Thank you for your feedback
The point of the level objects video was about placing any type of level object, including weapons, because it's the same process for all of them. The video about critters will have some weapon though, because it's dangerous out there to go alone...
Level structure popping in: This is a limitation of the engine, which can render only up to a certain distance! If I recall correctly, turning down the detail in the settings even reduces that distance. Although initially not intended, the museum implicitly shows this limitation in the atrium. In the main game this is barely noticed because of either dark hallways to begin with, or clever usage of doors/bends. Fun fact: single-clicking into this black sea identifies as "inky blackness", which I believe some thought I retro fitted into some early screenshots
The currently planned list of remaining videos is:
- barriers, bridges, and doors
- conditions & game variables (+ SHODAN security)
- health, power, and hazards
- light & darkness
- critters
- puzzles
- electronic messages
with the intention to have this series completed until our meetup end of August, together with version 1.0.0 of the editor.
Thank you for the hint about containers. They don't require special stuff, though it's handy to know how they're usually used in the main game. I'll consider it - All the details are written in the specs document, and I want to have a balance between redundancy and a cold "RTFM".