LightWolf wrote:
Anyone have a link to the D1 .PIG and .POG that Pumo made? Not that I'll be making any more levels for this project anytime soon

Help yourself
And here are the starter POGs. Number 7 is for Pumo's PIG.
As for your level, lemme check it out.
EDIT: Ok, checked it out. Guess it's quite good, all things considered. The geometry is actually quite decent, it looks good in the automap too. The size is appropriate too. Definitely one of your best so far. I'm actually inclined to accept it, even in the boss slot. But it still needs plenty of work. Which I'm not that inclined to do myself, so I expect you to do it now, so that we don't have to deal with it later.
Major stuff:
- way too many matcens. Those 4 matcens in that one room are significant overkill, even 1 would have been just enough. Still, feels like there's way too many overall, you definitely didn't think through how it's gonna scale on Insane
- the texturing is all over the place, and not in a good way (as opposed to stuff like Zeta Aquilae). Some textures are way overused, way beyond what can tolerably be called tasteful, and the level definitely needs to confine to a more precise theme. Half of the different textures you used can be easily done away with (and should). I don't think purple or blue are a good choice for Varuna - we should try something altogether new and distinct for this new planetary object.
- that whole part with the circular pretzel tunnels leading to the red key is way too lazy and quite ugly too, replace it with something more elaborate - if you want cues for making good winding tunnel parts, check out level 14 or 19 of Descent, those ones did it right. Hell, can't say even 5 didn't. Also, try to keep stuff parallel to all the rest of the level - it looked really good in the automap until those winding tunnels came along.
- Same with the boss area. It's really good, but it needs to be retextured to match the theme you choose for the level. Also, align it with the plane of the level, that looks way better. Not to mention a nicer entrance tunnel can then be added via curve generator. Did you know it also works on distorted cubes, producing extended versions of them?
Minor stuff:
- some textures are stretched improperly, ugly
- border light textures overused a bit, not tasteful
- one of the doors for the trap beyond the yellow door acts as overlay on one side, you can fly through it and then you get stuck
Do all this stuff - hell, even do most of this stuff and you've got a spot for Varuna. I or someone else will take care of the rest when time comes. Would be a shame not to let you have it in fact, since I really like that boss room. And it finally seems to have a decent level surrounding it. I encourage others to check out the level too and share their feedback, so that LW knows what to improve!