I've recently picked up our Refinery map again to push it through from greybox to an initial art pass.
This is proving very useful in highlighting typical assets we're missing when it comes to dressing realistic environments - stuff like debris piles, dirt mounds, generic industrial assets, etc.
As such, I'm tackling these as they come, with a lot of assets/materials already being available in our sbox-assets collection.
Here are some updates of Bombsite A - still a WIP
So as you can see, I've been messing around with a night version of Refinery, which I think will be a fun spin on things as we eventually start experimenting with our gameplay loop more. There'll be a lot of care and playtests with this, as naturally when you think competitive shooter, there's usually a heavy emphasis on clear visuals and lighting for the sake of gunplay and avoiding 'cheese spots'. We'll see what sticks - for now, it's been nice to see the map in a new light. 🥁