What an improvement! You've done really well with y00tz's textures, I'm impressed.
The only few things I can think of commenting on yet without playtesting are:
- The tunnel looks much better, but I'd suggest you don't try and do the red brick arch stones with brushes, it's too hard to make look convincing. If I were doing it, I would try making a texture which fits the arch and brickwork exactly, but simply hollow the inside of the arch out (so it doesn't matter what the texture looks like in this area). This is kind of hard to describe, so here's a diagram:
The pink section isn't seen as the empty space in the arch itself means there isn't any brush there to show that part of the texture. You need to apply the arch texture to the outward faces of each brush which makes up the arch. This way you can get a much more uniform and better looking result. Just make sure it tiles with the texture applied to the wall the arch is set into!
- The building I mentioned last time which was a small distance away from the others doesn't have a door.
- The barrels are huge, even more than normal DP maps! I'd prefer there to be no barrels at all - I'm sure you could think up some clever alternative. You've already used some of sk89q's trees, maybe some of these could go in the place of all these out-of-place barrels? I suppose they do give an instant visual cue as to which base you're near though.
Thats about it - I'm not sure what your problem with the middle flag is, I thought it might be that you didn't have a leading 0 on your value key (i.e. 0.4) but I edited the ents and tried it out and there was no change. Are you sure the entity marker is above ground all the way?
Good work!
- Dag