Hello Wired

You\'ve recieved, already, deserved congratulations on your artwork, knowing you, anyway, I\'m sure you\'re aware of the flaws that your design has; probably the only thing that you\'re wondering is how many of them will, indeed, be percieved by the audience. More than a crawler, a twisted wired

So here I go, with some things:
The pilllars. There are only 4, and are put not on embedded on the wall, but at some distance from it. Since the room is circular, I assume that, the cieling is some sort of a dome, but the extreme of the pillar seems equally flat to me, from what I\'ve been able to spot. Obviously the action is nearer the floor, and you wisely \"blurred & darkened\" the upper area, and when I almost had the chance of noticing the shape of the ceiling, the candles at the candelabrum blinded me

. I\'m trying now to remember about churchs with that same shape and normally the dome rests on a structure, circular, that is hold by pillars. Not that I\'m an expert on architecture but, I think perhaps the pillars should be, in the current design, embedded on the walls (if you get what I mean) perhaps 3 on each side instead of the 2 you\'ve currently.
The dome. There\'s some sort of star that is very lighted, what you tried to represent with that? I\'m not sure what it is.
The floor. I like it, nice choosing of colours, and fading; looks realistic. Problem: Since it\'s coloured and vivid, we miss the chance of having the light of the stained glasses reach the ground and project there their colour (the effect now, if present, is almost unnoticeable, either for lack of \"light power\" or because the colour choosing, floor is blue&red, the diaboli has lots of red on a blue background) one of the most beautiful effects of stained glass are achieved when their light falls on a darkened corner, so you\'re able to see all the colours fading.
The wall: Although circular, and even you stating your concerns about the texture used, I honestly think it does the trick, the main problem in this circumstances is the curved surface, that could give the spectator a weird feeling of \"curved stones\" to make a perfect circumference.
That effect is not noticed, mainly to the dimensions of the room. Also, the part where the stone texture ceases to exist is high enough from the head of the model, so mainly, we\'re focusing on the windows and sorroundings, that is, our vision remains narrowed and the effect works nicely, imo. I think you don\'t have to worry about the wall.
The windows: Amazing detail on using the artwork of other users, and obviously the use of lighting through stained windows (I recall a post where this was already made, using the windows of the magic shop) as for the stone sorrounding them, I don\'t know if it\'s intended or is in fact a weird texture projection, I\'d say the second, since you put the texture to fit the side part of the windows (the most wider one) and if you look at the window with front view, you notice some dark marks, here and there, that are caused because of that. Surprisingly, that doesn\'t create a bad effect, even more, it gave me the feeling of some decorative stone twisting, like if an artist had picked here and there to model like a barroc style.
The candles: They seem like spitting fire, don\'t look at all realistic, that\'s also a problem I\'ve seen in game, so I\'m unsure about it. I think that it has to be hard to model that, or perhaps there\'s some CS limitation there, but still makes them look more like \"toy or joke\" things, rather than real candles.
The \"machine\". Good work there, looks indeed from another world, and it spins (so you even animated it

) and looks quite \"magical\" the texture is shiny, but it\'s the way it has to be to give it that way of \"not belonging to normal things\" also I like the way the light affects the texture, enlightening here or darkening there, a wise choice.
The key. I love the way the \"crystal\" turns, it gives personality. The thing I like the less it\'s the texture, too bright, even if it\'s polished gold or magical... I think it\'s too bright and doesn\'t fusion correctly with the more palid (dermorian?) hands (or any other hand model that is ingame, I think there\'s too much light coming from the pole, and that may lead to a non believeable object)
The \"rain of stars\". The light of the machine kind of produces rain that falls inside the bowl. I don\'t know if you used the rain from ingame or simply used one of your own. I honestly would had ommited that part. Why? The rain has no collision detection (not even ingame, where you can have a ceiling upon you, and see the rain go through

) but it looks weird to see the rain going through the circular (apparently solid) forms of the \"machine\"
The candelabrum. Hardly noticed during all the play, but, what I was able to spot, seemed really fine, I\'d say I\'ve no complains there (not even the chains)
Candleholders. I too don\'t know about the amount of triangles, but I admit that they work amazingly well, they\'re twisted, and clearly you\'ve seen some forge work before starting to model them, look realistic. I like them
Light points. IMO, the weak point. As I already said, I think there\'s too much light inside of the room to really remark the stained window effects, but anyway, now I\'m focusing in the point lights themselves. This I\'ve to assume is an error on your own; they\'re always in foreground. Look how they trespass pillars, the dermorian model, and also the structure of the \"machine\" I honestly don\'t know how this is supposed to be fixed, but I guess there has to be some way.
This is all I was able to spot during the time it took me to write all the text. I hope it\'s of some use, I will add more if I recall something important that I haven\'t said.
Keep up exploring the 3d modelling possibilities, clearly you\'re enjoying them.
See you some day in game, too (unfortunately, you\'ll have to forget about the axe :S)
EDIT1 to add: I recalled a thing I forgot to type

The first one of (many?) to come

To enhance the light colouring effect, it would be nice if you could be able to add some \"dust\" on the air. You know, little particles around, something similar to what you could achieve with a recording applying a film effect, something making the room not look so clean, I don\'t know if those particles would, eventually, result in a high drop of fps, but perhaps there\'s some effect that is implemented to achieve that kind of results, I hope you get what I mean.
EDIT2: I fired the monkey I hired to type the text that I said in loud voice, as soon as I spotted some big typos. Started an attempt to correct them myself. Note, those still lasting, are undoubtfuly monkey\'s fault. At least now I\'m saving some money with it.