Yeah, I understand the un-blockyness may not be that apparent, as actually the rooms on the maze are box shaped as part of the design, but they are a bit rounded in corners and with some extra details.
A small sample of one of those rooms in the maze:
So you get the idea...
One of these days, when I finally get settled more, I should really grab the D2X-XL sources and implement a procedural texturing I have been thinking about for quite some time now. I`ll try to explain:
I want break the repetetivness of the textures. Instead of a single texture repeated 50 times across the room, there would smooth transition across several materials, all procedurally generated (say, based on X,Y,Z coordinate of the wall segment - sort of like a marble, if you can visualize what I mean). The other way to visualize it - look at 3rd person RPG games, how they smoothly blend between the materials on the terrain.
By procedural generation I mean that the algorithm would figure it out - no human intervention would be needed - so that it would automatically work on all levels.
And by procedural, you could actually change the way it looks every time you play it, by tweaking the parameters (that`s one the greatest strenghts of procedural generation - it is instantly tweakable) !
Actually, I just recalled I have an example I coded about 7 yrs ago (for one old screensaver) here :
Note the smooth transitions between materials - you cannot really easily tell where one material starts and other ends.
Of course, the Descent materials would be different, but you get the idea.
That should give it much more organic feel, while still staying true to old-gen, non-normal-mapped look. One doesn`t even need shaders to do that, although they make it much easier for an implementation.
What do you think ?
Oh, and BTW, I finished the first part of the lower mine section.
Here's the progress of the overall work on the level as for now:
I am absolutely floored by the organic design
. Seriously - that`s some mean design, man ! Can`t wait to play it !