Alright! I gave it a play and I'll give you a quick rehash:
Its a very big level without lagging (I had a few slowdowns though) and you gave it a bunch of legit attempts to make it look scary and abandoned. I also like the fact that you add textmessages even though they are mostly a bit wierd or out of place.
If you add textmessages like this. You need to ask you the following questions every single time:
Who is my character and how would he react to this at this very moment?
Would a message like this make sense or is it even necessary?
What would I, personally, think in this moment and how does my reaction differ from the one of my character?
I noticed a lot of messages that where a bit clumsy or wierd but this one really stood out to me: You enter a room and comment that a skeleton sitting there must be an old victim as there isn't any flesh left (which is obvious btw... even though there is a fresh red bloodpool below) however, in the same room there is a bottle of wine to which the character suggests that "someone must have been drinking". Thats a bit out of place there.
The level design isnt horribly bad but I never got a feeling that I'm in a hotel. If your imagination is not that strong you might want to look up some images on google first. (just type in hotel lobby or hotel floor) and work from there. If you enter the hotel you get a lot of scattered desks,becnhes and metal lockers...which don't make any sense in this setting whatsoever.
What you need is a check-in counter. Maybe some chairs and couches... a bit of old luggage and some decorative furniture.
There is also a set of glowing fluorescent tubes on the floor...how do these lights get powered if they fell from the ceiling without any visible cord?
The lightmapping has 2 gears: VERY BRIGHT and PITCH BLACK. Especially the entrance hall would be much more effective if it would be lit entirely but in darker colors.
Also: why is there a world war 2 radio set in an hotel lobby? Just because you have some models doesnt mean you should use them.
Okay, thats enough criticism on the leveldesign for one post
Lets get to some other things:
The Gameplay: There is none. You dont investigate anything. In fact, all messages are displayed automatically if you approach something and even if there are some interactive objects like a secret button behind a bust and a hidden passage way behind a wardrobe... the game flatout tells you to use it. So there is no sense of gameplay or exploration.
The sounddesign: I think you might have gotten some of the whispering and breathing sound ideas from my game (might be mistaken as its not exactly and innovative idea). But you might want to add some echo or put some extra work in these sounds as they are too "in your face" and "out of nowhere" for a realistic setting. This works in a fantasy realm like in "Euthanasia" but if you want to have heavy unnatural breathing in a real world, you must add some echo and make the sound less loud to suggest that its source is somewhere behind a dark corridor or similar.
Another golden rule: never add a completely empty room just to shove dead bodys in it. That just feels lazy
Well, you got some good ideas and its certainly already a very decent game. Keep it up and this might end up beind something good
-Wolf
Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.