for hosting an Euro test server @ 77.75.105.80:16694 !<br /><br />I am very much open to any and all feedback, particularly in maps 04 and 06. Map06 was [url=http://img831.imageshack.us/img831/8931/map06.jpg]sketched[/url] and built in the span of two hours, so don&#039;t mind the draconian lack of detail or simplicity in the architecture :P