First of all, hello Unvanquished Community, my name is Zack, I'm known as residentzack/thenegaverse but I'd prefer my real name to anything. I just recently joined the development team as an environment designer. I'm going to be responsible for mapping/modeling/texturing. I'll be designing environments and directing gameplay flow with the help of other team members and feedback from the players as well.
I want to start off with introducing modular set design to the maps in Unvanquished. I've played a few of the maps and think they are very well done. The thing is, the game is built with GTKRadiant and a lot of the maps are heavy with BSP geometry, which makes the maps look uniform with basic geometrical shapes. I'm looking to attempt a map with more static meshes arranged together in a theme that can be manipulated into many possibilities all with one uniform theme. I will start with a map concept that is a balance between both, as I am a bit unsure about how well GTK handles massive amounts of meshes in one map. Here is the quick concept I've painted up for this map. It could be a docking bay of sorts, not really sure about what I want the function of the level to be yet:
I've also already come up with a basic rendering of the glass railing I want in the scene:
I may break up the solidity of the flooring and create modular floor panels. I'll keep the poly counts low and begin texturing these set pieces so they can be added together to create an all new look for the maps in this game. I hope you all like the idea and I would appreciate any feedback. I'm used to working with UDK and only have a tiny bit of GTK experience [one of the other design teams I work with, Warsow, uses it]. Any help bridging the gap between these engines would be useful.
*I also realize that I painted the ceiling with a curve but forgot it in the end of the focal point. Just pretend the whole ceiling is arched haha.