Gradius Posted February 5, 2022 Hard to tell just from a layout alone. But two things I do notice: 1. That long thin corridor in the top right probably wouldn't be too fun. It looks narrow enough that you can't really dodge enemy attacks effectively, and there's not a whole lot of interest there. Finding a way to break it up would probably help, though the map's small enough it shouldn't be too big of an issue. 2. The map looks like it just progresses from room to room in a straight path, and the layout doesn't really loop back around. This would be fairly easy to fix. Assuming that the right hand side of the map is the goal, you could stick a keycard in the room with 'Tag 3' in the middle, and have either a drop or a one-way door to lead back into the room with the 'T6' room, and have the doorway to the next area be there. If goal is in the opposite direction, it shouldn't be too hard to rearrange it either. Letting the player revisit old areas to progress makes for more engaging levels, it also lets you do things like add trigger lines that open up walls to reveal new enemies, so the spaces you revisit get changed up a little too. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.