I'm working on a Doom 3 map. Considering the Doom 3 mapping complexity, advancing through it is taking me ages, but I figure I can post a thread for it, considering the last Maps WIP post was in September.
It's a project codenamed "woe" for the low number of characters I have to type in the console to test the map

It's a slight conversion actually, because here I've modified some DEFs and SCRIPTs to make the player, weapons and monsters better suited for a more hectic gameplay. For example, the marine now walks at speed similar to Quake (1) guy's, the shotgun has better accuracy, Cacodemons have 400 health and do ~20 damage like their Doom 1 counterparts... I've also imported Revility's monsters from his Demon Expansion Pack. They look cool and really should be in Doom 3 (pain elementals, barons of hell, why not).
I've also imported textures from the "Photorealistic texture pack" by BerneyBoy, and also from
the FilterForge site, though it might be problematic: the former pack only comes with simple JPEGs for textures so I had to make the bumpmaps myself... and some of the diffusemaps have shadows on them, which looks bad. The latter source (filterforge) I'm not even sure if I'm allowed to rip textures from there. I'm just assuming that the examples posted on that site are only particular situations of much greater varieties that can be generated by the end-users, so I guess I'm not in too much trouble. But in the end, I'd rather learn to make textures myself, which shouldn't be too hard in Doom 3, considering that the renderer does all the shading and perspective (via a bumpmap) work for me.
So here are screenshots.

It's half tech-base, half ancient dig. As for textures, it's those spear-shaped rusted iron decals that you can see on the wall ahead, that were done by me (albeit with inspiration from another source).

Dead souls!!