![Wink ;)](./images/smilies/icon_wink.gif)
![Smile :)](./images/smilies/icon_smile.gif)
To be honest I should probably have taken most of the old brushes and just changed up some little things, that would have been much quicker and I would have had more chances of making it in time for the deadline, but I am having much more fun this way
![Smile :)](./images/smilies/icon_smile.gif)
@Frag Thanks man, but I doubt I'll be able to make it in time even for the second deadline... I'll give it my best though
![Smile :)](./images/smilies/icon_smile.gif)
As for the cheese, in the last couple of years I've started using this approach of completely forgetting texturing and lighting until most of the architecture is done. The visual part of the map has always been my weak spot, and my old maps were generally composed of square rooms crammed with all sorts of trims and pillars.
With this approach I'm forced to think more about "real" architecture, which means caring more about the basic shapes of the rooms and walkways rather than just taking cubes and filling them with trims, and this cheese approach really helps a lot with this since trims don't help visuals at all when everything has the same texture.