@obsidian, The new room is suppose to feel bright, roomy and architecturally different with more stone and less wood (or brown palette). I want the start of the map to feel light, so when the player gets to the next part, they feel the darker atmosphere better. I like the idea of a generator device powering the portal but I do have some other plans for more detail in this area.
The large spotlight textures is based off a gorgeous wood panel I found on a street door. Initially I took the central diamond shape and extended it downward slightly into a shallow pyramid of light, but at a distance (floor to ceiling angle) it just looked flat. So here is version 3, the texture outline is stil present with the shape heavily extended outwards to create a better profile and the actual light source is now sitting in a gem socket. (Damn you torchlight!)
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dz3l_1024.jpg[/lvlshot]
@Pat, that old texture of mine does look really dated nowadays. It was a lot of fun at the time, but very few people really went crazy with cutting the grout lines, which I always thought was a shame.
@Fjoggs, you are so so lazy!

Open that map editor right now! map like the wind!
@Kaz, if you are going to do curved stuff, really go crazy with the detail, make it look like it would be hard to impossible to do in the editor. Add window frame edges, pipes, lights, like what hipshot suggests.
Well he was evil, but he did build alot of roads. - Gogglor
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