Quote: "I like the looks of it, although it's a little too dark, and it'll be hard to pull of lighting under the sea without in-consitency.."
It looks fine, all shadows are baked in scene before import, used a projection map on the lights for caustics, all baked into the textures. The only thing I would like now is a follow light for the player. Since FPSC does not have volume lights, a lot has to be faked.
Quote: "Also the Diving hud is wierd, you see a rim of lighting on the start of the bevel near the right bottom side, but there should'nt be any, as the light is coming from the outside, and not inside, and It could do with being darker aswell..."
I do agree with what your saying, though if there is a beveled surface it is going to have a rim of light no matter where it is positioned,light does spread and bounce,maybe not the way it should look, without actually wearing the helmet or simulating it in 3d it is hard to tell how it would look down there, call it artistic license. It just looks better for the game to me.
At the end of the day to achieve the kind of excellence and perfection wanted, it would be better to use software that simulated everything real time in game like Unreal engine, but this is FPSC!!..and like FPSC I am not perfect.
Quote: "Do you add a heavy breathing sound? (Metallic footsteps would also be awesome)"
Metal on sand/rock and metal on wood be just right, guess thats your cue Nickydude
Quote: "I would like to know what the game is about"
This is a remake of the first game, thread in the showcase forum, I learned from the first attempt not to get too detailed with storyline as far as gameplay goes, this is because you often find that what you thought was achievable cant be created or sometimes you chance upon somthing that works and then it all changes again.