I originally wrote "big difference" but I didn't want to sound too dramatic Shutting doors on monsters was something I did in DM at the beginning when they were weak enough to be quickly dispatched this way, but later on it seemed not to be a useful strategy other than to encourage a monster to back up and let me close the door to run away. Wow was I surprised when monsters appeared that could open the doors! I did appreciate the ability to run for a door, hit the switch as I ran through it, and have it close behind me even I had to take a bonk on the head in the process.Gambit37 wrote:I'd say that's a massive difference and isn't something they are likely to change. It's a core part of the dungeon structure and engine, and also a design choice to stop the game from being too easy. Putting doors in the center of tiles might be possible with modding capability but I wouldn't bank on it ever being an option...
One thing in LoG that can be easily abused, is to attack, close the gate - wait for cooldown, open and repeat. Here's what I would do if I were designing the game... Give each door pull a finite number of pulls before it breaks and falls off, leaving the door open from that point on, maybe 10-20 or something. This would be shocking and/or extremely funny the first time it happened, and thereafter, players would know that this strategy might not be a great idea, and that doors should be closed only for critical things like resting.
In any case, in duplicating a DM dungeon layout, one could add an extra tile and put the door on one side of it - I'm not sure if having it shifted from the center to an edge would break anything. I do think it would be fun to play LoG in the dungeon layouts we are all familiar with, even if the gameplay and creatures are different. If some of the puzzles were redesigned it could make for a fun experience.