Thanks for such a great reply... Lightning, I wouldn't think that the first shots lightning is over lighted, if you look at the gun, its not that light?
It might probably look like that because of the brushed steel pipes is very specular.
The darkest image, got a light level with a brightness of 16 or something, it is supposed to be nearly pitch black there, but only for 5-10 meters or something, because it is going to be a " T " connection or something with a monster waiting there to attack the player.
Support beams, you mean like pillars and stuff? I think it would look better with some pillars around in the big rooms?
Anyway, I've too look at the lightning and design of the original q4 maps, to get inspiration, and find proper ways to do good lightning.
I've planned it to be like:
1st floor: Light, with some small offices, a lunchroom, showers and rooms. Possible to look at the outside of mines.
2nd floor: Much contrasts, bright areas as well as dark ones
3rd floor: Darker, but not very dark. Some few well lighted areas
4th floor: Mostly dark, some gray areas, but most of this floor is already felt apart, and is continuously falling apart as you're walking, swimming and making your way around there.
Too make you're way through floor 3 and 4 you have to find dynamite triggers like this kind, only much older:
else you have to find keys to open doors, switches to open ports and so on...