Hey Jasonio,
I can honestly say that seeing the E3 videos of HL2, as someone working on an FPS, were terrifying. Then, we thought about it and got a bit of perspective and realised that we should be ok.

Though it might sound like a bit of a cop out - I'm working on a console FPS - a significantly different beast. There are things (like with texture memory, fog and controller presicion etc) that we just can't do. However, when we looked at what it was possible to do on the PS2 (our console of development, currently) we found that technologically we measured up quite well, and certainly better than any other PS2 offering I can think of. And that was rather encouraging, actually.
Which means, of course, that I have no excuses

If it's not great, I can't 'blame' code, or art - it's me, the other level designer and the leads. No pressure, eh?
Raven,
I arrived at the project far later than anyone - company or myself - would have liked. Also, while I've worked as a Level Designer for about a year and a half, due to my last place getting VERY mixed up, I have not yet had a released game. (And you know how important that is in the industry.)
I would love you have come onto the project to work with some really experienced Level Designers, early on and been there when some of the big descisions were being made - to watch how they did it and learn. However, I am the MOST EXPERIENCED level designer here

I try not to think about it too much, but these are very big shoes I'm trying to fill. And the lead is a very busy man (aren't they all?).
Sorry if it sounds like I'm whinging - I'm not. I'm just saying that I don't have the confidence in my own work to throw my weight around yet. But I'm doing what I can.
PS - I had an interview with Big Blue Box - didn't get it (probably just as well), about two years ago - were you there?