So, I downloaded the map?
I was shocked and dismayed to see these w_poly readings; completely unacceptable in a HL1 map. The odd thing was that it didn?t impact performance very much compared to what I experienced in Armada?
I took this shot because it is your very best area in terms of lighting. You see how there is a nice contrast between the red and the white lights? The rest of the level is almost completely lacking on this front.
This is a nice touch that gives the impression of a blindingly bright light in the ceiling? to bad there isn?t a pool of light on the ground to match.
This shot illustrates two things. First, the very good layout you have going here, and second, the absolute flatness of most of the lighting.
I have three words for you: FIX THE LIGHTING!
This could be one of those levels that makes other mappers cry with the desire to create something equally good, but IMO the lighting spoils everything. You just have too many sources that aren?t bright enough. Cut the number of sources you have by half or two-thirds, double their brightness, and become good friends with the light_spot entity. Whether you fix this map, or not take home this lesson: flat lighting = dead disinteresting level.
Oh yes, and fix that r_speed peak!