The Sewer was built to mimic early American sewers with a Fallout twist. Ghouls fall from the broken pips above and locked doors force players to find alternate routes. Stories can be found in the remnants of skeletons laying around, in notes. and on terminals.
This on-premises office provides environmental storytelling, a terminal with backstory on the area, and plenty of junk for players.
The work tunnels of the sewer provide many combat encounters. The lighting warns the players of these encounters in advance, if they are cautious. This offers players who plan more options. These tunnels also include an exit so the player does not have to traverse to the beginning of the level to exit.
This utility tunnel is an ambush spot. Hidden in water and in empty rooms are Ghouls that will attack when triggered by the player. This is meant as an end encounter for the level.
This is the blueprint for the Sewer. Making blueprints for levels and then building them in-game cuts time to build level. This process lays out production obstacles that can cost time in game editors, and allows me to avoid them if possible.