Not to be a bummer, but it may actually look not as good in-game. You never know. I'm going to say August 30th for a release date.
Yeah, I was up all night trying out ShaderEd2. It's really pretty nice once you get used to it. It helped me solve a few shader problems I was having that would have taken forever when done "by hand".
It's also a great learning tool. I learned a lot previewing Raven's shaders in ShaderEd2, and then comparing the information with the handy Q3 shader manual by Paul Jacquays. I already have a bunch of ideas for custom shaders now!
Got some updates:
http://mysite.verizon.net/vze1sx51/haslow/misc/shot0028.jpg)
Seen above is a huge wall texture I recently did. This shows Q3map2 set for bounce 6 and bouncescale 2. Ambient is down to 10 now, and skylight is at 40.
http://mysite.verizon.net/vze1sx51/haslow/misc/shot0029.jpg)
Here we see some ramps added in for better flow in gameplay.
http://mysite.verizon.net/vze1sx51/haslow/misc/shot0030.jpg)
This shot isn't actually this bright in game. It's brighter than before though, and I removed the "Arcade game" machine between the stairs to improve the flow, and added some red and blue accents for the CTF theme,
http://mysite.verizon.net/vze1sx51/haslow/misc/shot0031.jpg)
This is a fun shot of the last thing you see before you fall to your death in the cavern.
http://mysite.verizon.net/vze1sx51/haslow/misc/shot0032.jpg)
This last one shows the "blue" cavern area where I added in two new textures- the grates and the vertical wall panels with blue lights.