That's better than infested (at least what I've seen from the screenshots on cfg)! I'm not joking! Those screenshots are depressingly good :P. I need to work on my maps, add more up and down to them.
GRRRRRRRRRR now I have to change all my scifi levels' arrangements again, you and alex are evil like that :P.
Did you make the textures and the weapon?
[EDIT]
Pros and cons (I was taking notes on why they look so good. Yes. Me. Taking notes.)
Quote:Notes on Crisis Control
GOOD
*Rooms seem unique
*Simple yet good looking
*Maps go up and down alot (ramps, ladders)
*"Dyanamic" Maps (not one way, loops and stuff)
*Simple repeated details give theme
*Big rooms have pillars and stuff so you have to explore
*Indoor+Oudoor for a dirty old underground look
*Dark sometimes, only things you don't need to see
*Rooms seem to be there for a reason
*Weapons look "Sharp"
*Repeated nice looking models alot
*Repeated doorway details
*Ladders to make look old
*Models blend in with textures
*Ceiling details
*Cool looking lighting (multiple colors at different stregnths blending, yellow old feel)
*Ceiling is higher than doorways
*Simple textures have good base
*Nice grainy old metal
*Wood+red/white caution looks awesome
BAD
Some models look messy, textures stretched
Sometimes not enough geometric detail, or maybe need more 3dish textures
He didn't use segment darkening
Some textures with lines don't meet well
To dark in some places
Some textures not enough detail
Sudden change from smooth to sharp textures
Texture sizing
Baking shadows(some models)
Some textures don't look good from side
Barrles are solid colors!
Some textures look flat
Glove wrinkles to much, you can tell it's just the texture
For the "before I break everything mesh stuff", I might take a second to look into ladders, as that might be something else that's needed.
Are you ladders models or segments? It might be a bit easier to do them as one or the other.
[>] Brian
He's using segments, and really, map geometry for ladders is really a lot easier, because the hight is so quickly adjustable.
Velly nice! The reason that at first glance you might think it looks better than Infested is because it depicts real world things you're familiar with. Depicting futuristic items and scenery takes more work to catch your eye.
A gameplay demo would be nice considering how long you've been working on this.

Some models look messy, textures stretched
The light on the fan looks somewhat stretched....
To dark in some places
http://www.digitalshockstudios.com/Screen3.png
Baking shadows(some models)
The fan's brightness looks kind of odd around the light, the colors are good. What I really mean is if you look at the part of the fan that spins around it looks flat, either turn on better lighting or bake it

.
Some textures don't look good from side
Well, look in the kitchen one (I think that's what it is), the cabinets look bad from the side. If you add shading around the edges of the parts that look like they stick out, then it looks like they actually DO stick out

.
Some textures with lines don't meet well
If you play around with the texture sizing you can usually fix that

.
Durandalski's probably right, that's probably why it looks better at first glance, but it DOES look good!
It's supposed to be a dark map. You get to use a flashlight!

No offense taken. I'm just trying to figure out what's wrong.
Edit: Ohyeah, I didn't know that you have dim lights. sweet~
I know! I was just saying what I thought, constructive criticism. Isn't that the point of showing screenshots (besides just to show people)?
Of course it doesn't have to be perfect.
I agree ccccc, even if it's a beta or whatever, every critique counts, yours are very good.