skybox is a little obvious its a skybox, make sure the skyzoneinfo is in the direct middle of the skybox not the floor, and that the brush is in ratio with the pixel dimensions of the texture. So 512x512 units if its 1024 or 512 or whatever it be. Looks like a skybox generated from terragen, its a nice program. Looks fun though
after playing it, i think its a little odd how there's 3 pickups with 10 feet of eachother and in the safest place in the map. 1 seems to be a random item spawn and the others are constant, maybe its 2 random spawns and armor. Idk about the other items but the armor respawns way to fast, if you want it to always spawn and not rely on the game difficulty to make it disappear, at least put it somewhere hard to reach or dangerous. You'll notice in foundry and bedlam and such there are ammo spawns that are tucked tight in corners, so you have to go out of your way a bit to get them. The armor is right up against the wall but its still inside and upstairs where you can grab it, jump out the balcony and get away without going out of your way much to get to it. Aside advising to relocate some of those things or make them spawn based on difficulty mode; i'd definitely recommend the spawning from beneath suggestion. That would be pretty dope and somewhat scary/realistic. Falling from the sky makes them look like they came from outer space or something aha. Also a pinch of tasteful fog would add alot of atmosphere and make it look like its higher in altitude. If you can find some ice sickle meshes somewhere, that would be a nice touch to the outside of the cabin, too. In my opinion of course
here's what it looks like with a bit of grey fog in the play area and skybox
[url]http://cloud.steampowered.com/ugc/522654875693089405/75e5d2fe4384bc99882cb91258c8ab2b84e9c78c/[/url]
kf's fog works like photoshop's overlay modes, 128 rgb is the middle, no brighter or darker, and colors below that are darkened or brightened up. So if you decide to use fog keep it around the middle so the map doesnt get really bright or dark. For that example i used -3000 for the distancefogstart and 8000 for the distancefogend in the zoneinfo actor for the play area. Sky box i used -500 and 1000
i noticed too in the editor that you tried to add a zone for the cabin. You didnt put zone boundaries in properly or all the way, so its still the same zone as outside. Zone boundary brush is green when in wireframe mode, and you put it in using the "add special brush" tool and following with the preset "zone portal". Make sure you put the boundaries over every single possible opening that could make the zones leak and become one, like patching a hole. Or it won't work. No big deal either way for this map, not a whole lot rendering. But just in case you didnt know about it