Quote from CampaignjunkieThe details don't feel integrated. Don't just put pipes and vents everywhere -- where do those pipes and vents go? What purpose do these rooms serve?
this very much. allow me to expand on this by saying that you need there to be some sort of ambient narrative; i.e., events that transpired before the player got there. the overall atmosphere will benefit greatly from this, and it will make the player uneasy. typically something that will make something scary is when there are missing parts of a narrative scattered around. for instance, you can have leads in your level that battle has been going on, with blood splatter everywhere; but missing bodies and sound effects that suggest a presence in the nearby rooms. the suspense will always be in the ambience in a scary level; and this goes whether you choose for it to have a climax for it or not.
also the level is so dark that i can barely make it out on one of my monitors.