alright i quickly grayblocked a fairly large level during the morning. more complex than the previous one but somehow smaller and tighter. this is a different style and is a more traditional structure. let’s see how this goes, pretty curious about which is the best approach, but i’m liking this so far. I managed to get lost a couple times in what’s a simpler layout and i take that as a good sign.
some notes for later:
>combat in close quarter isn’t nearly as tested as we thought and i saw some issues with colissions that lead to ugly clipping.
>play around with the hp bar position
>once the level is done, replace this geometry with actual modular meshes, texturing these walls seems to be slower and counter productive than replacing stuff