@goldenboy, yeah I know what you mean but torches under water look even more silly!

I need light underneath the water so I went with the Q1 rune lights. If it was Q3 I probably would have done a grate and glass over the top surface. The thing that bugs me the most about the underwater lights is that the light compiler is flattening the texture so the yellow center has no depth, it does on the texture.
@frag.machine, I really wanted all my new textures to blend with the existing textures so I cut and paste and re-arranged the existing textures to make new stuff. I think the new textures make the overall style feel more Quake than just me re-painting everything with something new.
@ajay, I certainly agree, I try to design any architecture to feel like it could stand up in the real world. I try to avoid any flimsy designs or if it something that floats then I make it feel magically with particles and effects.
@ceriux, Haha, yeah I have been designing a ton of new models and stuff. The previous screenshots and video's hint at some of it, but here is some more screenshots to highlight it better. Luckily necros has been helping me with all the new animations and model rigging, otherwise the new character models would not have seen the light of day. All I did was the new model and skins, the new animations really make them shine. The ogre model will change, I have some updates for the skin and model to make it look and feel better, I just need to find the time to finish it.
Medieval style pickup items


Old ogre (top left), the new ogre model with skin/weapon variety and bottom right ogre boss

New boss - Aramis the Destroyer

Well he was evil, but he did build a lot of roads. - Gogglor