Double-posting for comments:
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Nice level design and lighting!
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The VIS could be improved a bit, Allied spawn for instance it as 47k tris with several map parts rendered while not in sight.
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Limbo cameras are missing.
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Once the dyno is in place and the gate destroyed, the related entities could be hidden so the the icons disappear from the command map.
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The tunnel ground could be touched a bit so it isn’t plain flat
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There is a single way from last objectives to the Chevy Truck, one alternative way would be good imo.
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The closed metallic gate on the right of the Chevy Truck has an upside-down eagle ^^’
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Optionally you could add a solid mover to make the secured dyno solid.
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The pipes you have inside building go directly inside the concrete: a little joint, like a metallic square, would fit Most of them are hold by ceiling fixations which is good, but not the ones at the very bottom of the map, where you can reach the Anterwinde controls
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In the room with the safe, you have the top of the ceiling decoration, thus not visible, textured. You could fly a bit around the map checking for these, even though they’re rare enough to have an impact on performances, that would represent less faces to load and render, a faster compile and smaller BSP in the end
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The rocky surroundings could be done with a shader, so the texture isn’t cut on the edges, and you could also by this mean rotate it a bit so it looks more natural.
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A locations file for the Fireteam window would be cool too: http://wolfwiki.anime.net/index.php/Target_location#For_Completed_Maps
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Very optional, some ambient sounds could be a good thing to try here and there, especially in the outside parts
A lot of efforts has been put, and everything from buildings to ground and walls decoration are detailed, very very good!
Haven’t checked waypoints yet, will see when I get some time; I do hope to recall about them when it happens ^^’