As a designer, I want my players to interact with the deeper game of map control. I want to offer prioritization choices and opportunities to form plans and tactics instead of reducing gameplay to a shooting gallery.
I hope this article will help you identify door problems in your own work. And I hope some of the techniques I outlined will prove useful in overcoming those problems.
Tiivis introartikkeli kenttäsuunnitteluun liittyviin ongelmiin ja niiden ratkaisuihin.