
Originally Posted by
Cerberus
Also, if I show people progress so far all that will be seen is a blocky orange map (if it's a CSS map for example). I just didn't feel like you'd get the right feel for it.
Blocking in is purely about technical aspects and pacing. This is where players test the merits of your gameplay, without fancy graphics to distract them. Of course, there are some games that actually rely on meshes early on.(Such as Penumbra and Amnesia) Those games actually are virtual worlds that rely on immersion. So unless the aesthetics are critical to gameplay, I would avoid doing that at this stage. Basically make a checklist of what ABSOLUTELY must go into the map, and implement it at this stage. Anything else is either a bonus feature or can be done at a later stage.
Also sometimes details for particular areas come into my head as I'm developing it which spurs those in the moment ideas. If a map is blocked out I will have to go back and change them at some point later anyway.
The reason you do a whitebox is because BSP is disposable. You wouldn't want to delete a fully detailed room because it didn't work, would you?