These are my personal ideas for how I hope things will develop. - Portal vis system. Have distinct borders between rooms, such that the door can close and completely eliminate the blocked off room for vis tests. - Remappable portals. Exension of above, to allow changing which room is on the far side of a portal. (assuming doors are exact same size) - Room duplication. Since you can change what door leads to what room, add the ability to copy the room. This would specifically mean reusing the static (including visibility and texture) data between each instance, while the lightmaps and such info would be given independent data for each instance. - The above items would give you the ability to have randomly generated maps. You'd have a base map which would have one of each room you wanted available, then you'd pick between them, connecting portals and duplicating rooms as necesary. You also could (would have to) modify the multiple-texture mechanism currently used for button animations to allow each instance of the room to have a different texture chosen, which would allow each base in TF have different coloured walls. - Variable-detail models. Have 3 or 4 different versions of the same model, each with a different amount of detail/polygons. You could then make it switch between them either based on range, detail levels chosen, or preferably a combination of both. - Skeletal model animations. Nothing special here. Just seems alot more suitable than vertex animations. - "Inverse kinematics". Or whatever you want to call it. Basically just stuff about moving legs and such in a realistic way. - "Skin Bones". Basically extra bones added to the skin of high-detail models, that attach to the underlying bones, used so the skin stretches in a realistic way when you move. - Variable-detail walls. Same thing as a variable detail model, but you don't need a skeleton. It'd be fixed to a specific place on the map/wall. Used for extra bits of detail that aren't necesary for using the map, like having a high-detail statue vs a low detail one.