NOTE: Collaboration with ARPWIRE (aka @strangely.familiar.images on instagram) has been achieved, expanding majorly the possible library of textures

The game will receive an improved and refurbished artstyle, trying to replicate the aesthetic of liminal space images in multiple ways:

Level design rules

  1. Each chunk MUST be able to connect to other chunks even if it is rotated or mirrored
  2. There must be empty space in the middle of the chunk
  3. The chunk must be 2x bigger than the old chunks from Noclipped v1.2
  4. The chunks must not have more than 2 dead-ends and must be easy to run through in a general direction
  5. Static immovable interior details must be baked into the chunk itself
  6. There must be as little child actors as possible

Level design guidelines AKA how should a chunk look like?

The chunk generally must have straight forward architecture, with hallways, wide open spaces.

Sometimes there may be staircases leading to an upper floor. This upper floor cannot connect to other chunks and its maximum size is equal to the chunk size

Windows that are present should have a fake parallax effect, showing an unnatural sky color with no clouds or very contrasting clouds. These windows should turn off completely during blackouts

After the general layout has been created additional details shall be added - columns, support beams, overhangs, piping and etc. Signs, exit labels, furniture, decals

If there is an upper floor, then there should be a clear way to access it, as well as multiple ways to access it