The Catacombs:
 
The Catacombs was a midterm assignment, done in Unreal Tournament 2004.  This deathmatch map was done in a span of about two weeks, and had a number of restraints and goals that I had to accomplish.  The teacher gave us a space full of BSPs with no models or texturing.  We had to create a level that include a number of models, a skybox, and included a number of game spaces based on the lessons from the weeks before using the already existing BSP. 

I created an underground labyrinth covered in moss and dirt.  While I couldn't cut into the BSP to create new routes along the ground, I was allowed to cut into the spaces that the player couldn't reach.  So, I created a large number of short hallways, honeycombed on the walls.  This not only gave the space the feel of being much larger than it really was, but it also created a number of safe locations for the player to spawn in from, giving him some cover from the other players until he got his bearings. 

I was most proud of the pillar of light shining down from the skylight.  Using an animated texture, BSP and a few tricks to make it appear hollow, I was able to create what appeared to be a beam of light that shimmered off the dust in the air.  Normally, such an affect would be done with a costly lighting effect.  However, I pulled  it off with a technique that hardly affected the performance of the level in a game that didn't even have the lighting effect that would normally be used in the first place.

 

 

A pillar of light reflecting off the dust.  A lighting effect not available in Unreal Tournament 2004

Another shot of the pillar of light, showing more of the room off.