by mookie on Mon Jan 10, 2011 7:42 pm
The lighting coming into T spawn doesn't seem to match the skybox; you need a sun.
The use of light props doesn't seem very good here, especially in many places where you have fixtures on the edge of the floor. Try making some strips of a texture light to replace them so you don't have a prop on the floor to get hung up on. These fixtures also need to cast a more directional light with a light_spot so that they don't cast light on the wall right above them. The fluorescent lights on the walls seem OK, but you might want to try adding some linear to them so they can cast more light without overbrightening the wall around them. The light areas of the map are fairly dark, and the dark parts are way too dark. The few places you've used floodlights, the props look good, but the actual light needs to be much stronger.
Overall I'd say on the light that it should be stronger so that the direct light can bounce off the floor and walls and give some ambient illumination. In many places, the ceilings are too dark; look for a texture with a similar hue and value to the walls below them, so that the light that's sufficient to light the upper walls will also be sufficient for the ceiling.
The hallways, and especially doorways, are too tight, and need to have small irregularities clipped so that players don't get hung up on them. As it is, there will be a lot of blocking and people will get very frustrated.
I find it hard to know where I'm going, even after walking around a few minutes. Most of the rooms look more or less the same, and it is hard to differentiate them because most of them are either very dark or very small.
I don't see any purple checkerboards so I assume all your materials showed up.
"When you mess up, it makes me feel better about me." -- Vince Masuka