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I'm Thinking.. 
we need two more bsps adding to that archive ;) 
 
1997 may have been filled with creativity, but it appears that the time around 2000/2001 was the silver age of quake mapping due to the high ratio of awesome maps and their volume. 
I Think I Am A Major Contributor To The Blip Right At The End 
Ha! 
Interesting... 
nice work on generating those stats. 
Actually - Do These Figures 
run right up to present day?

ie - where it says 2006 - 2007, er, I know how Excell graphs can work, so the figure plotted for 2007, albeit right at the end of the x-axis, does that mean figures for the entire of 2007?

:P 
2007 
It's 01.01.1996 - 31.12.2007.
2008 looks promising though. 
Spirit 
I think 2008 will be promising indeed...
Since 3/4 years the number of released map didn't changed that much, so let's assume we will see the same number of release in 2008. So regarding the fact that map quality is constantly increasing, we will have very good fun time this year for sure.... errr or a t least during this end of year :P 
Okay 
Who asked Q to ban everyone from #tf? Fess up. 
No Idea, Prolly Some Outside Moron Or Problem 
Everyone is unbanned now. 
OMG, Thanks! 
Nice review Tronyn, you rock, sir. 
Ty 
It takes me a horribly long time to do anything, but eventually it gets done.

Nice map. Now lets see you get back to METAL 
Quick Question 
Is czg's curved pipes tutorial uploaded anywhere?

There's one on archive.org but it's not got any pictures unfortunately... 
Well 
speeds has one but can't find it.

12-sided circles,the outward and inward slopes in a 90 degree curve coming from down and going to the right are 1:0 (straight up), 1:2, 2:1, 1:0 (straight to the right). The piece interfaces have 1:4 and 1:1 slopes.

If you want to do this for more complex shapes, you have to stretch them a bit wider, then shear vertically and finally horizontally (this shrinks them back).

24-sided works a bit similarly but you need a finer grid.

I made templates some time ago that vis without leaks. I'll upload them some time. 
Fuck I Can't Write 
but I hope you get the idea.
The correction.
y:x
1:0,2:1,1:2,0:1

Ie in degrees
90, 63, 27, 0 
I've Got CZG's Curve Tutorial On My HDD: 
Here it is now on the Shub-Hub, in a zip! Should work fine, just extract it to a unique folder! Or a folder full of junk. Should work either way:

http://www.shub-hub.com/files/misc/Curve_tutorial_files.zip

Thanks czg for a comprehensive tutorial! 
... 
thanks, but I'm trying to remember the actual numbers for the pipe bending, how much to stretch and how much to shear in each direction when the starting section is a certain size... any idea? 
IIRC When Making A Pipe 
that comes from bottom and goes to the right
stretch a section to the left, then shear it up from the left and shear it right from the top until you're at 1:2 angle.
It's not a huge amount, it's pretty fast to experiment it with a 12 sided curve. Ie if you were left short, do a couple undos and stretch more this time.

Oh, first clip the pipe segment so that that it's a trapezoid from the side, ie the ends have 1:4 slope. 
For Radiant / Bsp 
 
thanks, but I'm trying to remember the actual numbers for the pipe bending, how much to stretch and how much to shear in each direction when the starting section is a certain size... any idea?

(i'm going to use compass bearings to explain, it seemed the easiest way)

assuming you have your initial segment (with the 1:4 edge) laid out with the angled edge facing north east (as it were) so that you want to curve up to the north & round to the east, your second segment must be vertically (or should i say longitudinally...) stretched so that the outer edge extends beyond that of the end of the first segment by twice the length of the first segment's outer edge (ie. if your first segment has an outer ledge that spans four squares, the second segment's outer edge should extend 8 squares beyond the north corner of the first edge). then you clip downwards so the inner edge ends up twice the length of the first segment's inner edge, and clip off the south-westerly corner.

then for the magic skew, you take the outer ledge of your second segment & stretch it westerly by 9/8ths. so if your segment spans 8 squares horizontally (or latitudinally, heh) then you'd extend it one square to the west. then skew the north edge to the east until it fits together. then clone, rotate by 90 & flip to get the other half.

i think that about covers it.. the 9/8ths is the only real key number to remember; the rest of the measurements largely depend on the size of the radius you're curving around.. it's just a case of each edge being twice as long as the initial segment (once the corner is clipped off) 
Holy Shit 
i just read that again and jesus christ if that wasn't the least clear explanation ever :|

these should help a bit more:

http:/isoterra.co.uk/images/curves/Image1.jpg
http:/isoterra.co.uk/images/curves/Image2.jpg
http:/isoterra.co.uk/images/curves/Image3.jpg
http:/isoterra.co.uk/images/curves/Image4.jpg
http:/isoterra.co.uk/images/curves/Image5.jpg
http:/isoterra.co.uk/images/curves/Image6.jpg 
Sake 
Aye, 9 8ths! If You Get Stuck Then... 
...curve several rows of whatever it is your trying to curve at the same time, at different radiuses! Then just keep the one you need...

Here are some prefabs I keep handy, nothing much but takes the sting out of doing it from scratch every time...

http://shub-hub.com/files/misc/acurve.zip 
..and Only Now Do I Notice Ricky Already Posted The Full Tut 
*crawls back into the corner* 
I Never Bothered To Remember 
those stretch amounts. I just eyeball it and undo if I was left short and do more. But thanks rj. 
Also 
this is one of the reasons why skew/shear for groups is very important in a map editor. 
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