Okay so, I used bold text for new topics (eg.
billboards), underlined key things being addressed in relation to the topic (eg.
too strong). Hope that makes sense c:
First thing's first - those
billboards coming from the light are holy-crap strong! It's
like a laser's beaming out of it. Having a bit of a halo around the light's a good thing, but that much is a bit excessive. Try
reducing the colour by about half (so if it's at 1 1 1, change it to 0.5 0.5 0.5) or more - depending on how many billboards you have there.
I also have a question for you, what's the
purpose of this room? Is it a hospital patient's room, an asylum cell, a surgery room? In general, try
making the purpose of the room clear with the objects in it.
For example, if this was a surgery room, the table would have surgical tools on it - knives, small mirrors, needles, etc.. There would need to be ample amounts of light for the doctors, and a cabinet of medical supplies readily available if something goes wrong (like
this sanitarium's operation room).
On the other hand, if it's an asylum cell, there would be no medicine, or sharp/heavy objects available (to prevent the patient from causing harm to themselves or others). The scribbling on the wall makes me think that this may be an asylum patient's room.
Asylums were not designed with their patients' comfort in mind. The patient rooms tend to be small and cramped, like the one in the link.
If you're talking about a hospital patient's room, it's
more likely to be a whole ward rather than just one bed - unless it's a
quarantine room... spooky rooms - probably lots of warning signs on the walls and things.
The
writing on the wall is definitely a
nice touch if this is an asylum room (crazy patients :p), but it looks a
little bit too organized and clumped together. I know it's possible to make the decals less organized (I had to do it for
this screenshot (look behind the door and on the back wall)). You could also try adding more of it - depending on the amount of time the patient spent in the ward - and have it spiraling out from a certain point like s/he kept running out of room.
Some
other details could certainly help liven up the place - cobwebs in corners, splashes of dirt/blood on the floor, cracks in the walls and ceiling, flipped over chairs/cabinets, rust on the metal objects, dust in the air (from the fog particle systems) etc.. Little details like that can help to
fill up the room without limiting the player's walking space :D
All in all, it looks pretty cool, it's just lacking detail :)