[EDIT]This map is finished. Head to my
Maps Final thread to post your comments.
[EDIT] Okay, it's been a while since my last (and only) update for this map. But, hey my motto is "Less updates, more mapping". All the screenshots have been updated, but most of this post's text remains the same. Now, onto the new screenshots:
I've always been a fan of dark, gritty medieval or gothic architecture. It shows...

The image above is the first thing you see in this Doom 3 map I'm making. All the textures, particles, and models are custom-made. The "gatehouse" is literally that large building that makes up the entry to this castle. Most of the time you spend in this map won't be in the gate house, but I felt I should put emphasis on it, since it will be the first place you visit, and that is where the marines have set up camp while infiltrating this castle.
This is a fountain of souls or something. I haven't decided what to call it yet. A bunch of blue ether fog pours from it (gotta make it easier on the framerate, though):

I'm particularly proud of how the textures turned out in-game. I even made variations of some brick textures that show bricks thinning out into a solid surface.
When this map is complete, I'll be using it directly in my game development portfolio. I not only welcome constructive criticism, but prefer it even after I've released it. Do you think it's fun? Is it too hard? Too easy? I will be asking all of these questions once I post a Maps Final thread.
I
do have a question for you all right now, and it pertains to the amount of custom assets I'm creating to make this map.
My question is: would you rather I provide DDS versions of my custom textures in the pk4 I will release online, or would you rather I do not? I ask you this because both sides have its ups and downs. If I release DDS versions along with the pak, it won't take as long for the map to load, but it will take longer to download the larger file size. If I don't include DDS files, the level load time will take longer (vice versa, in other words).
Just so you know, I will allow you all to freely use the custom textures, models, and particles in your future maps, should you find any use for them (provided you simply reference me in the credits of your documentation and/or README file). I just think it would be selfish of me not to allow you to use them after taking all that time to download them. Granted, I am trying my best to optimize the file size, doing things like replacing barely-used textures with commonly used ones, and decreasing the sizes of certain targa images.
Here are a few more groups of screenshots:
http://i253.photobucket.com/albums/hh57/evilartist64208/screens0001.jpghttp://i253.photobucket.com/albums/hh57/evilartist64208/screens0002.jpghttp://i253.photobucket.com/albums/hh57/evilartist64208/screens0003.jpgI feel I should make it clear that the flashlight will not be available in this map. No, I don't have anything against switching between FL and gun, but I don't like how easy it is to become so dependent on shining a light everywhere I explore, so I am going to have it removed from the inventory in this map. I will see to it that this map will have more than enough light. If you guys think that it's too dark when you play it, then
please let me know so that I can fix it.
So, any feedback on the aesthetics?