Why not include the .map in the pk3? Ah well.
Criticism:
- Levelshot looks very bland.
- There is a slime texture that should be axial.
- Could use a bit more ambient sounds.
- Complete lack of details in halls and many rooms.
- Poor texture continuity. Lots of different textures conflicting with each other.
- Why is there a warning stripe texture covering the entire floor of a room? It makes it look like you were lazy when texturing/doing brushwork.
- No light fixtures, just overused light trim, and some ghost point lights (alien base). Some areas are too dark, and the vents under the water are too bright. If you use shader lights, be sure to make lots of variations with different values.
- Missile is floating in the air?
- One grate is nonsolid and another one is solid. Don't know why.
- Fat pipe in human base looks weird. Don't know what you could do there instead but it just looks out of place.
- Pipes in alien base are very abstract looking, and too bland. Spice it up with pipe ends and brushwork on the pipes, and even smaller pipes/wires spammed around.
- MAP NEEDZ MOAR CRATES!
- I'm not sure that having electrical pipes going into a pool of water is a great idea. And I'm not entirely sure what the spinny rotatey thing is, but it sounds cool.
- Two pipes in alien base stop directly at the water line as if they were cut off and it looks weird.
- Stairs look tacky, need more clipping, and ladders look too big/fat.
- Hallways need supports.
Another tip: Try constructing your map room by room and hallway by hallway. The end result will be better. Don't make the whole layout first and then try to fill it in unless you have a very, very long attention span.
MOAR LEMONS AND LIMES? WHAT.ttt23werrrrrrogolopolo