I do like your use of textures, but the map would visually appeal a lot better if you were to use different textures for the floor / ceiling. Having the same type of brick on both the floor and walls makes it hard to quickly observe what areas are in reach and which are not.
This screenshot is an excellent example of how using only 1 texture results in a mess.
I would suggest to use a slightly more clean texture for the floor, such as (broken/cracked) floor tiles. Bonus if their color is different so it doesn’t blend in with the walls.
I’m also a big fan of these corner meshes I found recently. Really helpful in quickly creating archways, or in this case, a curved floor (or whatever this is called since it’s suspended.)
With having walls/floors using the same textures, having something to define an edge the player can get up to is pretty important. If its a simple edge, having an extra part running its expanse is enough to say “Hey, there is another area up here, and you can get up here!”
I personally think this would be really useful in this part of the level, as the use of the same texture throught makes the depth of upper levels slightly harder to figure out on first glance, as there isn’t anything to distinguish its seperation.
Suddenly, its crystal clear where an edge is and it shows me my playable space really nicely.
Additionally, landmarking and defining doorways/paths. Defining doors doesn’t necessarily need doing, so long as landmarking is done correctly. What is going on in these different areas? Can they be defined down into a specific thing? In our later images we see a giant pit with lava, How can we emphasise the depth? What can we do to make it even more eye-catching? How can we make this area stand out? As an added bonus finding and enchancing these also makes a level memorable.
After we do that, the player should be able to go through a level, seeing all these landmarks and begin piecing together a map of connections. Failing this however, giving doorways/connectors some definition/traits of that room really helps a player navigate. As you’re using almost the same texture throughout the build, this will be pretty necessary.
This may be too far for Roblox. Not entirely sure yet. Might just remove the upside down soldier. Currently trying to make the place feel more like hell. Gonna also be updating some of the architecture. Perhaps a staff member could confirm if this is okay or not?
Looks nice, the lights are smooth like how do you get it that way for me it is not a smooth fade out it’s more square and not nice looking.
It even is like that on high quality
As for that one picture that your not sure of with the upside down star, I don’t really think it would be ok. With what it stands for etc, kids play Roblox so don’t know if a perent seen it
I believe it could be because I maximized everything under Radeon Settings, except for anti aliasing (which is forced off.)
Although, it could simply be due to the fact I’m using textures and textures make the lights appear more smooth. I’m also using Voxel in this map so there’s that.