I'll be here. You could also just ask spanky to add you to the drop box again. You have to do briefings for your map too. We also need level shots for all the new maps but I don't really know how to do that. I'll see if I can bug spanky and have him show me how to do it.
I'll hang around to help get this update get published. Me, Killa, Koden, Blue and probably a couple of others have a fair bit of time invested in the critical updates that were done months ago.
I'm not on the Dropbox group anymore. I do have all the files but I left the group.
Doing levelshots properly is somewhat tedious:
Set all your ingame settings to high
Force Anti-Aliasing in your graphics card drivers
Go into your AA system folder and rename the "pb" folder to something else (temporarily)
Load up your map
Bind "shot" to a key (for high quality uncompressed BMP images)
"setres 1280x720" in the console
Take a few screenshots using the "shot" function
Pick a screenshot and pop it into Photoshop or some other image editing tool
Squish the image (not crop, uncheck "constrain proportions" in PS) to 1024x1024
Export the image as TGA with 24 bits/pixel
Bring up UnrealEd, load whatever texture package holds the levelshots (I honestly don't remember if it's mAAp or T-Maps or...)
Import the image with the same naming style as the others.
Edit the tours.ini to point to that image.
Skrewy reminded me that I forgot to mention why you squish the 1280x720 image to 1024x1024. There's a few reasons. One, the images on the media page of this site are all 720p. Two, I've found that the majority of people will have a widescreen resolution so when you put a square image in the GUI that's stretched to a widescreen image, that square image then gets stretched too. So, you're taking a widescreen image, squishing it square (which is also the only format UnrealEd imports) and then when it's loaded, it gets stretched back out to a widescreen image. You do lose some quality but I've done quite a bit of menu work and this is the best method I've come up with.