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Nahlásit problém s překladem
Your level design philosophy seems to be creating the whole environment first and then filling it with enemies, which is objectively the worst way to design levels. Instead try making the skeleton of your level first with walls, enemies and a few necessary props that affect an enemy's patrol route or restrict the player's movement.
Be mindful of your spacing, large open spaces like the ones found in this level aren't engaging and make for a lame level. The ideal rule of thumb is "If the player can kill an enemy without being seen, the enemy's placement is poor." Striking the perfect balance of rooms that are just the right size is difficult, keep playing around with the sizes of your rooms til you get something that works best.
1/2
Dennaton were able to make convincing level locations with just a few props per room, so overdetailing is never excusable and props that inhibit the player's vision like the tin roof are always bad ideas.
2/2
Visibility has always been a prevalent issue in many of your levels, even more so in your recent levels. I’d really suggest you get playtesters for your levels, because right now the quality of your levels has not been improving.
I got killed many times by a guy hidden below a container or by an off-screen shotgunner sniping me across the map on the 2nd floor, it made me paranoid.