- Consider improving a bit the looks of the aforementioned easter egg.
- The outer ATMs might be too large / tall.
- Outside lighting: Originally, there were no streetlights. Given that this is night time, it *maybe* made some sense to have more-or-less uniform lighting (assuming we ignore the shades of the moon on earth, if the moon is the main source of light). But with the streetlights in use, it isn't as much, unless we count the examples from the beginnings of E4L4 and E4L6, and I'm not sure about the beginning of E3L8. Also, most of these look more orange (on purpose). Making sectors yellow-colored will probably not look that great, unless it's the kind of monochromatic light source which is in use.
- Also, a general note on lighting and more: It doesn't have to be 100% realistic, of course, especially in situations when it's difficult or (practically) impossible to do so (e.g., 3+ shades of light covering the same Build .MAP wall). Also, not anything is perfect in the original Duke3D maps, either. For instance, when you check out the sloped floor to the right of the red access card lock in E1L4, there are blinking lights that I can't really find their sources. The same applies to the lights that you can toggle with the switch, near the entrace to the area with the cranes.
- Hotel entrance - stairs leading to security room: The walls around here might look a little bit too wide or stretched out, especially the inner wall near the red door on the bottom. Merely using the editor's old "search and fix panning" feature (the '.' key in this case) is probably not sufficient.
- Same security room: The switch might be a little bit too tall/large, but maybe it makes sense for such a switch. It's still resized to have the (xrepeat,yrepeat) pair of (40,40), as commonly done for various other sprites.
- Same applies to the Dukematch-only switches that operate the exact same gate as the security room switch, and appear right near the gate in DM.
- Additionally, I've thought that the computers in the same security room are also a bit too height, but they are actually similar in placement to the ones from the yellow accesscard room in E1L3. Chances are I even used this as a reference.
- The windows might be a bit tall again. But this is probably less of an issue.
Book store:
- The keyboard is quite large for this computer. Then again, it isn't exactly the usual PC, and maybe this is some reused PC-like keyboard. The table can still be just a bit taller, so it's closer in height to the computers from the aforementioned security room (or that E1L3 room).
- The books near the window may similarly be raised.
Night club:
- The bathroom might be a little bit too tall, and actually, it may have a bit too many toilets and basins. The club itself is large/high on purpose, though.
- This one is from a minor secret of sorts:
- On the way from the funicular/elevator in the ground floor to the club, there's a liztroop which, for some reason, appears to be higher than expected after map load (basically a bit in the ceiling). Probably related to the ceiling and/or floor being sloped. It's possible that I tried to tackle this a bit beforehand.
- The computers in the offices are taller/larger than the one in the book store, yes. But maybe they are just different/larger models?
- The light switches might be a bit large.
- Entrance to hotel lobby (from the gate that can be opened via the security room's switch): Can/Should I make the exit sign look ok with World Tour's renderer, without breaking it with the other renderers (Classic/Polymost/Polymer)?
- Broken elevator openings: The doors seem to be "in" the elevator shaft, especially with the lack of texturing from the shaft side, except for the case of the ground floor with the elevator itself. Originally, separate sectors were used for the elevator in all floors, but this could greatly releases the chances of reproducing the warping glitch.
- Actually, maybe bring back these sectors, so it's easier to get out of the shaft, but maybe them larger.
- Do the broken elevator's buttons and labeling (if not blown up, if course) look ok, especially when it comes to the sizes? I tried to go for this, while also not making them too small.
- Should the game tables (Ice Hockey on the ground floor, Pool game in the penthouse) be a bit lower? Note that I increased their sizes, and especially their frames' sizes, in order to reduce the warps again.
- The pinball tables were made large on purpose, but maybe it's a bit excessive?
- Make the power plugs smaller, more-or-less the same sizes as the light switches in the night club floor?
- Unfortunately, one of the walls surrounding the pool (ground floor) is a bit stretched. Probably occurred while tampering with at least one overlapping sector, and/or from some multi-sectors selection.
- Also, a few of the sectors in the pool area, which all seem to be right below lights, have a bit brighter visibilities than the surrounding sectors. This does not apply to all sectors with lights on the ceilings.
- Somehow fix a couple of secrets being easier to spot (but not necessarily reach) with WT's renderer? I'm not sure if it's that feasible, at least in one case.
- Resize the light switches and power plugs in all hotel rooms (including the penthouse, of course) to have the same to-be smaller sizes as in the previously mentioned places?
- The hotel room door that gets impacted by the explosions is technically a thin sector, which can lead to warps. So, make it larger in the non-visible area (i.e., the hotel room itself). This won't be done for the functioning doors in the same floor, though; They may kill the player, either way.
- Make the sector visibilities for all hotel rooms' bathrooms (including the penthouse) somewhat darker?
- For the worst case that you still warp, and in particular, warp outside the hotel: Make the hotel's external walls non-blocking from within.
- Monsters like the assault captain may clip a bit into ceilings, especially in a cramped sector like the alien-infected hotel floor (with the alien-themed texturing). Then again, I've spotted a few cases of what appears to be clips into walls, even if there isn't a good reason, just a certain wall technically be split into separate walls in the editor (this might depend on the renderer).
- In the penthouse, right after the curtains from the entrance, there's still a sector with a bit darker visibility.
- Take care of the liztroop using the toilet in the penthouse, so it looks somewhat better; With the HRP, but also without (e.g., by making them a bit further from the entrance).
- Make less ammo (chaingun / devastator) available in the penthouse, since there's more than enough?
- In general, though, make less ammo available in lower difficulties?