1. This roofline needs height variation, perhaps a second floor to this grey building? Not necessarily mimmicking its current shape however.
2. If you aren't going to let people up there, then perhaps put a hidden red light behind the vent, would look cool if there was red light behind it but seeing the source would look silly, as it would seem pointless to have it there.
3. Maybe have a door here, in the same sort of place as the vent is on the other side.
4. In my opinion, there isn't much reason to null all the roof faces out here. When on ground level, these will be facing AWAY from the player, and so will not be rendered even with textures. When in the air, I think it would be worth having the 20 or so w_poly it would probably add in order to stop the HOM's and rendering of underlying faces. Would mean screenshots from up here could look impressive and proper rather than unexpected and "unallowed". Also, I think these lamp posts should cast light_spots to provide pools of light on the ground, one from each of the two lamps on each post. Nothing drastic, and not pointing right down but each slightly angled away from the post.
5. Nice little red highlighting, but perhaps you could use a couple more along under this ridge?
6. I like what you've done with this pool, but perhaps that metal trim looks out of place on it?
7. Nice detailing but perhaps badly textured? The light surface material looks wrong against the rusty metal sides. May look better by just changing the inner supported part's surface to a rustier metal? It then might clash with the rest of the ceiling but just a thought.
8. May be cool to have another pool down here to prevent fall damage?
9. Maybe put a clip brush over this door indent, it doesnt provide any benefits being able to hug the door but could get people snagged.
10. Maybe change the interior wall texture of these planters to match the exterior texture?
11. I think this might look better with a trim on both sides.
All in all, the improvements are great, this is certainly the most stunning first release I've ever seen in the engine. Weapon placement seems a bit unsuitable in a couple of places in my opinion, such as the closeness of the two shotguns on the ground floor, and the two mp5's on either side of the inner wall. Putting two sets of gauss ammo with the gauss also seems like overkill, considering its not hugely difficult to get a hold of. I also think the map should have an LJ somewhere.