https://eev.ee/blog/2015/12/30/you-should-make-a-doom-level-part-2/
This is an incredible revelation that I still haven’t fully wrapped my head around. Level design requires the same kind of composition that goes into any other kind of art. You want landmarks, so the viewer knows what’s important and what’s not. You want hidden details, to reward viewers who pay closer attention. You want things to connect together and be revisited, so the world seems to evolve as the viewer spends more time with it.
@nire I haven't! I should go look for it I guess!