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>> No.5707219 [View]
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5707219

Okay, I have an issue. I am implementing a rocket jump opportunity for sequence breaking. Now I am unsure as how to design that spot. The basic idea is to have a drop at the beginning that you can rocket jump up to skip a later part of the level. The two possibilities I have devised are:

A) A section of the railing is missing. You immediately understand you have to drop down there, but you also might remember this and try a rocket jump back up.

OR

B) There are doors that obviously lead to a staircase or something so you know they are connected. As the upper door won't open properly you can only jump over the railing, but might remember that spot and try a rocket jump back up.

I am really not sure which one is better. Also note that this is just a quick mockup and of course it will look better in the finished map.

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