Geometry, standard weapons, playerstarts, ctf flags and doors [Complete]
textures, team-specific spawns, grenades/mines, lighting, bomberball/dtf ents [in progress]
Obviously, the Cube mapping has made some of the details of the map difficult or impossible. In particular, the two rotated sniper towers in the large area, which form the top part of a Y. If anyone has any ideas about this, or any other improvement, that's what the threads here for

Honestly, I was virtually finished with the geometry before I thought about how RE's gameplay would translate to a Perfect Dark map. impulseallowed == 0 might make it pretty similar, but whatever.
The map actually plays alright, I think. The hexagonal hallways have been totally replaced with rectangles. Initially because I was too lazy and found it too difficult to convert how it is currently, but being kept like that because it really opens up the hallways, which means it fits RE's style a lot better. There's a couple of tight hallways that either don't fit, or create unique situations, depending on how you look at it. Still, playing without parkour (impulseallowed 7) solves the fact that there are no bounds, and creates an interesting feeling super-quick, RE style Perfect Dark. Coolies.
Alpha download - geometry and stuff
Beta download - Textures, ents and stuff