DM1RQ, the other side:
http://www.quaketastic.com/upload/files/screen_shots/dm1rq_3.jpg
One of the ceilings:
http://www.quaketastic.com/upload/files/screen_shots/dm1rq_4.jpg
Headthump: Yeah, I agree. Some of the textures need a little variation. We did this in a few cases already, but not nearly enough.
Spirit: Celshading? Hm, the effect is probably due to the rather bold use of the wooden beams, as well as the software renderer, minlight and the brightening of the screenies.
There is a lot of that wooden trim in a very cramped place, yeah. But I'm indeed going for a relatively clean look especially in the DM maps.
I learned that I should use more light, and abandoned the idea of using only torches in the wizard maps :-/ They're still harder to light than base maps IMO, because there aren't really that many options.
Initially, I wanted to go for "gloomy" but the result just didn't look very good. Czg03 doesn't look good either, but that's no longer an excuse :-P
So I'm aiming more for "making it look good" now...
It's probably time to look at skyboxes, too.