by YokaI on Wed May 19, 2010 8:46 am
A few problems I see is that the models don't cast any shadows when they easily could / should be. You should also plan the lighting ahead before hand, and have a general idea of the types of lights you are going to be having in each scene.
The issue I have with this specific area is that it allows only for 1 type of light, adding some various other lights in the area will give the map a better overall dramatic feeling, and will also provide each room with a distinct property if done correctly.
My suggestion right now would be to turn down the white lighting from the lamps a tad bit, and make a creamy orange color from the windows above to provide for an pseudo ambient lighting set up. That color from the windows is the color you'd probably like to emphasize the most, and use the white lighting to break up the lighting from being a constant color. (Obviously, keep only only slightly saturated to prevent the color from being too strong.)
As for the models, they're great, but the best way to know whether or not the models look proper is by having appropriate lighting and cubemaps. Without those, it's hard to get a good idea of whether or not they work in that specific scene.
My advice for when the map grows, to prevent you from having to recompile every time to test newly implemented models, copy and paste specific parts of the map where you implemented new models and then compile, this way you can quickly test the way a scene looks without having to wait a whole night to see the results. (Sounds bloody obvious, but it took me a while to realize that this was a good idea.)
Hope this helps.