I agree with much of the advice in this thread, the limits mentioned are more realistic to what would be observed in a production environment and you would likely have a whole bunch of wiggle room to stretch them once in a position. But this is a test, following the limits imposed (even if outdated) are not just about…
Couple of things; the bright tiles stand out quite a lot in the unlit/unlit + vc shots. It's not so bad in the lit version but it's still there. The shadow on the door texture could be handled by vertex colours instead since you've got the geo for it. As it is now it's a bit of doubling up going on, making it a bit dark.…