: Matt, a lot of people seemed to have
: trouble with this. How about removing the hidden switch?
In addition to the lack of monsters in this part of the level, this switch room is really somewhat pointless. Basically all you end up doing is jumping into a hole, shooting a switch, turning and shooting another switch to get out. That's it. I think it needs more imagination. Aside from possibly putting some monsters down there, or even in addition to putting monsters down there, here is one idea for Matt/Andrew:
Leave all three switches where they are, but make the right switch on the wall "light dependent" so that it activates only when the hidden switch is shot. However, to keep even this from being pointless, make the right switch deactivate after a few moments. Have the right switch, when active, control the partition that needs to be raised. Have the partition though lower after a certain time. Have the left wall switch do as it does now, control the platform to escape the room. To keep the player from being trapped after going through the partition in case it lowers before the player can get back out, there could be a switch on the back side of the partition wall for the player's convenience. With the right timing, this could be a good challenge, but not frustrating like Steve was talking about. To keep the player from wasting a lot of ammo or having to teleport to this part of the level over and over again (in case of multiple failures), a PB could be placed near the exit terminal. Besides, the next level "Who is Mary Rose?" has a fairly hard opening and a good likelihood of dying before reaching it's PB. If this part of DejaVu is beefed up a bit, then a shorter run from PB to exit in DejaVu becomes more important. In fact, even if NOTHING is done to DejaVu, this is still a concern IMO.