Here is a non-definitive list of "Quin approved" maps in need of a good polish (ones marked with an asterisk {*} may be harder to get approved):
- darkness{*}: use of old/dirty and sometimes mismatched textures.
- deadsimple: still quite flat and brown, this does fit the map somewhat but could be better done.
- forge: never quite recovered after almost all the textures it used were removed.
- longestyard: I would love to see if the problems in this map can be creatively fixed (cramped-ness).
- nova{*}: I think a sci-fi retexture of this map may improve its popularity.
- processing{*}: it is sometimes a little hard to navigate nicely in this level, both due to cramped conditions and poor visibility.
- venus{*}: the visual style of this level, while fitting, is probably just slightly unappealing, the layout is however excellent.
For those of you looking for something else to do, but don't know what, here are some other things that could use improving:
- particles: lensflares, mflare (muzzle flare), muzzle (muzzle flash), sflare (shot flares), spark
- menus: mostly just the options menu, but the variables one could use updating and a better layout for the amount of items it holds.
- tips: if you have a tip you think would be helpful to others about playing RE, you should get it added to tips.cfg.
- usage: we have a dedicated topic for contributing command and variable descriptions.
- docs: the wiki could always use more information so people can learn, don't be afraid to ask me to clarify stuff for you.
More of a challenge, here are some things I would like to do, if only someone would build it for me:
- accessories: hats, shoes, whatever. I think even just a couple would get the ball rolling to more being made.
- npcs: turrets, grunts, and drones. crates, shields, barriers.
- rewards: I would add more rewards if I could produce the content for it.
- campaign: a prototype map for the new campaign (see below)
Also of note, the reinvented campaign idea I now have will play out more like a battle between two sides in a time-trial/puzzle-esque gauntlet. One team will be paired up with the NPC AI in an attempt to prevent the other team from making it to the end. Sides switch at half-time. Team with the best time wins. The defending team will spawn at points designated by the current checkpoint reached, allowing them to move up as the attacking team progresses. This all would obviously be a useful way to re-use the, currently under-played, time-trial maps. It would be nice if someone could help me build a map prototype so we can figure out what kind of code and content modifications/additions we will need.
I will post more tasks as they come up.
UPDATE 2013-03-10: I have marked a few items off the original list, as we have either gotten them done, or they are no longer relevant.
UPDATE 2013-03-30: Marked off more items, we have gotten a lot done for 1.4! Thank you to everyone who contributed. *unsticky*