You've gotten alot better at your placement, your lighting and your overall level layout, but there is still a few things to crit, i see lots of just square rooms. hard edged corners. try and mix some of the walls up with rounded corners. you also might want to dirty up your levels a little bit. not alot unless your going for a grudge style game. but you want enough dirt, overlays, modded textures etc. because alot of your screenshots look too similar, when you add overlays and decals and such to your game, it gives the player more things to look at, so he/she doesnt get bored of what their playing. its the little things like that make fpsc games good looking
Maybe ai keeps changing it because he feels he has something to prove now that everyone is out to get him. i just read thru the whole thread to see the screenies, pretty much 8 pages of you guys constantly on his nuts about changing his game.
News flash, its his game, its his thread, its his ideas, see a pattern?
Maybe if people stopped flamming him and tried to i dont know...maybe encourage him.
i dont know, i just seem to be losing more respect for more and more members after reading all these threads that started when i left. =/
(edit)
heres my 2 cents for you AI
go to bestbuy, get a clipboard and some graph paper. and a pencil or two
think about what kind of level you want to make, whether it be a warehouse an appartment w/e you want. first things first google the general term for your level like. inside of apartment, nuclear power plant inside...etc etc. after you get a general idea of how layout is IRL. start to think about what you want the player to do or accomplish in the first level *or where to go*
*use regular paper and jot down the basic outline*
Once you know where you want the player to go/do/accomplish, think about key areas in the level. Like Blue room, yellow room, kitchen, bathroom, ETC, all the rooms of interest, as in rooms that the character wont just be running through. remember to right all of these main rooms on your outline so you dont forget.
after you have what you want the character to do, and all the main points in the level thought out.
move to graph paper. Each block on the graph paper is one segment.
Here is where you do all your general segment layout, *NOT ENTITIES*
make a list of icons so you can mark things like stairs, rounded corners etc. *so you wont forget*
in this level of gamedesign is where you make all your changes.
once you feel satisfied with the general outline and general layout of the level, this is when you move to fpsc
start with segments build the layout, see how it looks in fpsc, if dont like it how it looks with segments, scrap it, and repeat the process. if you think it looks good, interesting, and unique. start putting the markers and entities and fill up your levels.
if you follow this general process i can guarentee you, you wont be changing your ideas so fast, if it all.
You may just say "Thanks for the advice bloodeath" you may not say anything back to me. but remember when you can take the time to actually have a process to make a game like this, that means your actually serious about it. and only then can anyone take you seriously.if you just sit in fpsc and throw together levels then a storyline, your not serious. and remember just becuase you built something in fpsc and you think it looks cool you dont have to post a screeny of it 10 seconds after you tested it, becuase then if you want to change people will get mad at you.
any ways if this helped you or not it doesnt matter, the advice will sink in when its ready to
You'll Know When You See It.

Death has no end