It's time for the last segment of my initial feedback report. This one has the most screenshots attached, but since a lot of the points raised have already been mentioned previously, I hope there won't be too much text.
Nothing new here. This area looks fairly good, but it would look better if the cliffs weren't so uniformly smooth with little in the way of outcroppings, and if they didn't all end at the same height. Outdoor areas are an opportunity to make your level feel much bigger and more encompassing of the player than it really is, and I just feel you could make better use of them. The lava waterfall is a nice touch. There's also the previously mentioned incongruity of the top of the surface you walk on and the sides, since their colours and materials look very different.
This animated texture looks like a laser beam, and so it looks a little out of place. Not really too big a deal, though.
This looks a little bit too much like a teleporter for the player, so you half expect it to teleport you somewhere bad, then you have to inch around avoiding it and it gets in the way. I think it would be better if it didn't so much resemble a player teleporter and looked more like what it is: for monsters only.
Some of the temple edges seem just a little too jagged.
The texturing and shape of this wall makes it look artificial. The very regular cubbyholes heighten this impression considerably. They might look better if they were more cave-like.
I really think some texture variation is needed for such a large wall. This texture on its own doesn't look too good.
This is hyper-pedantic, but maybe you could add another border to the bottom step of the temple, to prevent the texture getting cut off halfway (which looks messy if your eye strays there, which it probably won't :P).
Nice structure, but it would look better if the grey stone was recessed a few units inward so it doesn't seem to flow directly into the other material (leading to an appearance of misalignment).
This hellknight appears to be stuck.
These stairs have some misalignments.
This looks a little weird to me for some reason. Could be the floor and ceiling textures of the little recess, or maybe it's too thick.
The same old problem with lava sectors being perhaps too bright, but more importantly the cave's ceiling texture clashes quite badly with everything else, in my view.
Once the archvile has appeared here, you can't move through the little segment of seemingly empty space where it appeared.
Can just see the beginnings of a few switch heads from certain angles here (look to the bottom right).
These platforms might look better with a different side texture.
The 'middle' pillar lowers to reveal red sides that don't match the floor texture of that sector.
Bars with nothing to support them, I already mentioned this often in previous posts.
Some of the corners are too sharp as well.
Not sure that I like these little cubbyholes. The main problem with them must be that the floor/ceiling textures and the wall textures don't match too well. That applies to a lot of the surrounding area as well.
Again not sure the ceiling texture fits.
Again the ceiling texture.
These walls that soon lower are a bit too jagged. And why are there gaps at the edges, anyway? If it's for sound to travel, I'm sure there are less conspicuous ways of doing this.
The usual comments I made regarding all the outdoor areas apply here (re: uniformity of wall heights, etc), but this was another area that made me wonder if it's actually beatable on UV. Seems absolutely vicious, though I admit I haven't actually tried without god mode yet to see if there's a sound strategy.
The three or so chaingunners hiding behind here are a nuisance. Maybe that was the intention?
The textures here don't mix well. I might like some rock outcroppings, varying ceiling heights, etc to make this look more like a rocky tunnel.
This just didn't look that good to me for reasons that aren't immediately apparent, though I guess it has to do with the extreme height of the walls and the relative slenderness of the tunnel, and also the weird angles of some of the linedefs.
These pillars look a little weird. Too square maybe? I also think that the tops are too wide. At the top of that lava fall, the walls are way too jagged.
Same thing with the fenceposts as ever. They also obstruct the view.
Another oft repeated point, the lava sectors are arguably too well lit.
I can't imagine a little niche in the rock having such flat ceilings, and the ceiling texture is bad.
This whole area (above the huge teleporter fight) looks a little off, and could use some touching up of some kind. I think the flat, mistextured ceiling and the side compartments with incredibly neat and perfect window holes are the main problems. There are some major texture issues with the elevator.
If you go through the teleporter back to the big pentagram, it's not that difficult to end up being taken back to the this area, necessitating a long trek through the map to get back to where you were.
All the holes in the ceiling from which the cybs lower look out of place, partly due to texturing, and partly due to the weird shapes you get in the ceiling.
Again, this looks borderline unplayable. Hordes of revs, and a bunch of archies and cybs in what is a relatively small area with not a lot of cover? Particularly the two cyberdemons that teleport into the tunnel mouths when you hit one of the switches.
An interesting idea, but I'm not sure this texture around the bottom of the pillars fits very well.
You can actually skip the huge ambush here because you don't actually need to hit this switch to advance further. Don't know whether this was intended or not.
More texture clashing in the cavern next to that teleport ambush.
I'm sure you don't need me to comment on what's wrong with the cliff wall here.
The transition between the two surfaces here doesn't work, since they're both at the same height and the textures clash. Also, such a small raised platform shouldn't have a texture with a pattern it doesn't even have room to hold.
More square hollows with dodgy ceilings, more sharp corners and more unsupported railings.
Some texture misalignments here. Also, why are there four teleporters which seem to all lead to the same place? It means you need to check all of them to be sure they go nowhere, and it's fairly easy to get disoriented.
Misalignments and textures that vary too much in colour.
The clifftops are a little too close to where you're standing when you teleport up here, so that you can almost see the flatness of the ceiling. These ledges seem to exist just to hold rockets that may as well be placed somewhere else. They don't give you a more interesting view or lead anywhere else or anything like that.
This feels like it needs a little bit of sprucing up, and this fight with the chaingunners is probably very tedious without god mode.
These side rooms look a little bare.
I like the pink flesh growths you have here, but I don't think they fit very well with the sand/rock surroundings. I think if you textured the immediately surrounding areas with marble or something to give it a temple motif with the temple adjoined to the rocky area, this could look a lot better. Just a suggestion.
Well, looks like I'm finally done, at least until the next update :P
I apologise for all the repetition, but I felt the need to be as thorough as possible so I wouldn't overlook anything, even if that meant retreading familiar ground. When you're done with the next version, I'll see if I can beat it sans iddqd. No doubt it'll be tough going. I can't wait :/