Thanks for the comments and feedback
* Do you think the screens feel a little too much of "I've seen this in Quake 4 already?" or if that is what you're going for (and there is nothing wrong with that) you've done a good job.
My goal has been to evolve on Q4's look rather than revolutionize it. I wanted the visual design to be reminiscent of quake2's very angular brush heavy look. I've put a lot of time into adding more brush detail into areas such as floors which is far more evident when you play it. However I've had to succumb (sadly) to the reality that getting a project this size finished and within memory I've had to sacrifice some of the finer details.
* Did you not want to step outside the comfort zone a little and try something a bit different to break away from the darkish tones?
I do yeah, but probably not on this project. The lighting isn't final and quite a few areas do need to be brightened up, but most of the screenshots I've just posted are from a very dark area I've just finished working on. In fact a whole section of said area is in total darkness, but it has been done to fit the tone of the gameplay for that area. There are 2 areas I'm yet to do that are a lot 'cleaner' and I'll make sure I brighten them up to help add more contrast to other areas of the level.
*edit* Also worth noting something is that due to HDR's gamma correction some screenshots look a bit darker than they otherwise would due to the the players weapon or a character standing in a bright light, darkening the background.
* The tones of what you're showing on the interior and exterior feel very close together, maybe for that outside section you could make it brighter so that it contrasts better against the interiors? Also what about increasing the vista distance on our outside parts and giving the player something really nice to look at that goes off in the distance making the world more immersive?
I've been playing around with the lighting in the exterior a bit and agree that shadows need to be brighter, it's currently actually too dark for some fighting that happens there. I agree totally with you about increasing the scale outdoors. The player appears housed in at the moment mostly because the rock model looks a lot like it is, a box surrounding some brushes. It looks worse in game than it does in the screenshots and I do plan on coming back to it once I've finished off the main geometry in the level, giving the cliffs a much better profile and adding some features in the distance.
* Out of all the screens you've essentially shown a few box rooms and some corridors, which implies some simply gameplay. Although I did spot what is to be a lift gui with some stairs, are you going to have 3D gameplay or more flat same level type stuff?
One thing I've tried to really emphasize is to have more 3D gameplay than evac did, although I admit, a lot of the combat is pretty straight forward, I've tried to have highlight sections of both shooting and non-shooting gameplay that are above and bellow you. You'll be climbing lots of ladders, falling down holes, jumping on moving platforms, dodging lasers and shooting flying enemies. I hope the gameplay isn't too simple, but I am making a level for a shooter after all
* Are you playing around with any post processing color correction etc? Something about the saturation feels off. I'm viewing this on my calibrated monitor so I know that's ok.
Indeed I am. The level's broken up into 3 main areas and a hub, each with a different visual design and Colorgrading LUT. I'm well aware that the red and blue tones applied to the interior shots are pretty full on as they were just prototypes more than anything while I was working with sikkpin to get the Colorgrading fully integrated. They'll very much be fixed before release. Also worth noting is that in those exterior shots I currently don't have any Colorgrading being applied, that red tone is all lighting.
Is there any chance of a youtube upload showing off some scripted stuff or gameplay?