S8N: Two reasons for the deep water in this map. First I figured if you jumped down in real life and didn't hit water you'd die for sure, I know comparing this to real life isn't realistic in itself, but that's one reason for the water depth. The other reason is that being down there probably means you jumped/fell down there or went down the chute. The water is meant as a penalty for going that way. It really doesn't take very long to get accross the water. In fact once the getting out of the water is fixed you can jump to the bridge support and most of the way accross the water. If you go down the chute from the top, you can "fly" most of the way accross the water on that side. But since you took the time to reply, I'll look at what you suggested and it may be good to do something along the stair side or such.
Jitspoe: I'll just fix the angle of the bank, so it's more like the rest of them. I was both being lazy and trying to save brush counts down by trying to keep it within the wall width. ;(
I thought I was using alpha 15 pretty much "out of the box" but obviously it is too light. When I checked the water problem with 14 and it was much darker, actually looked alot better to me. But I only was checking the water problem so I didn't look at the rest of it yet. I'll do some tweaking to my gamma.
You're right on the money about my texture alignment. I try not to map using unit size 1 but find myself using 2 alot for whatever reason. And I do most of it by visual as you said. But I do start out making the crates and such as you do. Part of the problem with this map was I accidentally highlighted the whole map and moved it without locking all the textures, then didn't realize it until it was too late. Plus copy pasting and rotating to get the 2nd side altered most of those.
Rotating the brushes wasn't really the problem on this map, the problem was that the bridge and chest lid are drawn in the down poition but start in the up position so the brushes had to be adjusted accordingly. I still need to rotate the end brushes on the chest top. And haven't stopped to look at the bridge sides lately so I'll do that also.
I don't even know how to turn off reflective light. If you would clue me in I'll look at it to see if it's off. Does the washed out look have anything to do with increasing the patch size to 64? I get a "too many patches error if I use 32". And the lightscale is set to 1. But I did grab the textures out of b15 a couple of days ago.
Also the main doors by the bridge need a distance set.
(Thought I'd post it before someone else did.)
I'll spend some time on the problems this week hopefully
.Thank you for the help.