Seeing as my overall theme for the entire course is an Ancient Egyptian game this will be the design involved.
Idea 1
Mind Map

Following the original concept of the game being puzzle based this is the route I am continuing to take.
The level will follow on from Unit 70, via a secret entrance under the pyramid.
The interior will be dusty and dirty, due to any activity for millennia. Only the rooms containing the puzzles, or people, will be markedly cleaner.
The puzzles will be basic; platforms, moving blocks (with a purpose( some kind of colour based puzzle)), and tile puzzles. When these rooms have all been completed a final room containing the level boss can be accessed ( this will be the first room discovered but will need to be opened by completing the others.
The usual acncient features will adorn the catacombs at various places. These include, pillars, altars, chests (with key items), treasure, old furniture, etc.
All of the doors will be huge stone slabs that slide, hopefully with a screen shake and accompanying sounds.
The end boss will be like all end bosses, tough. He will have an energy shield (disabled momentarily via a small , recyclable, puzzle somewhere in the same room. When the shield is down the player can directly damage him for a short period before needing to repeat the puzzle ( which will change slightly, so pay attention).
There will be the obligatory hieroglyphics around the structure, which will also be lit by old fashioned torches in sconces and braziers in larger rooms.
Mood Board

The mood of the level is to be somewhere no one has gone in a long time.
Ancient building are monolithic in their structure so this must be followed in my design.
In my mood board the first picture shows the design of the interior, pillars, high ceilings, and lots of space in important rooms. This is shown in pic 1.
The picture below that shows the more cramped rooms away from the grandiose ones. It also shows the amount of treasure buried in these structures. Both must be adhered to for believability.
The three pictures stacked on the right hand side show the huge spaces within ancient structures. Lit sporadically, giving the scene an eerie, lost, feeling. Having some time decay to the scene will add to that forgotten feel.
Idea 2
Mind Map

No plan is a real plan if it doesn’t have a back up.
The basic structure of the scene will remain the same. With the only changes happeneing to the content.
Instead of a puzzle based level, one filled with imminent death would be a contrast.
Replacing puzzles would be soldiers, armed with ancient weapons. This would require the hero to be suitably armed in opposition.
Other dangers would be present, restricting the player from running around wildly. These would include flame walls, mercury moats, arrows firing from walls ( Raiders reference), etc.
The end boss would be the same character with one change. His shield would be replaced with a normal one. The blocking would be high but the shield would be destructable to aid progress. This could be done by either, the player using ultimate attacks, or having triggerable actions around the scene. When the boss is in a correct location the player triggers the action ( by cutting a rope, releasing a piece of heavy secenery, or something like that).
Mood Board

As I said before the level design itself would not change only the content. So the huge scale would be the same, as shown in the upper right and lower left pictures.
The soldiers themselves would be the new addition. Armed and clothed with period items.
I would also like to work in an extra large room where some kind of chariot duel/avoidance could be added. Maybe with platforms and pits to avoid the chariot. Thae aim would be to avoid it ( Arkham style), or to kill the men controlling it. I think both would be the best plan.
As this would be a fighting level health would be an issue. So health and energy replenishment’s would need to be added across the level, to a slightly more than suitable level (for those, not quite so good players).