Loving the terrain and windmill. Also, the zonelight actually looks fairly OK here. I bet you could keep it if you just added a few highlight lights in certain places based on moonlight or whatever if there is any.
Again, there may be opportunity to enhance your map a bit after the competition before we go ahead with the compilation release... we haven't really talked about that yet.
[img]http://www.unrealsp.org/mike/attach/profile/scragsig.gif[/img]
Life is what you make of it.
My last update: Map is about 90% finished, I have one room left to build(about halfway done), gameplay, lighting, 1 small BSP hole to fix, and then testing. I'm only going to do 2 difficulty levels, normal and unreal. Does anybody even play on easy difficulty?!
Medium and Unreal difficulties are just the only ones worth playing. One for an easy time, the other one for hard stuff. I probably never touched Easy and Hard in almost nine years now.
Not at least filtering a few extras here and there for all four difficulties, especially if you are already taking into account more than one, is really silly and lazy. It doesn't exactly take much thought to decide to add a little extra ammo or health to item caches for Easy, remove one or two for Unreal, and add a few extra monsters for Hard and Unreal and give them varying OddsOfAppearing. The game has global changes for all four difficulties already, but it's hardly difficult to incorporate extra filtering details for them. I definitely recommend taking a little extra time to add refinements for all difficulties; the players who use the ones you don't think are useful will appreciate it.