Hey everyone...been working on some ideas for the Dead City. I tried to add samples of Mayan structures as suggested, but I'm not sure if they work so they were kept minimal. Here is an initial pencil sketch:
I wouldn't worry too much about Mayan architecture in the Dead City, as it's unlikely there'd be a huge amount of influence. It's looking pretty good though.
Thought it might be interesting to have it as a hidden city, so the only way it can be accessed is via one route. The city is over a large lake of mist and is there for suspended on large platforms above the mist. Moving from different areas of the city to others would involve using suspension bridges. I thought it might be a cool idea to have a dark character who takes you to the city via a boat.
As it happens, the ideal representation of both the Dead City and the Massive would be to have them tucked away and hidden, and only accessible via a single route - as these are the two late-game locations. I really like the idea that the blocks would be independent and standing above the mist, as well as linking them via suspension bridges and what-not.
The only part I'm not sure of is the 'dark character' and the boat; the game specifically only has unidentifiable characters, with the exception of the player and the One. This is a deliberate use of anonymity and it's used to highlight that there's a difference between the 'Lost' and the 'Many' (the infected and the uninfected). It's also used to make the player and the One distinctly special.
It may be prudent to instead use something akin to a giant suspension bridge, or other, more static means of reaching the Dead City itself - which would be separated from the world via a loading section anyway; the long distance between the Dead City and the rest of the Open World the best excuse for the loading zone - and a matter of convenience for dealing with the world transition; as the Dead City is always within the dark world, and when the player returns, the rest of the world will have already transitioned.
As for colouration - keeping it largely devoid or saturated is a distinct possibility, as this will certainly give it a lot of character and will assist defining it as a unique location amongst the rest of the world. I'd be tempted to add some very striking and sickly hues to the mist, sky and occasional smoke however, just to keep it from becoming greyscale in it;s entirety.