Looks like the set of a horror movie it has that creepy feeling to it, with the darkness and desaturated colours. If it is realism you are striving for try to give areas a purpose. Even corridors can have a purpose they just need to be enlarged and some sort of area with suitable features added.
Posts by own3d
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Contrast, please add some contrast its very monotone.
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If you go up close can you see the bump mapping? It may be because of the bloom that the subtle nature of a normal map is being overshadowed so to speak.
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Displacements can do many things the trouble is you need a lot of time to get a nice result for something complex.
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Keeping the visblocking brushes, would it be possible to create smooth displacement curves instead of the mostly flat brushes currently? When I say this I mean does the engine make it possible without spending 2 weeks solidly on it manipulating each vertex individually?
(talking about the yard here)
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I wonder where the inspiration came from http://news.bbc.co.uk/1/hi/england/devon/6282247.stm
GJ on it can we have some yellow containers too?

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The second image is my favourite in the others the tree colours seem very saturated or strong they seem like they should be a lot less saturated. Its looking good though.
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I ran this on wine (DX8.1) at max detail and was still getting ~100 fps in the yard. Inside at the top near what I presume is the cap point that it slows to about 40 fps. I have a load of bugs and suggestions too many to post here I will make them up into a zip and pm you in a few days (there's quite a lot)
Edit:
I noticed you have a player clip in the sky at a diagonal its quite irritating when concing it doesn't give you the freedom to move as much