jonny, thanks for taking the time once more, shame on the others
green circle
yeah, i forgot to remove those faces
black circles:
the frames are thinner then the walls, just atm the walls behind and around where the frames are sunk into the walls are in the same color to keep the impression on lower lods, i did this quickly and its not final/perfect. good point to make the bars inside the window thinner again, i accidentally grabbed em along when i increased the walls.
red circles:
those are optic illusions caused by lighting in bfmeshview. please check the editor screens - no overhangs over the walls from the roof - its all pulled back toward the center
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nice point on the trick for multiple floors ontop of each other, however i will keep things low for the map.
other stuff:
yeah some of the textures are in a wrong direction - i am just a noob fooling around with max, so its hard to get everything perfect

so are scales on others...
the look of the texture changes with the fog and the other light settings of the map, i usually have a korengal-setup while i map/make screens, but i will use a modified version of my "african roads" light-setup i sometimes switch on (seen in a few screens) in the final. so all will be pretty dark...(one of the screens is without fog, the other was with fog

stupid for comparing i know)
it is a ramp but it is above the ground only to a little extend, propably not going to be noticable as such. [my dimensions for a floor: below the building = 0m , the floor is @ .1m, so the ramp covers that, but the building is placed @ -0.07m relativ to terrain, so its less then 3cm of height left for the floor to come out of the terrain, and it looks like there is some dirt coming from outside the house to the inside.]