Okay I see what your getting at. The game isnt broken down into levels as the player would see, but from a design stand point I have broken it down. There is 3 big structures that are part of this Krizon facility. Level one and level two as you see there wont apear to be seperate to the player. Structure 2 which your looking at there is made up of say 4 major areas, that I've called levels. I define this game as being an action-adventure game. Influenced some what of resident elements also. Dark weird atmosphere in which the player will be confronted with some easy challenges, but they will be doing some thinking right. The enemies there will be stationary until the player reaches a detectable distance from the specific creature.
Then they will of course go after the player and attack them, there not suppose to be all that smart, well some of them later on in the game will be. They wont really be patrolling more of like doom, they run up on you kind of. In that room where gameplay element c happens, hmmm Im suppose to represent how the walls come around it goes into this computer work station back there?
I've attached the gameplay diagrams for level 1, that explain in full depth how each of those gameplay challenges(A,B,C...)play out, check them out and see what you think. Here is the current design doc i have still in the works, alot of info there in depth stuff. First time I've showed anyone it, so I'm curious to know what people think.
Thanks, for the feedback, sorry for the lack of info provided.
P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP