Hi.
I'm currently working on a zelda-like 3D top down and I'm wondering how you handle level design in a general manner, and how you avoid the "level designer's block"?
I have a pretty good idea about how to layout the room to each other for my "dungeons", but doing the content of individual room feel like a struggle, I tried to do a linear dungeon to properly work on each individual room without thinking of the structure, but I end up having trouble to applying what I learned from it (or just reapplying the room I made in it) in my current dungeon work which is more "mazy" and non-linear. (And I mostly worked on puzzle design in that proto, and I don't know how to properly do combat and "


