Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments

Posts: 3953
Registered: 10-05 |
It might be easier to approach this problem from another angle. In my (limited) experience, it's easier to come up with novel ideas for map progression in the context of a certain environmental concept, rather than in a vacuum. Start with the idea that you have for a map, and flesh that idea out. What sort of environment is it? Is it a tech base, full of rusting machinery? Is it a boiling, hellish environment? A ghastly gothic dungeon? In this environment, do the laws of physics apply, or can impossible things happen at any moment? Now, what is the player doing here? What is his mission? Finally, while he's attempting to carry out this mission in this environment, what could happen to delay him from achieving his goal? What could happen to make achieving the goal seem impossible? What forces could the environment exert upon the player?
If examples help, a level which features a keep on a mountaintop could force the player to first pick his way up the mountain's side. A mine level could be unstable, and part of it could crumble, dropping the player into a deeper dungeon. A void or "resonance cascade" sort of level could frequently and unpredictably teleport the player to different environments, disorienting him.
Your original question shows that your mapping focus is on game mechanics first, and on theme and visuals second, which is good - the most important aspect of a game is definitely the gameplay - but during the creative process, a temporary reversal of this focus can inspire new gameplay mechanics.
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