To be honest, this entire model was fairly easy to make. ULTRAKILL, the game which this level is originally from, is a low poly game, so the only challenge was putting everything where it was supposed to go and recreating the composition of the scene. The one challenge I faced that took me a considerable amount of time would have to be the lamps. Fairly simple looking, but getting the dimensions right was a multi-period affair in which I had to restart at least once when I realized that I could just use one sub-object model instead of multiple objects.
For this scene, I exclusively used Cylinder lights, as they worked for me the most. My last experience with disc lights was slightly negative due to some weird issue with shadows, and I felt that spot lights couldn't appropriately recreate the effect of a street lamp. The cylinder light for the sky also felt like the best option (though a spot light likely would have been better) since I used it throughout the rest of the scene.
I used Arnold, as it was the best renderer for the job. Took a while but that wasn't too big a deal. Just used the default settings (I forgor you could configure them).
During the texturing, found that textures wouldn't tile when I wanted them to; though, the simple fix was simple, and I attained it through applying the UVW Map modifier to EVERY OBJECT and selecting "tiled." My issue with the lamps was previously discussed in "Modelling Choices," and these two were really the only two issues I had. Modelling the houses and walls was easy since I used a grid square grid for each block.
I'm pretty happy with my final result, and while it doesn't look like the inspiration in texture, the shapes are still there. If given more time, I would've fixed the lighting issues and made the lighting just generally better. Additionally, I would've either recreated the textures from the original level, or directly downloaded the textures from the game.
Material Editor Screenshot
Working Screenshot