Took another look at Reactor Ohm. The fuel center segment in the reactor area wasn't designated as such, so I fixed it. I also moved the secret switch closer to the start of the exit tunnel like we discussed.
I also compared the way some textures look carefully, and decided to make this level descent.pig after all. You do like using large amounts of those industrial, metal-like grays, along with lots of gray rock, and those textures definitely look best and least distorted with descent.pig. The only downside is that the water is dark blue, but seeing as how it's supposed to be a coolant fluid, that could probably even work to our benefit.
Oh, and I've also added in some gratuitous D1-exclusive textures, since I noticed the level was sorely lacking in that department. Nothing particularly clashing or invasive, only some single-instance decorations in general.
EDIT: I've also finally figured out Lightwolf's method for making seamless, curved water bodies. When he wrote the following:
LightWolf wrote:The way I did my water is simple: Treat the water as though it were on a regular rectangular face as opposed to a curved one, and this should be reflected in the texture edit. It does have its faults though - notice how the water is stretched weird in several triangular areas.
he meant taking a texture from one face of the segment and distorting it in point mode so that it appears fully rectangular in the editor. An example from Dacol Futyl Caverns:
It's of course impossible for segments in a curved tunnel to be rectangular, because then the tunnel wouldn't be curved at all. But it's possible to make the textures behave as if they were rectangular - which means they keep the same direction and are seamlessly joined, even though the tunnel is curved, not straight. I tried to replicate this, and it's enough to do one face and then just use the "align all adjacent sides with the same texture" (or whatever the hell it's called) button for a completely aligned tunnel. It's quite an impressive technique. I think i'm going to try it out on the coolant pits for Reactor Ohm and see if I can replicate the effect.
EDIT 2: So I've played around and here's the effect. The pool to the left wasn't touched, and the pool to the right was changed with the discussed technique. When animated the effect is even better. Yeah, definitely doing this for all the other pools too
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