wow, you need to optimize.
I've taken a peek in some of the media and a lot of models could use a poly reduction.
- The labcoat could just be 2 plains with a coat texture.
- The liftlock has to many polys on the inner cylinder, plus it has geometry on the back.
- The key object has WAY to many polys in the head, however this is just a hud object, so it's ok. But please do make it look more like a key.
- A lot of the rooms models have the object modeled inside them, I suggest having them in their own files and having your engine place them. Saves a bit of file size.
- Your lightmaps for the brokenlift, lift doors and the small ward need to be optimsed or maybe even merged.
Some general pointers:
- Rooms need to be loaded separately, I can tell where I need to go just by following the direction witch lags the most. So don't load all the rooms at creation time, but load them once the player has activated the door or is near one. (It's ok if you decide to ignore all these pointers, but please, don't ignore this one)
- The couches are nice, but you will never see them in a public hospital.
- The lights need to be
fitted into the ceiling, not hanging from it, it breaks the realism.
- for the actual amount and type of light fixtures it's WAY to dark. Plus, don't use point lights, use spotlights and ad just a little bit of color, I would suggest blue for the normal parts or green for the sick/scary parts. If you really want to go overboard, you should use a tiny bit of ambient occlusion.
- Some of the rooms don't have light fixtures, but do have light. The kitchen room in an example of this.
- Some of the textures in the hallway are stretched. The ceiling texture don't always match in size.
- the numberpad on the microwave is mirrored.
- the newspaper says June 2010, but the time magazine says November 2000
You've done a great job so far, I hope that these pointers are useful to you.