This level is set in a colossal ruin buried nearly entirely by the desert dunes. The structure is supported by massive pillars which characterize the layout. Sand pours in from the many cracks in the walls and ceiling from the desert outside. The main chamber is separated by two sides and by two levels.
The main goals were to create a larger scale map, learn more about lighting in Unity and modeling in Blender, and to create a fun FPS level.
The west side of the map has a large hole that in original versions of the map, led out to an outdoor area. This was eventually removed; however, I left the scaffolding that led up because it turned out to be a pretty good control point during playtesting. The entire western half of the map has a left over camp, where chasms and evidence of previous excavations are left behind. On the north and south ends are entrances to an underground section, where ancient tombs lay, and exits to the center and eastern half of the map are. The center is dominated by a large structure surrounded by a trench network connecting the whole map.
The center structure and scaffolding and trenches around it.
A long wooden catwalk connects the east and west halves of the map.
 Underneath the large chamber is a tunnel complex that connects all parts of the map. There used to be more, but this was removed after playtesting since the map was a little too big and too much time was spent walking around. In this project is when I also learned about occlusion culling, something I've applied to all my projects since.