I tend to create broad layouts first before I work on details, in part because my environment art skills aren't the best. The basic layout is in place along with visportals and NPCs, though obviously both of those things can and probably will change as I layer on details. This is an image looking up from some stairs in a back alley, one of two ways to reach a dilapidated building that's being used by some other Thieves. Currently it's lit from above, so the path itself can be relatively dark, though I'm not sure how well that illuminates the trees. The main objective of the level, you can enter the house either through the front doors, a servants door leading to the basement level or an attic window from a warehouse across the street. The area outside the front is too sparse and open though I'm not really sure what to do with it. Suggestions welcome. These last two are of the warehouse next to the house above, only basic geometry at the moment though I'm trying to decide if I want a slightly more modern looking structure akin to something from Shipping and Receiving or if I want to replace it with an older half timber building. The pipework and platforms are for moving between the upper floors of the surrounding buildings. Another corner of the warehouse. I'm not sure if I want to keep it really, it serves a function within the level though I could replace it with some other building. It's supposed to be operated by the person in the house next to it, hence its presence in a slightly more upscale neighbourhood. As I said, environment art is not my strongest skill so I'm open to ideas about how to make these areas look better. Also the lighting is temporary but any suggestions regarding improving that would be appreciated too.