I'm going to have to try to make a wall sconce with an animated flame in it or something.
And yeah, I didn't think about the perpendicular wall dithering, you do need shading for that to help visualize the layout.
tokumaru wrote:But honestly, I think that a level where all walls use the same two colors would be pretty boring. I'd much rather have monochrome textures in more colorful levels.
I don't know, the three bright blocks just feel odd to me. They'd definitely be good for forming a mental map of the level and representing different areas, but their forced monochrome just feels limiting to me. You can do a lot with even two different colors. Personally I wouldn't be averse to it for individual mazes/maps because I wouldn't expect a lot of color variation in a rocky cave or castle dungeon, but I guess it depends on how it ends up looking in the engine.
For example, a mossy rock wall sort of thing:
Or just using two different solid colors:
You could still show different areas by alternating the primary color you use in texturing. In fact I think it would be cool to use different textures to gradually dither the walls - you start in a dark purple room and as you walk down a corridor it fades to a light blue, etc.
Of course you can do that in monochrome too...it's your project, I don't mean to tell you how to do it.
EDIT: Here's an expanded castle set, with animated wall sconce:
Although the fire looks splashy, not flamey. I'll see if I can fix it.
Here are some more tries:
EDIT2: And here are some levers for opening doors:
EDIT3: And a skull!