@Darek
That's some great work on finding the issue with the EPA surface maps, as well as the rug issue.
@phobos2077
That's a neat idea about basing the cash tender's bankroll on the player's level. His cash supply already replenishes, though, to randomly varying amounts (or at least it should, and does in my game). How long did you wait between visits? You have to give him some time.
@bug reports
I don't seem to ever get a chance to discuss combat implants with Painless Doc Johnson in Redding (my character knows about the implants and is able to discuss them with others, e.g. both docs in Vault City).
@mapping discussion
Speaking only for myself of course, all this map design talk is making it hard for me to follow the technical discussion of bugs and bug reports in this already massive 54-page thread. If it would be helpful, moderators should feel free to move the remainder of my post over to the "RP suggestions" thread in an attempt to move the whole discussion there rather than here in the bug report thread.
In regard to the RP's maps, I think there are three general questions that should be asked:
1) Do the maps complement the general mood or aesthetic style of the game?
I would answer "yes" to this question. I like .Pixote's updated maps, and in fact think they don't go far enough in the direction .Pixote took them. The wasteland of a ruined modern civilization should be full of all manner of mangled, useless junk mixed with overgrown weeds and bushes. The player should be tripping over piles of bricks and broken televisions at every turn, and running across not only ruined ancient buildings but the remains of more recent encampments of apocalypse survivors. I can certainly appreciate the aesthetic sense of those who have more of "Mad Max" vision of the wasteland, but on the other hand I think it's important to keep in mind that Max was wandering the barren deserts of Australia (which is a sparsely-populated and very under-developed continent) rather than the remains of the densely-populated and highly-developed lands of southern California.
2) Are there technical issues with the maps that interfere with the general functioning of the game?
The answer to this question is in some cases "yes," which presents great difficulties. Most of these issues are associated with the high-resolution mod, and perhaps there may have been some miscommunication over time between killap and his team-members resulting in mappers working on the assumption that the hi-res mod would be a requirement of the RP. The result is that there are several maps that now break the player's game (for example, coast5.map and rndholy2.map) due to scroll blocker settings, and several others that can't be used at all unless end-user modifications are made (namely, the EPA maps) by players running a game with original software/not using the hi-res mod. That seems to run contrary to the general "Restoration" spirit of killap's work. I'll restate what I said before, though, to avoid any confusion: I think the hi-res mod is a great thing, and I'm not at all criticizing any aspect of it. It's just that the mod isn't for me, and I don't want to be forced to choose between using the high-res mod or not using the RP (in which I am generally very interested).
The seriousness of this issue, however, varies depending on the particular end-user of the mod. For example I'm knowledgeable enough about FO2 modding to fix many of these problems for myself as I've encountered them, so to me it's not that big a deal. Others who are less knowledgeable, however, might be forced to simply abandon their game if "stuck" on a map they can't leave or be disappointed enough that they can't play some of the new content that they decide not to use the RP mod in the first place. Since at this time the RP is generally considered the "showcase mod" for the whole community, over time this may lead to a lower number of new people being drawn into the community than would otherwise be possible.
3) Do the maps enhance or interfere with the smooth flow of gameplay?
In regard to .Pixote's modifications, I would say that in retrospect it would have been better to build some new tile/scenery objects in the beginning with more thought given to setting various engine flags. For example, consider the grassy weeds added in abundance to many of the maps. Although these enhance the visual appeal of the maps, they tend to interfere with gameplay because they're regarded by the game engine as solid objects. This has the unfortunate effect that I've seen several cases where I'm standing one or two hexes away from an opponent, but must use five or six APs to navigate the grass objects so I can move next to the opponent to attack (I mostly play as a brawler/melee fighter character). On the other hand while this is occassionally frustrating, in general I think the benefit to game immersion provided by the visual "look" of the maps outweighs the occassional trouble caused by weeds or chairs that I must walk around rather than through.
Leaving the more recent update aside, some of the maps that have been with the RP for some time unfortunately followed and perhaps even amplified what was a bad design decision that consistently runs through the original FO2 maps as well--a claustrophobia-inducing "Jagged Alliance 2" approach to building design that often directly interferes with gameplay. For example, consider the Abbey maps. It's difficult to navigate the tiny rooms in the Abbey, and the stairwells are so small that each trip up or down a stairway necessitates several moments spent pushing party members out of the way to enter the next room. There are two ways of looking at this issue. In one sense the design of the Abbey maps is true to the design spirit of the original game maps, in that they too are claustrophobic in a way that interferes with smooth gameplay; I'm generally one of those cranky old-timers who thinks adherence to Fallout traditions is pretty important, so I can appreciate such an approach. On the other hand, though, just because a bad design decision was made by the original developers doesn't mean we should continue to make bad design decisions today just to remain consistent with every tradition.
In general, then, I'm pretty satisfied with the RP's maps in their current form. Aside from a few instances of incompatibility that may break the game for some players, if it were my project I wouldn't spend any more of my limited hobby time revising the maps while more pressing issues remain. Those who are unsatisfied with the maps always have the option to directly change them and this should in fact be encouraged--perhaps something even more interesting will result over time. Currently, though, "if it's not broke, don't fix it" would be my motto.