Right now, I’m trying to route the eventual player through this thing on a hopefully interesting path. Slightly breaking the symmetry as well, especially since negke uttered a warning about it. He’s right, too much symmetry is boring.
Trying to come up with a plan of how the player moves through the level also involves building some side rooms in the center of the fortress and connecting them via bridges, catwalks, ladders and also the outer walls.
This level won’t have a conventional exit… the player will most likely leave it via a string of cutscenes with a very red tinge to them.
And darkness, mercifully concealing the pain and suffering that preceded it, drowning out the creaking and clanking, the gushing and stabbing and the infernal noise and the terrible sobbing. Darkness is a friend, darkness is safety.