I spent most of the month creating a couple of visually pleasing maps trying to help nail down the style for our levels while also giving some variety in level design.
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This map is one of the bigger ones I have made so far supporting open spaces and tight areas, similar told old 90s shooters. This is helped to flush some ideas out for more of a interior science/ warehouse art assets, also though not final I feel like its a good direction to make improvments on.
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This is using the deathmatch map showed from the last update blog, It's based on brutalist architecture which helped get something out fairly quickly so we aren't looking at dev textures all day, but also makes it look fairly boring as its a lot of greys. This is probably not the direction we want to go.