the graphics gliches (multitexturing, lighting, etc.) are UT-OSX only issues.
I would strongly recommend reviewing this with the Windows Build of UT under BootCamp.
The misaligned pfhor switch textures come from an outdated M1.utx file I believe.
The latest version was hosted on the ar'kives shortly before they went down - but I think it can still be downloaded fia ftp.
Btw. I have a suggestion for level design.
I thought that adding a few tables, chairs and consoles (or even something similar to crew quarters/laboratories etc..) would give the game a nicer (and more natural/logical) touch.
I never understood why Bungie didnt at least include chair/desk scenery items in the game when this was supposed to play on a planetoid-sized colony-ship with thousands of humans on it. Where did they sleep/eat/work?
Where they supposed to just stand around and yell meaningless words for the rest of their whole meaningless lifes?
What a depressing thought...
I noticed that there were actually some tables implemented into the level "No Artificial Colors". Inside the large room with the pattern buffer, near the Bob-hideout - but again no chairs were added..
There are so many large useless rooms in the original Marathon levels.
Why not give them a purpose and turn them into something useful?
Anyway no offense guys!
Wail did a great job implementing more detail into the levels.
He found a good balance between the original and the enhanced level design.
The Pfhor levels are just gorgeous to say the least. The plants in the hallways, the lighting, the fog, the scenery - all turned out very nice and most important - all of this is 100% consitent in itself.
The biggest problem many mods face is lack of consistency I think.
This is one of the largest factors that separates mods from commercially created content.
The problem is that this can really ruin your gameplay-experience, because you will always get the feel that something isnt right or shouldn't be there etc..
I had this feeling several times while playing through M:R.
It was still an overall breathtaking experience no doubt, but the lack of consistency, in particular concerning level-design left a somewhat bitter taste.
I know that it his hardly possible to correct these issues without redoing most of the mapping-work on some particular levels, but I just wanted to point it out, just in case anyone gets bored enough to actually look into it someday.