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Re:One Doom fan, 300 hours, and one gargantuan level by angersock on Monday October 24, 2016 @05:49PM (#12783204)
Doom originally tried that, with Tom Hall doing a lot of design. Then they figured out that it sucked, and decided to go with more abstract playspaces instead.

Even in Half-Life 2 and things the current industry practice is to "box in" the playspaces to get the flow correct and then skin them to look like actual locations.

If you want a game with some actual attempts at realistic spaceships look at System Shock 1/2 or Dead Space. Even in those cases it's pretty clear that they have taken great liberties with what would make sense.

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