Definitely improved, but the biggest problem is still unchanged!
I'll just name some examples from your shader file:
textures/base_wall/protobanner2
{
(code)
map textures/base_wall/protobanner.tga
(code)
}
textures/base_wall/protobanner_ow2
{
(code)
map textures/base_wall/protobanner.tga
(code)
}
These shaders don't exist in Quake 3, so you're not necessarily overwriting anything, but that doesn't make it right. The names suggest that they are id's shaders and they are confusing to say the least. The proper way to write these shaders is as follows:
textures/ik_hell_arch/protobanner2
{
(code)
map textures/base_wall/protobanner.tga
(code)
}
textures/ik_hell_arch/protobanner_ow2
{
(code)
map textures/base_wall/protobanner_ow.tga
(code)
}
As you see, you don't have to do any copying of textures or anything like that. You can still use id's textures. The big difference is in the shader title itself. I've used "
ik_hell_arch" as a good example of a directory that you can safely use. All your shaders that currently use such directories as "custom", "hell", "gothic_trim", et cetera are too generic and run serious risk of either overwriting or being overwritting by others (especially if they don't clean up their pk3s).
Worse are such shaders like "textures/
marsbase/blood1", "textures/
rjldm2/metalchain1n" and "textures/
rjldm2/metalchain1n". The directories referred to in these shaders are
other maps, and that is even worse, since it is all the more likely that they do conflict with those maps. In all those cases, simply rewrite your shaders to all use "
textures/<your_unique_map's_directory_here>/(..etc..)".
Additionally All the custom textures added in your map should go in such a directory. That way, the actual files will not run the risk of conflicting with other people's or id software's files either.