Player feedback from the first game is a vital part of our development process for DDII. As level designers, it's shown us that we need to develop certain guidelines and philosophies when creating maps for the sequel. Today I'd like to share a few of those philosophies with you.
Making Levels More Accessible
In some DDI levels, objectives were inaccessible from certain parts of the map, even if you were right beside them like in the image below. There’s nothing more frustrating than watching your core explode because the map forced you to run a lap to reach it. On modes like survival, this could mean hours lost.