The placeholder textures in the screenshots is why I sent him some new ones which replace the original map's textures faithfully in the updated Quake 2 engine I use. I'm hoping the brightness and resolution look just as good or better in Q3A (I think the lighting in the Q3A engine is a vast improvement), but I won't know until he replaces them and perhaps does a bit of the lighting. If they appear washed out or too dark, I can adjust the gamma curve on them. The Q3A crosshatched floor is 64 x 64 (and looks pixelated), so I sent two crosshatched floor textures (one with a bit more slime, to be used near the slime area). You are all free to use the textures I sent him (link below) in Quake 2 Gen maps.
If there's a specific Quake 2 map you're working on, I'll do my best to gather appropriate textures for you - just let me know.
http://3d.kicks-ass.net/retexture-q2dm3.rar I like this map as well, for its design and some of the jumps that can be made in it. I'm really look forward to seeing it stylised for Generations, while at the same time keeping the classic feel like many of the excellent Quake, Doom, and Castle Wolfenstein maps do. They bring back memories, and make the maps immediately familar again.
As for the secret room with the Invulnerability/Pentagram powerup, are there any classes that are not able to rocket launch? I haven't played as an Earth soldier yet - I'll fire it up. Hmm, looks like he can do that, too - and with the napalm, light up the room from below to flush out campers.
Alright! ReBoOt's maps are going to
rawk!