HoliestCows wrote:Thanks for the cc, as some context for the map, that area is right after a large intense area and I kind of wanted it to be a contrast in gameplay where its calm and not chaotic.
based on this information, a large puzzle with minimal combat would be ideal. scatter lots of small pick-ups (for example, think of hiding 5-7 health vials throughout the cave instead of 2-3 health kits...because even though they give the same amount of health in total, it makes the player search/explore more). you could make the puzzle take form in a few stages, like
1. remove debris from rotating gears
2. restore power or missing gears
3. activate bridge to cross large gap
something like that. it would give the player a chance to cool down and allow him to explore this cool cave area. once again, i think adding a few (1-3) recurring antlions every 30-60 seconds would make the caves feel alive and threatening, especially given all of the grubs laying about.and dont forget about the acid spitting antlions. maybe have an acid spitting antlion sitting higher up where the player cannot reach, and have the antlion jump forward, spit, and then retreat for a minute or two. semi-scripted things like that really make a locale feel alive and dynamic.
i dont think the brush-based handrails are a problem at all. they look fine and probably better than the models (unless yoy have some custom railing).
final thought: the part where the player hops up onto the railing in order to jump across to that piece of protruding walkway...yeah, THAT'S where you want to put your puzzle element. replace that arbitrary jump with some cerebral gameplay and your players will think this is the coolest part of the map.