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aidenn0
on Jan 7, 2012
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Learning From The Masters: Level Design In The Leg...
Arguably more dead-space later in the game makes sense. You want to make it really hard to get lost early on, but start to make it harder later on.
JonnieCache
on Jan 7, 2012
[–]
Also you want a feeling of greater size in the later dungeons, for aesthetic reasons. They're supposed to be more important and powerful as you go on.
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