
These light fixtures are much too bright for the light level of the area, looks odd. I suggest losing all (or at least most) of these trim lights in favour of a trim texture around the whole level. That might be overkill though, judge for yourself I guess.

Watch your texture alignment - nothing major but every little helps

Would be nice to put some blue output light from the screens - just put a single blue light_spot, angled about -70 toward the floor, and play around with its settings to make it look like its from the TV screens.

If you could be bothered, these are calling out for use of an overlay glow texture due to being so large.

HELLOOOOO texture alignment!

Considering the number of red lights, this area is distinctively un-red.

This stretched light texture on the side looks pretty awkward to me.

I like it

Another place that the blue lighting could look cool.

Very cool area, nice design.

Not keen on this rock texture, but its possibly just been scaled too high.

Lose the rock texture on the ground in favour of some sand or something - variation is good. Plants look pretty awful sticking out of rock too.

Might wanna stick some subtle glow sprites around these light fixtures as "halos", but don't make them too obvious (or cassius will eat you for breakfast

I recommend you change this texture so that it looks unlit by default, and goes lit on pressing. Also, you should stop it from moving into the wall (there is a don't move flag in its properties).

I think these inset pipes could look better with a coloured light above them. The light fixture being hidden by them but the light seeping past them should look nice.

There is some dodgy clipping issue around this piece of architecture, I got snagged a lot when quite a distance from any brushwork.
All in all its a nice map with an interesting layout and some good visuals. A little bit repetitive perhaps (most corridors are very similar, and the texture set is nice but unvaried) but still cool. Good job, whether you take many of these comments on board or not
[addsig]














