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I think for today’s modern audiences (fools like me) either changing jumps to not require crouching or explaining it somewhere may be helpful.

The full game will have a tutorial that goes over this, it wasn’t a given that people knew how to do it even back in the day.

if you’re going to have sprawling levels, some type of map/navigation/objective marker tool would help smooth things out.

My ambition could not be contained in this one map, because of how the PVS system works for occlusion I can make some disgustingly huge levels and I fully intend to. I might look into doing some sort of automap but it’s much more difficult in 3D and I may just fall back to using stills like in Deus Ex.

I’m curious what type of overall game design you are going to head in

The closest example would be The Nameless Mod, where it’s a bunch of sandbox levels that branch off of a hub area. I won’t necessarily have them directly connected like they are in that, I have some fun ideas involving public transport to encourage the player to not take all of their gear everywhere they go. Other than that, the full project is an unashamed Deus Ex 1 clone so it’s a safe bet to assume everything will work like it does in that.

Loving the aesthetics and keen to see what’s next!

I do love how this one turned out. I’d like to tinker with it a bit more but the whole thing has been a diversion to test out the conversation, decision-making, and pathfinding systems for the bigger game so this itself will stay as just these two levels though possibly a bit more fleshed out if I give it the time.