Another test I took a shot at recently was redesigning a corridor intro to a Heavy Boss battle [think Heavy Machine Gun Turret].
The conditions were :
"Modify the corridor to give the player a fighting chance" "Add a corridor connecting the smaller unconnected room to the main room at the top of the corridor" "The enemy [Red X] and player start [Green Arrow] positions should not change."
What I came up with:
Added stairs to the beginning of the initial corridor as the change in elevation will create a nice reveal of the Boss ahead.
The main hallway has been extended to create a tense lead into battle - the player now has pockets of cover or areas of refuge to advance on the upcoming boss using proper timing and positioning. Added pieces of cover as well to aid the player by breaking line of sight as well.
Destructible cover is also present for the boss to shred through to keep tension high and have the player feel vulnerable in relatively ‘safe’ spaces. Allows the player to stop briefly without feeling too safe or sitting still.
Side routes have been added to give the player more choice when entering the upcoming battle and both side routes reward players for their exploration, while still funneling the player into the encounter.
The route on the right will give the player a high powered weapon suitable for close-range encounters with the boss (i.e. a shotgun).
The path on the left however will give the player access to a route above the boss, allowing them to flank him and deal extra damage from above.
Environmental hazards have also been littered throughout the encounter to give the player the chance to strategically inflict massive damage on the boss, but they provide added risk to unassuming players who don’t watch their step.
Finally, I placed the Star room behind the arena encounter and elevated it so it can serve as a backdrop to the boss battle, giving the player a clear indication of their goal. The corridor was placed between the two rooms as it was to properly break the line of sight from the boss room and give ample time to stream between areas.