I ended up moving the main character into a separate render layer which allowed me to thicken the edges around her. I also added mist to give a sense of distance to the background, and a barrier in front of the character to give her some grounding. Also messed with the composition. Here's the new version:
New level
In the most recent redesign, I realized it would be prohibitively difficult to design maps that function equally well for both parkour/exploration and PvP drone combat. Now I'm designing different maps for different purposes. This is the first real map I've designed specifically for parkour:
Since I don't have to worry about things like balance and spawn points, I can focus on the spectacle and fun of just running around in the environment. Likewise, I can make smaller and tighter PvP maps without worrying about visuals too much.
New character
This guy has been planned for a long time, and now he finally has a model.
His name is Meursault, and he's a little nuts. I'm going to try animating and scripting the first encounter with him this upcoming week. Excited to see how it turns out.