Gonna make a thread of fun #leveldesign tips that I have noticed while on walks over the last couple of weeks.

Please add your own bellow too :)

1) Even in a purely natural environment you can still lead the player with paths and portals. This is a dried up river bed :)
2) You can clearly differentiate between walkable surfaces and non-walkable surfaces by building them from a different material or colour.

Grass can't grow on steep surfaces so it can be used to identify walkable terrain. :)
3) Entering a space from a high vantage point allows a player mentally map the area and form a plan before diving in.

This is especially useful if the space contains combat. Players can become disorientated and overwhelmed in the combat so allowing room before hand can help :)
4) Natural terrain communicates it's boundaries less clearly than man made structures. There is not always a fence or wall to stop you falling off a steep drop.

Line a cliff edge with rocky outcrops to form a natural parimeter and make the edge more visible to a player.
5) A puzzle should not be in working out what to do, but in how to do it.

Here the small cave entrance is very visible to the player, but it is inaccessible on the other side of a river.

The goal is clear, but the solution is not. That's a good puzzle set up :)
6) Tell a story with your environment.

This bridge was originally quiet narrow, but was widened to accommodate modern cars. Underneath you can see the old part and the new part are built in totally different styles.

I have no idea which is the old part :)
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