Right, level design. Placing ammo in a good/strategic place in a stage is good level design. Not having random springs in a place where it doesn't need to be is good level design. Placement and layout seem to be just breaking up level design into two, when really it should be considered as a whole. Either of the two cannot really excel unless it is being done in conjunction with the other, unlike an entity like eyecandy which can properly stand on its own.
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