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Lighting and Textures
Lighting and textures were implemented in the game after creating a blockout and testing through gameplay a few times. This was done to minimize the amount of thrown out work, when inevitably portions of the map were altered/removed. However, WADs/textures were selected before starting the blockout, so that I had ample understanding of the constraints they would provide. Knowing what WADs I had at my disposal informed design, both through defining limitations and creating inspiration based off what I had available.
The goal for this was to create daytime lighting, which was a challenge using the base lighting offered by TrenchBroom. However, at many points it created harsh shadows which I ended up being happier with then expected. The shadows created an uneasy tone that would be missing from a fully-lit daytime scene.
Interior areas were limited to torch lighting so that a distinct difference between the areas in the lighting would be noticeable.
Textures were selected based off what would help the conveyance of the theme. They encouraged idea generation because of their contents. For example, the rollercoaster area was slightly expanded to allowed more room for poster textures (such as the height limit to ride texture). This ended up have a larger pay-off than expected as players felt more oriented post-teleporting to the top of the coaster. It also made it easier to quickly understand the area the player was in, despite the fast paced movement from one area to another.
One technique used was that when floor textures were changed, a transitional texture was added in between. This made it more visually appealing.