Building levels in mind with logic first and then composition and other artistic stuff will make you fail. Green plants may not be logic but they help the graphics and thats more important than logic. At the end absolutely nothing is logic. Who the hell builds a frigging factory between 2 rockwalls in a giant canyon to start with ? Who cares, it has to look great first, ask questions later
The plants were needed because theres a lot of red in the map, and red needs a complimentary color so I needed some green. Red => green.
Pics dont really work for the map, theres a lot of stuff moving and animated and interactive. I wanted to prove that multiplay level design is more than about fragging in a 3d space, or even a building. Its about walking around and doing stuff (like shooting) in a world. A living world and not static or limitted to just the playing ground in this case
Depth. Could also do it trough extensive atmosphere or strong storytelling stuff for example.
ECE is better, cause it has more content
Tho all of the extra content is also freely downloable, only that takes you more work