"CrazyPunk" said:
For the textures, I had to choose between repetivity or blurryness, and I chose the first.
Fair enough, that's a trade off that all us level designers come across frequently. Personally, in this case I would rather increase the scale of the textures and have them look a little blurry close up than leave the at correct scale. I really don't like giving away the illusion of the textures not being repetitive. What are the resolution of some of those textures, by the way?
"CrazyPunk" said:
Since this is a hl1 engine map it does not support a 3D skybox, and the water can't be extended outwards since the map has already eaten all clipnodes and faces.
Ah, what I meant was you have water on the skybox texture extending out to the horizon so it looks like the
water continues endlessly, if you do it carefully, its difficult to tell the difference between the real water and the water on the skybox texture.
But this defiantly looks like a good map, brush work is good and it looks as though it has a nice layout. I would have made a few custom models and put alot more decals onto the map but I think I've been in the Source engine for too long (colour decals ftw!). I certainly place this map on the better end of the "mapping goodness spectrum" or whatever. I hope is has good sound design (ambient sound), that's really important to me, honestly, it can multiply the experience players have on your map.