Summary
Zagreus is a first-person campaign mission that takes place on the cliff side of the planet with the titular name. Armed with an assortment of firearms, players will move their way from an initial landing grounds, through a temple into a rocky valley. The goal of the player is to move from A (landing) to B (exit/finish), eliminating any enemy they come across, to conclude the gameplay segment.
In this level, there are three enemy types though two share extremely similar characteristics due to the intended gameplay experience for this level.
Red enemies are basically zombies, cannon fodder, meant to not pose any serious threat to the player. They are most similar to grunts in Halo and possessed humans in Doom; enemies who can damage the player if left idle but are meant to be dispatched or ignored.
Blue enemies are patrolmen, enemies who safeguard a location through routine pathing. The patrol capabilities aren’t really utilized in this sequence, at least not for very long since the player is jumping headfirst into combat. In this sequence they guard the the outside of the temple and engage the players when they are in proximity. Because of this, they are extremely similar to green enemies (soldiers) though this will change in subsequent level sequences after this.
Green enemies are soldiers. They engage in shootouts and have the ability to seek the player out and taking advantageous flanking positions. They are the main opposition the player will be up against throughout this level
Walkthrough
From the initial landing area where the level starts, players have sight of a temple facade. A drop ship is seen leaving from inside the temple. Its clear that the drop ship has ‘dropped’ off some combatants who stand in the player’s way. Its a small visual preemption to prepare the player for a firefight both inside and outside the temple.
The temple is designed to have multiple entrances with the hallways and rooms converging towards the center. The player will initiate a trigger that will spawn soldiers in the vicinity the drop ship comes from. Conveniently placed explosive barrels will allow players to exit out the back of the temple.

The next part of the level after the temple is the fork. There are two ways to get to the last section of the map: straight ahead through the underpass or the path that leads up to the caves and upper walkway. The upper walkway can be seen from the underpass as highlighted in the above image. The choice is pathway is meant to offer just a tiny bit of variation to how the player chooses to approach the next and final part of the level.
The final part of the level includes the flats, a gully and finally the exit. This section circles upon itself so the player can move from the flats and the gully and vice versa without having to double back to the beginning of the section. Right when the player hits the underpass/caves/upper walkway, a trigger spawns enemies spread out in a general area as well as strategic spots I want the player to have engagements in as well as to make the space feel more immersive.