by Major Banter on Sat Feb 02, 2013 6:15 pm
The trick to making impressive indoor environments can be broken down into three elements, in my opinion and experience.
One; plan it. Know the focal points, where the light is coming from, how it casts. Understand the room's purpose, shape, and so on. Get reference. Be aware that even though BSP works largely in blocks, clever combinations of blocks can work wonders.
Planning can be difficult without experience in the engine, and experience with consistently creating good-looking environments. Thus:
Two; work in 'outdoor' areas more. This forces you out of using boxes as a reliable fall-back when working indoors. It's too easy to just hash out a box and try to fill it. This is the wrong way of working. What you need to do is:
Three; identify the focal point of the room, and build it first. This could be a certain wall, a balcony, a pit, a machine, a puzzle, an objective, or part of the way through. When building outdoor environments, this is all you're able to do - there's no 'box' fallback per se, just individual elements that come together.
Eventually, you'll find yourself planning and building key functional focal points that are vital to the gameplay first. This will build your confidence, broaden your skills, stop you using cubes as your basic room style and hugely improve the overall feel, quality and pace of your maps. This takes time, but try it out. Focus on the important stuff, not filling a box - even if that important stuff is just a walkway.
What does this all result in? When you build something as simple as a corridor, it'll look good. You'll understand what makes it look good, what elements are important, how to break up shapes, and you'll have learned that yourself. It'll look natural rather than bodged.