erm, well i don't know quiet where to start...
thanks for the compliments guys, this wad was a real texturing marathon, glad it wasn't a waste of time
there are a number of points i meant to mention in the text file but simply forgot and seeing as most of them have been brought up here i'll post my comments here;
Yes i agree, the lighting is a bit uniform.This all stemmed from the external (void) light level. I initially tried having a setting of 192, but this made the external wood textures look too bright for the atmosphere i was trying to create, so i settled for 176. From this point the internal lighting could only go dimmer, but i didn't want to make the level too dim or people would start reaching for gamma correction (which in my opinion tends to kill any atmosphere you might try to set up with lighting). And some textures just look crap if you go too dark, so i was left with a very narrow range of light levels i was willing to use. I think most of the level is set at 160. I'm trying to experiment more with lighting atm, hopefully my next level (set in a research base) will have more varied lighting. Always room for improvement....:)
After finishing the architecture i took a couple of weeks break and them came back to look at the level and my initial thoughts were 'it could do with more colour'. It does look a bit bland but i feel this is counter balanced by the variation in each room. Although most of the rooms use similar textures and architecture, i made each room slightly different so that the level didn't look boring (there was very little copying and pasting). I could have added more colour, but this level was running along a theme and i didn't want to mess with it too much. Also i'd spent too much time on this map and wanted to move onto other things so i decided enough was enough.
Initial playtesting showed that what i thought was a challanging level turned out to be a 'walk in the park' for the playtesters. Difficulty was increased to level that the testers found challanging, without it being impossible for them to finish. Heh, i must point out that i'm a crap player and with it's current difficulty i can't finish this map in UV on a single run (although i can on HMP). A good reason to get playtesters i guess :)
I meant to say that all the secrets are in the southern section of the complex. There are 4 main secrets, allowing access to the soul sphere, chainsaw, rocket launcher and blue armour. There are 2 secondary secrets (archnatron alcove and beserk). Therefore, there sould be six areas marked as secrets (if i remember correctly).
anyway, that was supposed to be in the text file, but i forgot in the rush to finish it :)
there was some other stuff too, but until someone mentions something that jogs my memory i'll have to leave it at that. Besides, this post has gone on long enough.