I like what you've done here. Lots of genuine love put into this map. I like the sense of space in the outdoor section and the way it blends into the other areas. Neither too open and empty nor too cloistered like a lot of games were during this period. Los of nice little touches in the individual rooms; the little nali statue, the placement of the weapons as a part of their environment, the warm bath with the checkered tiles that I wish I had at home

. Moving from room to room feels like a proper single player experience from a commercial game.
Also, don't envy you in trying to get bots to cooperate with all those movers. I would have given up

Would like to see a little something more happening under the body of water outside. Maybe even something that gives off light and invites a little exploration.
Auto merged new post submitted 12 minutes later
With the rock walls outside, you can use Align to Wall around X/Y to instantly bring more of those textures into alignment across "organic" surfaces and then use the relative texture scaling function to preserve that alignment. Maybe you already know this, just thought to point it out...
Auto merged new post submitted 26 minutes later
I took the liberty of playing around with the XY align function in your map. I didn't know if this would work but turns out it does! If you peer closely at the orthographic view you can see that I've turned the stone foundation 45' relative to absolute 0. After doing that and rebuilding I aligned the stone texture with Wall to X (or Y, cant remember), scaled with relative function, then rotated the brush back into its original position. The brush retains the alignment that makes the corners blend into each other perfectly despite being a trapezoid (it's a trap, right?). If you were to try aligning to XY while the brush is squared up with the grid, it won't work. Bit of a weird way to come at the problem of texture alignment, but there you go....
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