Texturing - sonkiboy/SewageUnderpass GitHub Wiki

Going into designing the more aesthetics of the map and texturing, I wanted to take a lot of inspiration from concrete molding techniques and creating an environment that feels like it has a function within the world it in habits. I was able to get a good pallet of textures from just the base quake Wads and start to really experiment with what the environment will look like and overall tone.

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I took a lot of inspiration from CTA architecture, as the map is themed as a dingy underground facility. The concrete walls and long pipe lines going along the walls and ceilings were features that I was really inclined to experiment with.

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The main arena is one of the most visually dense areas in the map. With it being such a wide open area, I wanted to try and add elements that break up the textures. There are pipes hanging from the ceiling to help reenforce the sewer theming and to give some visual interest to the upper side of the map, and areas where textures meet are divided by harder contrasting elements like ledges to help give a better distinction. I also added light fixtures along the walls that take inspiration from the florescent lights found within CTA train tunnels.

This act of creating these distinctive boarders is found all through out the map to help represent the boundaries between different areas of the map. This is a concept that John Romero used in his level design work and does a great job of helping readability when navigating the map.

Since there are many different areas in this map, I wanted to try and use certain textures in certain areas to create distinct elements that define each section of the map. In the image above we can see how the underground area has these very distinct light fixtures inside the pillars that aren't used elsewhere in the map. The bright stripped design mimics the other light fixtures while still being visually distinct. The water all along the floor also gives the area it's own personality, and also shows how this area fits in with the rest of the map and it's narrative, as all the water channels in the map lead here.