I feel for ya guys right about now. I want a load of 6D levels to play too, but i haven't made them yet.
Well i thought that the mod would be dead with the advent of a real mapping opportunity, BUT i design the maps. No texturing, Lighting, entity work, or long compiling. I design and build it with dev textures so all that stuff can be done by someone else who isn't already sick of it.
Anyway, the new telekinesis isn't in yet. needs code. I rethought it and to make it easier (for the coder) the player casts a node aimed by the player that pushes the blocks as the nroamlly player would. no complex targetting or any of that. The node would have a sprite for it so you know what is within range (768 units)
so imagine using the laser from the RPG to push crates around. (on a click and hold basis of course) You can almost do this already, but its a tedious nudge, and the player must move for the object to move, so its lame and glitchy.
Overall, the original target-lock-and-move-with-mouse format would work much better. Allowing you to effectively pull as well. Direct control over the object would soundly hook the player, much like the gravity gun.
For the record, both the environment based levels and sky based levels will be in the game as one. Remember? Turnstile introduced protal-like doors that allows me to add a completelt different kind of room regardless of what the rooms connected to it were. So one moment your in a temple, the next, your in the middle of the sky, back to the temple again. I fuckin love it.
So yeah, I can still map for my job and do 6D at the same time, ya know, so i don't rust.