Okay, I've noticed a few little things’ here and there while testing it. Some may be the same as posted above but I thought I'd still mention any just to be sure. :) Also, I only could only test it by myself so they are mostly technical issues rather than game play.
(Oh, and sorry about the darkness on the screenshots. I turned the brightness up all the way in-game and the screenshots still came out dark. Now that I think about it I was trying the map in a separate folder like it was a mod and I changed the brightness from there, so maybe it was using the brightness from the base folder? Hopefully you'll still recognize the locations. :))
Well, any way’s here they are:
Shot I (
http://img8.imageshack.us/my.php?loc=img8&image=shot01.JPG)
Shot I is just a missing texture, and you can see inside the castle.
Shot II (
http://img8.imageshack.us/my.php?loc=img8&image=shot02.JPG)
Shot III (
http://img8.imageshack.us/my.php?loc=img8&image=shot03.JPG)
Shots II and III are the same place. Similar missing texture about 50 feet from the other one.
Shot IV (
http://img8.imageshack.us/my.php?loc=img8&image=shot04.JPG)
Shot IV is just being able to see through the area between the pipe and the bracket.
Shot V (
http://img8.imageshack.us/my.php?loc=img8&image=shot05.JPG)
Shot V is being able to see through a crack there. Facing the trophy hall from the escape ship, it's on the left I believe.
Shot VI (
http://img8.imageshack.us/my.php?loc=img8&image=shot06.JPG)
Shot VI is just the caps on the Noghri. I can't remember if that's one of the models that the caps are messed up by default or not, but I didn't see anything in you pk3 that looked like it's conflicting with the original file or anything. Any way’s if it's Raven's mistake nothing short of reweighting it and fixing the caps would help.
Shot VII (
http://img8.imageshack.us/my.php?loc=img8&image=shot07.JPG)
Shot VII shows Luke's hand in the jar, and his wrist is missing the texture at the cap.
A few other's without pictures:
-Not really a bug, but maybe you should mention in the readme with the release that the lifts are activated by the use key. It's not hard to figure out, but I've seen people ask about lifts that don't move automatically. :)
-The door at the torture room doesn't have a texture assigned to the bottom. Maybe it's caulked. Not a big deal or anything since it's hardly noticeable, but still.
-With Team Overlay on the location title for "Fuel pipe control" doesn't have capitals on the last two words.
-I know you mentioned that you're still working out the menu stuff, but just to mention it: several of the objective descriptions need spaces between some of the words. (Unless you need to save space so they had to be shortened.)
-The order of the objectives should probably be changed around a little bit. I know that for the most part they can be done in many different orders, but, for example, the button to extend the fuel pipe can't be used until the Sith Holocron has been retrieved and the lava drained. That objective should probably be moved down to at least after the Sith Holocron.
Also, to mention a few things about problems posted above:
I see where the lifts can be a problem with camping and lids for those would definitely help if they can be afforded. Maybe, giving the Jedi "Force Protect" could help minimize the damage they can receive while riding the lifts. I'm not sure how much that would help, but it's just a possibility.
The idea of putting doors on some lifts that only open when the lift is there is a good idea as well. That could be reserved for the lifts at real bottle neck areas like the lab, and meditation chamber where there is only one way in and out. Other lifts should be left without doors, because I like jumping down the lift and grabbing the wall before I hit the bottom. (That's the fast way down.) ;)
Also maybe the speed of the really long lifts could be sped up so that there's less time to be defenseless. Especially since you use the lifts from the inside speeding some of them up shouldn't be a problem as far as missing the lift and waiting for it to return. The speed on the smaller lifts should stay as is.
I really prefer lifts as opposed to teleporters and air shafts. With teleporters it's real easy to teleport, get disoriented and then get killed by someone waiting near the reentry point. With lifts at least you know where you're going the whole way there, if that makes sense. Gravity tunnels might pose a problem since then it would be harder to get down. Having some gravity tunnels that shoot up and some that are prepared to catch you on the way down, increases the number of bottle neck areas since it would decrease the number of ways to get up.
Maybe adding some lifts that run on the outside of the castle would help. (Again, if they can be afforded.) It would increase the number of ways up, which alleviates more bottlenecks and causes the defense to either spread themselves thin or group up closer to the objectives, which would make it easier to have a clean fight rather than the lame camping stuff. If you try to conserve brushes, making simple rails for outdoor lifts would be cheaper than fully enclosed ones. Railing would be necessary, because otherwise it would be really easy to fall off, or get shot off.
If you added lifts on the outside that could also help alleviate the need for roofs on the lifts on the inside, again because the defenders would have to spread out more to cover every lift. Then you could use func brushes you would have used for roofs to make entirely new lifts. I say add them to outside since it creates a larger area for the defenders to cover and it takes them longer to get from the top of one lift to the top of another.
As far as only one person being able to ride a lift at a time: for the main areas, there are still multiple lifts that go up and down so more than one can be ridden at once. That also forces the defenders to spread out rather than just concentrate on one lift. Without playing with people it's hard to tell how much of a problem that really is.
The lifts did seem confusing at first, but one or two play-through's by myself and I knew where everything was and how to get there. The really important lifts are color coded and that's nice. I don't really see a need however to color code them all.
I liked Thor_SMC's idea about an "express lift from the lava pit up near the lab. It probably shouldn't go straight to the lab, but the neat its whereabouts’. You don't want to make it too easy to retrieve if it gets dropped on the first attempt down. Maybe make it so that it can be ridden up but not down. Like, when you get out of the lift a door closes and it goes back down. I suppose teammates may be able to hold the lift for each other though so that might not work.
If the number of brushes isn't too high, putting "rock looking" brushes near where the lava around meets the skybox would help the lava look less blocky and more realistic. They probably wouldn't need to be too detailed since it's so far away most of the time.
Maybe the pipes you walk on near the refueling station could be made a little wider. Guard rails were mentioned, but they would be increasing the brush count. If they were just a little wider, it might make it just a little bit more manageable without to much extra work. I didn't find navigating the pipes all that difficult, but I only had one bot shooting at me as well.:)
Well, that's all for now. I really love this map. It was a lot of fun going through it and I was by myself. I had more fun figuring this out than I did playing Raven's siege levels by myself. (I know that sounds pathetic. :P The architecture looks great, and each area seems to have its own distinct feel. It's come a long way since its Jedi Outcast counterpart. I'm really glad you decided to convert it to Siege even though it's definitely a lot of work. I like the loading screen as well. Cool little touch.
Great Job monsoontide! (Wow that was a long post. :p)