Hey Goldwell, Looking really good. This isn't a crit, but more of an improvement point to think about as you continue to grow your mapping style: one thing I noticed while playing Sir Talbot's Collateral (Baal/Bikerdude's upcoming map) a few months back was that they did a really good job of making unique-looking rooms. The two key techniques I took away from what they built were to 1) change the elevation of a room by raising/lowering parts of the floor (even if only by 8 or 16 units) and 2) putting in angled walls so that the rooms weren't so square. By trying to look for places to follow those two techniques you can make much more striking room geometry. I mention this because right now all the rooms in the pics (while looking quite good, with nice lighting and details) are very blocky. They mostly have unbroken ceilings and floors and unbroken walls. Even the city street pic is very rectangular, with a perfectly flat street (though the walls/roofs in that pic have nice height variety). Here are a few pics from my WIP where I've tried to follow those bits of advice to un-blockify rooms. Here's a hallway which is actually quite blocky, but the effect is lessened because of the little two-stair depression built into the center of the hallway, as well as the statue niche: Here's another one where the blockiness is broken up by the slightly elevated bit of floor in the back and the small angled sections built into the wall: There's no height variety in this room, but the angled bit of wall (and the slanted roof to one side) help mask any sense of rectangular-ness Building like this (depressions/elevations in floors, angled walls) does require a little bit more planning (like making the spaces between floors thicker to allow for changes in elevation) but not much more, and can have a marked effect on map visuals. I only mention this because you've *really* grown as a mapper since you started, and I wanted to point out an avenue where you can continue to improve :-).