My goodness! So much feedback all of a sudden! I almost feel overwhelmed!
So... first:
I can't get the preview to show up (dammit Imageshack).
Try
this, freshly uploaded to imgur. If you feel like you cannot make out much of the details in the pile in the bottom of the image, it's pretty much normal - I don't think it's meant to be a brightly lit scene. However, if you cannot see the main features, then I'll be concerned. By the way, I also advise you try to look at these pictures when surrounded by a black background on the screen (as it is in game), instead of a white background (as it is on this forum). It makes a real difference in how your eye can perceive it. If you're curious, colne_be3 has a brighter lighting. If you can test these fields in game and see for yourself, that would be the best kind of test (both scenes are layered and everything).
I quite like the lighting, perhaps a little brighter in the right side, but not much. I am a fan of the slums being dark and dreary... they are slums after all.
I agree. I may brighten the scene a little, but it won't be much, especially in that top-right corner behind the bus (it's not meant to draw attention to the viewer, besides).
That bus looks a bit shinny for that area...
You can only guess how much texturing work I'll have to do
The biggest problem I see are the buildings in the center. They look very small (somehow unimportant) compared the things around of them. I currently counter check it to the original and will make some notes. The darker lighting looks correct for me, the image is usually darker on PSX. Speaking of lighting Aali's driver can't replace the light layer(s) correctly. You can replace the light, but the transparency can't be changed dynamically by the game.
Here are some suggestions of me:
I would try overall to merge the buildings with the tower and put some pipes through the roofs.
Well... you're asking for a huge revision here. You should have given me this feedback when I started, 6 months ago
As far as scaling is concerned: the buildings in the centre are matching the original very closely. I agree that they look small, for that matter they are much smaller than their "indoor" counterparts. Beyond the amount of time I would need to spend on these kinds of revisions, I am not sure I could even make some of them them because of layering constraints (I don't have control on how Palmer cuts some of the layers). Walkmesh constraint may be a hindrance if trying to make larger buildings, too. I would have to do some testing on these constraints before trying to change these dimensions.
Overall about scaling: most of your suggestions would be good in principle, but their implementation is not straightforward. They would also be a significant deviation from the original image - I would probably be ok with that, but I don't know how it would be perceived in general. Also, to be honest I wanted to be able to deliver that scene around end-of-june/early-july, and that won't happen if I try to implement these revisions! I would probably have more enthusiasm about more work on that scene if there were some 20 people actively working on the project.
About the other details: often it's a matter of preference. I think the chimney cap on the foreground is fine as it is, and the design of the straight "Cargo" rooftop was actually deliberate (I wanted it to be an "upcycled" piece of a container for boat transportation, and dimensions had to make sense). As for the bent plates of the rooftops, I could do that. I agree it would look better, and I perfectly know how to do that (make a bunch of extra loop cuts and use lattice modifiers). I am not sure how much I will do though, again because of how time consuming and how tedious that is.
Honestly, I will probably put most of that on the back burner. I would prefer to be able to wrap up a 1.0 version of that scene and move on (fair enough, there's a certain amount of quality required of version 1.0, and I have to deliver that). Still, I'll do some testing.