Teleporting Monsters vs Monster Closets

I made a sewer. Which is the better way to populate it after a switch is activated?

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At minimum, variables such as the exact layout of the area (2D overhead), to what extent you want to change the geometry of the area (closets don't have have to be simple cubbies, they can expand areas or bridge them in meaningful ways), mood/atmosphere (small closets, lots of closets, light warp-ins, and mass warp-ins all leave a different impression aesthetically), what weapons the player has, how many monsters you want to introduce, and a bunch of other things, have a big influence here in determining which is better for any specific scenario.

 

Nothing even remotely along those lines is in the OP (maybe spend more than 10 seconds on your threads), but you can think about those things. 

 

 

Edited by rdwpa
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Closets make you feel like the monsters have somehow found a secret chamber (in the sewers!), jumped into it, somehow made it totally unaccessible from the outside and spent an indefinite amount of time (in the sewers!) waiting for the player. From a gameplay perspective, you get more space, which is good, if you're not some sort of slaughtermapper sadist, which you shouldn't be.

 

Telporting monsters, on the other hand, feel like the sinister evil is seeing what you're doing there and sends its minions upon you when you do something nasty, which is kinda cool. From a gameplay perspective, they feel very cheap.

 

Absolute god-tier solution? Monsters hidden between an invisible wall which is then lowered by your switch. Maximum suspense, maximum gained space, maximum coolness.

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As a rule of thumb, teleporting monsters is suitable for when you don't want to create additional real estate for players to work with, whereas closets are the way to go if you want to provide threats alongside more real estate, or use said closets as "transitions" to new areas of the map, for example. In general rdwpa is right on the money, without any details, preferably screenies of an overhead view, there's no telling what is "best". And even if you provided an overhead view, the question of which kind of threat you want to insert or not still needs to be answered before something like a remotely proper answer can be given.

Edited by Nine Inch Heels
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It is also important to think about how closets expand moveable space and can change the flow of combat. For example, opening a closet can help make a tough encounter easier by providing the player with more room, but it can also open a cheese spot. But closets have an opportunity to also open access to new parts of the level, which is always very interesting.

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43 minutes ago, bzzrak said:

Closets make you feel like the monsters have somehow found a secret chamber (in the sewers!), jumped into it, somehow made it totally unaccessible from the outside and spent an indefinite amount of time (in the sewers!) waiting for the player.

Given that Hell is described as an alternate kind of reality that warps everything it touches, I don't see realism as an issue here. Whether you use closets or teleporters, the monsters are essentially coming out of nowhere.

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Closets can be used to store items as well, and even open up secrets. Doom episode 1 did this a lot.

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^Yeah, trying to integrate monster closets in in the overall architecture is always a plus.

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Neither is generally better, but teleports allow more flexibility in where the monsters can appear, and closets have a potential to function also as a new playable area.

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Closets feel way more elegant, organic, and logical. Monsters spontaneously appearing out of thin air look totally ridiculous and lazy most of the time. Though it can still work with enough foreshadowing or if the area actually looks like a demon portal.

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closest are better they can provide some extra place to cope newly arrived baddies(also goodies),thus adding additional dynamics to existing area...

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