Okay, glaber, I've gone over the updated version and there's still a lot to be said. Sorry for keeping you waiting.
I've verified that 100% kills and secrets are possible, which is always a good thing.
Let me also say that I noticed you responded to some of the suggestions in my last post, and I feel that the level is a little better because of it. Most noticeable was the absence of the invulnerability in the red key area (good, because it made it trivially easy), the absence of the BFG, the vent in the crate area and of course the removal of the NEDM area (much better off without this, trust me). The level is a bit more difficult now.
I tried running your wad without the texture pack, and there were no missing textures. When I played it using the texture pack, there were missing textures in the areas I noticed the first time around. I'm not sure why this would be the case, but sort it out if you can.
I have a few more adjustments to suggest before I get to the crux of the matter of improving the level. In the area leading to the time portal a bunch of nazis teleport in. I think that bit would play better if you moved them to the "time shift" zone, since at the moment you have to stand around waiting for them all to teleport in one at a time, which is boring.
The switch puzzle is very tedious sometimes. I've played through the map enough to more or less remember where the relevant switches are, but it's still easy to hit the wrong one and then have to find the switch which opens the door again, because all the switches look the same and there's nothing to distinguish them. This could be improved by marking the switches somehow. I suggest placing a small coloured 'box' on top of each switch's computer panel so that you can tell them apart.
Unfortunately, the level's main problem is still very much in evidence. It still looks bad. Your choice of textures is often questionable, your rooms are generally boring and plain (boxlike more often than not) and you make excessive use of sprites as opposed to carving out new sectors to make your rooms prettier. There are texture misalignments, your doors are too thick, I could go on and on...
It looks like you have two choices.
1. Don't submit the map yet. Go and put in some detail and get rid of the various visual quirks until it looks a lot better. We don't require Tormentor667 levels of detail here, but the map needs to look good. Play some good-looking maps to get an idea of little tricks you can use to improve the looks.
2. Submit it. I seem to recall that TGH modified a few of the maps in CC3 to make them look better, and he'll probably do the same for this map, since I don't see him wanting to leave it as it is. The map is basically sound and should turn out well once TGH has had a look at it.
If you want to hold it back and improve it yourself, I'll come up with a list of things that should be changed and some ideas on what you can do to make it look better. I'd prefer not to do this if you want to submit the map as it is, since it will require me to do a lot of writing and take a lot of screenshots, so please let me know what you intend to do.
EDIT: I would really welcome some input from beta testers here. If you think I'm being a little too harsh, particularly, please say something.
Last edited by justanotherfool on Nov 28 2008 at 23:42