"The AI is not the only enemy in a good game - the environment and even the player's choices and consequence are also good enemies for a player to face.
The idea was to NOT have people quicksave/quickload when they "messed up" because it wouldn't matter and had no bearing on the player's experience of such a mission - it's a series of logic-gates and some mechanical trickery in order to present the illusion that something has changed depending on what has happened - unless the same actions are performed each play through, it will not be the same mission twice (it also means the entity limit can be reached and breached, so... also gotta fix that seeded loot stuff, since never 100%. Although that might be cool, but some people like 100%...).
The environment being hostile, rather/as well as AI is an important part - especially if a player is skilled enough at stealth in order to access such parts of the mission.
This is why it is important to define sections with (or without) such hostile AI through a subtle transition in play area (eg, such as our "symmetry rooms" or the water-void tunnels that are designed to make a player feel panicked for air, and prompt a save before entering a dangerous area [since TDM contains no autosave, prompt nor checkpoint], or a simple change of track, lighting, design system/decor etc... That kinda shit - a definitive boundary that a player can be aware of either overtly, as with almost drowning to get there, or covertly, such as the mood changing through use of music, light and design).
The parts of the levels in which the main enemy is the environment now require a total rebuild, due to the new version of TDM.
There's a post you can easily find on the forums regarding the subject, that has the necessary crap you gotta do in order to get the environment hostile once more.
Forget the ragdolls. Delete them. Utterly pointless.
Or do it last thing, since they must be manually placed.
I think remove them entirely... Waste of entity space.
I still think that this would be worth the effort to go back and rebuild all the stuff, but... Even though the removal of damage from movers is a massive pain the arse - it also solves the problem of rotating rooms causing damage if the player (or AI) somehow manages to get into one, or there is some need for an AI to be placed in a decision&consequence gate/symmetry room...
(Just gotta remember to glue that stuff down, since it flies everywhere when the hidden objectives are triggered!)
It pisses me off that the haunts can no longer be destroyed without re-doing the whole section. In fact - the change totally negates the whole fucking mission, thinking about it...
Really don't think, mate, that simply, "putting in few extra guards" is going to cut it, when the whole fucking idea was to have some high/low guard activity depending upon player action and mission alarm level...
The idea was that it would be possible to play as a psychopathic murder or a ghost or anywhere in between and have the mission adapt to the playstyle - not simply facsimilie the level and put in a different amount of guards,or an extra lamp,or some higher loot objective...
And no, I don't think that adding keys to sections is much fun - because it's not Silent Hill.
Higher challenges are accessible only to the players who possess the skill to find them. Not simply by finding a key.
Movers no damage has screwed this - you can't even die in the stock missions! wtf, man.... Have you tried stepping under a lift recently? Try walking down the collapsing tunnel - it just stops moving. You don't die.