Thanks for your responses so far
With Treasure Island you helped me a lot with good ideas, and it seems to be not different now
torus wrote:• The areas in the pathways and the tiki hut are quite nice, but they aren't well enough lit- I suggest adding some tiki-torches (or something) which will cast light throughout those areas.
Because this is the Beta version, I decided to try my lighting concept without any compromises

, but I will light it up a bit in version 1.
torus wrote:• Arg, sprites for the tree foliage looks really un-natural- it would be much better if you just had them stay static (with that wavefunction of course).
This was a performance over awe decision. Static leaves would require a lot more leave textures to have the same effect, and would require "cull none", which in all would cause quite a fps drag.
torus wrote:• The beach could use some detail- it's a bit barren. This is a nitpick, but I think the beach would greatly benefit from:
- Some driftwood, other misc beach things (rocks, etc).
- That sand texture is really un-convincing, imo. It would work better if you used something more like beach sand (that's like dune sand), and then used dotproduct2 to blend the beach into the ocean floor, which would be a sort of rocky texture.
- Larger, maybe more complex beach area? It still seems a tad small, maybe because of that awesome structure in the middle of it. (less important).
Noted. You gave me a good reason now to learn about dotproduct2

The size is kind of static (either I could scale the whole map, or nothing... It would be a lot of work to change all the models of a single area now...)
torus wrote:• Cave paintings, as -z- said, could be more sparse, and maybe hint at the path to the base. Also, it would be awesome (IMO) if you added some glowmaps to them.
Noted. I intended them to be a bit overwhelming, but I will work on it. The problem here is that I have 4 paintings, and 1 texture... Maybe I will create different textures for each painting...
Hints to the bases is good, I will add that.
There are glowmaps already... That's why you can see every painting (with very few lights in the caves)
torus wrote:• The water in the tiki hut area is sort of strange- I feel like it should be a real water shader, and the same one (or maybe a less chaotic version of) the sea texture).
That's because it is supposed to be a swamp. (Inspiration from Edanna, Age in MYST III - Exile, for those who played it

)