I didn't had the time to post it earlier (had to get off the computer fast) but I noticed that layers of alpha material have interesting reactions with each other:
Alpha material areas behind other alpha materials do not render. So if you have two layered walls and one has high alpha and the other has low alpha it will look different depending on the side you are on.
I took advantage of this to make funky windows to see the rifle positions. The thin walls have a valpha of 0.01, and the thick windows have a valpha of 0.99
So if you look at the windows through the see through walls you see a window, but from any other angle it looks like a solid wall. I can't describe it very well with words.
Also, I found out that vcolor overrides vpalette and the lightmap. I used this to create artificial areas of shadow where the windows would have otherwise let light through,
along with splitting the map into four (visual) sections. The Red E wiki helped a lot with the variables and stuff but a lot of stuff isn't in there yet (spincloudlayer!) and I would help with that but I don't
know how to dig through the code at all and I just happened to discover spincloudlayer by chance anyways (was typing random stuff in to see what happened and how it looked at the time) so yah.
that was rambling like a pro

--------------------------------------------------------------------------------------
Posting while on the go again, and I had an idea I wanted typed down before I forgot it:
Add fast vscroll to the cloud and env layers to do two things: a) make it seem like the map is flying through digital space at high speed. b) provide a reference point visible from anywhere that can be used to tell direction like if the map is hurtling toward x horizon I can use it as a navigation aid.
I think I'm figuring a lot of this out now!

If only every map editor was this intuitive!

I LIKE IT.
edit: merged posts
------------------------------------------------------------------------------------
...Won't be able to work on this map for awhile. Suggestions are still welcome.
----------------------------------------------------------------------------------
Added the cloud and env scrolls. I still want to do a
few lot of things, but I can't/don't know how get the answers to these questions myself:
How does this map look with maxed gfx? My computer runs the game on minimum settings to get acceptable framerate.
How can I make the map look better without slowing it down? All of the polygons on the player and grunt models in a 12 bot onslaught match pretty much eat up all of my polygon budget.
How does this map play with a bunch of live people on it? I can't host my own server because my internet connection stinks.
Why does the AI keep on getting stuck on the corners by the base walls? Do I need to redo the pathing? (again...) I figured out how to modify the pathing by adding aiclip.
[offtopic]Why do most of the guns in this game remind me of various dart blasters and/or super soakers? lol!

[/offtopic]
How do I get the "X fell to they death." message to appear? Found the variable!
How do I integrate the .wpt file into the map file? I'm n00b. lol. Ignore that.
------------------------------------------------------------------------------------------
New version is out with extra polish! It won't be too long before I change from beta to release candidates!
Unique fall death message: tried to leave the simulation
Default player count is now 12
Other things mentioned above
I lost the game.