: Or I guess the map could be in the failure timeline, as it makes a bit more
: sense somehow if you're making it so that Durandal can't lock you out of
: his core. But I'd prefer it to be on the success timeline, as adding maps
: to the failure timeline makes more maps that people might miss.
Adam, I like your idea for "A Bridge Too Far", and BTW that's an excellent, clever title. I'm not sure Forrest will wait for you to design it, particularly when there are so many other things in Chapter 1 that need work as was discussed while you were away. If there isn't time to incorporate A Bridet Too Far in to Chapter 1, perhaps you could make a single level scenario for M1A1. There are two levels on the other hand that need major makeovers in Chapter 1 and perhaps your bridge level could replace one of these. I don't remember the names off hand, but one is the level with all the walls that suddenly open up because you walked over a poly 10 miles away from it (I'm exaggerating a bit on that one), and the other is the one where you destroy Tychos core. Both of these could be salvaged, particularly the latter, but they need a lot of work to bring them up to the quality standars of the rest of the scenario.
One of the other things we discussed was the possibility of Boiler Room being a lava level. Unfortunately, this would introduce the wrong texture set. In that thread it was noted that Evil made use of dual liquids in a single level by making one of them a flowing texture, M1 style. I think this could work very well here. Imagine if that outer ring were filled with a very fine layer of lava. Now imagine having some doors closed off so that you have to find a way to get through that involves walking through that lava. This would be so cool, and not that difficult to do. Just add a lava texture and retexture the floor of the outer ring with it, and change the lighting to match. The result would be a really cool level instead of a fairly boing, tedious one.