In the past my idtech projects have been constructed in a fairly haphazard manner, typically building room to room, polishing up one area before moving on to the next. Not the best workflow for getting a good gameplay structure, and also meaning there is a lack of uniformity as new areas give new ideas, which leads to wasted time adjusting already completed areas, and so on.
After a break from mapping I've been feeling the urge lately so grabbed Zombies newest texture pack and am using it as the base for a level built to a much more streamlined building process where I'm blocking out the entire thing and getting the gameplay right before focusing on the visuals.
First pass layout, currently runs around 15 minutes long:
Art style I'm going for, in the above ground base sections I'm using custom-painted ambient light textures in the style of Lunarans Strombine project, whereas underground cave areas will have a lot more darkness and strong shadows:
Not much to see here, just showing how basic the block-out is I've got going on at the moment.
After a break from mapping I've been feeling the urge lately so grabbed Zombies newest texture pack and am using it as the base for a level built to a much more streamlined building process where I'm blocking out the entire thing and getting the gameplay right before focusing on the visuals.
First pass layout, currently runs around 15 minutes long:
Art style I'm going for, in the above ground base sections I'm using custom-painted ambient light textures in the style of Lunarans Strombine project, whereas underground cave areas will have a lot more darkness and strong shadows:
Not much to see here, just showing how basic the block-out is I've got going on at the moment.