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Showing results for tags 'level design'.
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I played the game (without white march part 1) and i liked it. Sadly, i've noticed that the best dungeon is raedric's hold in the whole game. There are different ways to break into the castle and there are many ways/paths to move and reach raedric. I think, it's a great example of good level design. Maybe the temple of skaen is non-linear too. Other dungeons are tendentially linear. Honestly, I found Od Nua boring and repetiitive. There is nothing to do except to kill thousands of trash mobs. I don't know if there are non-linear dungeons in white march, but i hope that in future (expansions or PoE2) there will be more open dungeons (like raedric's hold). These are just my thoughts. P.S. Sorry for my english
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- dungeon
- level design
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All* areas** in Project Eternity should have more than*** one entrance****. * = Obviously, we can tolerate a minority of areas having only one entrance ** = City, castle, forest, building, level, room. From macro to micro. *** = Two is minimum. Three or more is even better. **** = Entrance can be literal or figurative. An entrance can be a second door, or a sewer you can crawl through to get underneath a building, or using a roof, or using magic to teleport into an area, or using dialogue or a disguise or other unique thing to gain access into an area. Sure, having 100 entrances to one room would cease to make that room a room (maybe swiss cheese), so perhaps not all entrances should be "literal" holes in a wall, and perhaps we should limit the number of ways into an area, so that strategy is required. But having multiple ways to approach entering a part of the game, the more complex that game is by nature. Of course, this can extent to exits as well, but I think "how you got there" is slightly more important than "how you left".
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- linear
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