Tiles can be useful...but leave little to the imagination....
You can certainly do a lot with an editor like Hammer, but it's really a moot point. You could model the exact same environments in Blender or 3ds, though it might take you a little longer. Then again, you can do more in a real modeling application than you can in a brush editor, so there's a trade off there. If you want really unique environments, just use a modeling application to create the levels and skip the tiles altogether.
Games like Oblivion and Fallout use tiles instead of unique levels/interiors because they have to create a lot of different 'dungeons' to explore and it's just not feasible to create them all from scratch. Most modern interiors are essentially modular in any case, so the tiles work well in mass-produced buildings, though you generally need to dress them up a lot.
A generic tileset is easy to retex in NifSkope. Add some custom props and you pretty much have a new environment.
how about this for fun http://www.michaeljohngrist.com/wp-content/uploads/2008/10/matrix_5.jpg...
Ack! That would drive me bonkers. :wacko:
A buggy virtual network might be kind of fun for a cyberpunkish mod, though.
how about an organic interior, tyranid hive ship or alienesque spookyness. some weird FEV infected bacteria growing everywhere, turning the walls and floor into mutant creature things. watch where you step.
Yeah, not difficult at all.
I think it might be prudent to stick with more or less geometric shapes until I get this whole process down. I do plan on doing interiors like this eventually, though.
decrepit anything works for me. I really want to do a rusted up scifi ish industrial complex interior.
I've been thinking about that, actually. The difficulty is coming up with a fresh look, since this describes a good proportion of all the interiors in games. A good opportunity to stretch the creative muscles.