here is my progress so far. This is the noob filter, first jump after failing the noob filter, and two jumps that I am not sure what where they will go yet. I'm not sure if the noob filter will be in the final map, just because it is too narrow, can cause lemmings, and ultimatly it is too hard to just up and miss the landing ramp, so I'm worried it would get clogged. Also it may exceed the max size something can be. Before I made a giant box of caulk around it it seemed fine, but after the box (made because I was feeling too lazy to caulk each face) I am getting the "max visibility" error.
Some themes from the book I am trying to incorporate are low lighting (as low as possible), and having little to no variation in the walls and floors. The lack of variation is going to have to be mixed up a bit, so the map doesnt get too boring, but overall I plan on the map having a very bleak look and at times being confusing as to where you are (like how in the video the last jump is a clone of the one before it, but with a new way to finish it.) I have a lot of plans for the look of the map, but I may end up sticking with the grey and black textures shown here.
I really want to incorporate a story in the map, but as of right now I'm having trouble figuring out how to accomplish that. At the moment I have sounds at the jumps that tell something of what is going on, but the sounds are just me with my voice edited by audacity, and they sound stupid as hell. So if anyone is up for some voice acting, let me know
Lighting is temporary, but my goal is to crest lights that blend together to form natural looking colors. The map will be very dark, so what little light there is has to be good.
(sidenote) The shaft of the noob filter where the payer falls seems to be impossible to light, even a little. I tried regular lights, spot lights, and shaders, but nothing ever shows up. This has to do with the height of the shaft, but as far as width goes its a very small area, so I expected at least something to show up...oh well.
let me know what you think so far.