@wviperw: thanks!
@o'dium: Actually the textures (diffuse and normal) for the cave are from Q4. I think the local looks mainly because of the ambient light so flat. And because of how the lightsources are placed. Lighten up that cave area was a bit annoying since I always got some pretty ugly black triangles on the cave model. I wonder if this has anything to do because how I layed out the uvw map
@Castle: Thanks, hope you like it.
@Kat: You mean to use less polygons to get a better structure? The cave model looked pretty edgy so I did use one smoothing group for the whole model. Was that wrong?
@Lunaran: Well, as I mentioned it's a q4 rock texture, so I guess the normal is fine
@pjw: thanks, glad you like it

and I think some water flows or a little waterfall coming out of the wall would have been pretty nice. Never occured to me to put that in. Definitely something to keep in mind for the next time I'm making a map with a cave.
@Method: wow! That's some feedback, thanks really much appreciated

For that megahealth floor in the first screen: I could swear I did put that plate into a func_static with solid 0. Strange. And yeah, those pillars are too much of an obstacle to get to the megahealth. Should have make the floor a bit wider.
For the clipping issue: Same as with the plate. I'm pretty sure I clipped all the walls. I now wonder if I did put in an older map file in the .pk4. Have to check that out.
Adding some geometry in the background and using a big beam in the quaddamage area is a good point. It always looks so much better with your paintover.
The panels in the cave are simply there so the floor doesn't look to plain. I know they don't make much sense.
And yeah, the model in the 7th screen is too short. Have to put the floor a bit up.
The brush in the last shot has no real use. Actually I didn't even know that it sticks out like that, never noticed it.
Thanks again for your effort and taking the time to make some screenshots and paintovers! I'll try to fix all those things as soons as I find some time.
Oh, and thanks for that bumpmap tutorial

that's a really useful one!
@KungFuSquirrel: Thank you! Funny, I didn't even know that the texture set wasn't in the retail release. Thought in was there from the beginning
