JarlFrank: That's some neat initial steps. My criticism/recommendations:
- Your spaces are too big. If you cut the square by half, it would still be pretty large. The mansion also has a giant footprint - if you carve it all out, you will either have very big rooms or a very large mission.
Yeah, pretty much my own impression too, it turned out larger than I like. Probably because right after Garrett's house, I did the square with the fountain and allocated too much space for it. The mansion's size is a direct result from that, because that's basically just the edges of the square's airbrush. After all the fiddling with the details I don't really want to change too much, since I'd have to downscale pretty much everything, and I cannot into multibrushes yet so that would be a lot of fiddling around. I'll probably add some more details around the square to make it less empty and break up the regularity.
Don't worry about the mansion, though, I'm not going to map out the entire thing. There are only three or four rooms you can get into, and it's accessed by a side window on the left side (it's a place you'll pass by anyway on your way to another objective). And for the interior rooms, I already took some advice from general design tips on several dromed tutorials: breaking the cube, adding some texture variety on walls, etc, and a more proper size.
The streets leading to the other areas of the mission are a little bit too long, too, I think. Since I haven't added much detail there yet, I'm going to cut them down quite a bit, and I'll try making them less straight and square in appearance than they're now.
- Things are very regular, neat and flat. The less neat they end up, the better. Try some odd angles, add a wedge or two, bring out the third dimension (even if only a balcony you can climb from a market stall). Even something like a less regular flower pattern can help.
Yeah, I've been doing things symmetrically most of the time, and only with rectangular brushes (apart from the roofs). In another area of the mission, I built a tower with some wedges on the walls, and it looks so much better than the purely square buildings, it's incredible. I'm noticing how important it is to break the square.
- There is a lot of architectural repetition, like the row of windows on the left. Break up the pattern with something different, something irregular or something that doesn't belong there.
Yeah, it's very symmetrical, and very flat. The flatness is probably the one thing that contributes the most to the noobish look. Adding more angles and making everything less square will probably do the trick, and in the next area I'm designing, I'll definitely experiment more with wedges and cylinders. It's insane how a handful of non-rectangular shapes can add much more than a dozen decorative objects.
- The ambient light is too high. It is much better to have it lower, and rely on high light-dark contrasts. Try the same scene with a lower ambient value (I think you have the default - go for a value of 4 to 6). Also, the more complex the architecture, the more interresting and varied the shadows. But the shadows can hide even relatively simple architecture!
Nope, I didn't use the default in that screenshot. I used the default at first but then I immediately looked up how to change it, because it was so horribly bright, I wasn't even fully hidden in the darkness! Current level is around 20 I think, or even 15, while the default setting was 60. It made me think something's wrong with my lighting because everything was too bright.
- If you can help it, don't use too many Thief 2 stock textures, but try to go for something more saturated and varied.
For now I haven't installed any other textures than the stock ones, but I already looked up how to do that, so I might add a good texture pack or two soon. Got any recommendations?