This is a bit of a copy and paste from Mantis, but it's something that needs discussion.
http://arcengames.com/mantisbt/view.php?id=18063"One of the big things concerning me about this game at present is the lack of variety in the maps. Specifically, there is a distinct lack of a SHMUP flavour in the rooms, and I'm speaking mechanically rather than aesthetically. AVWW2 seemed to suffer from a similar problem in that although there were numerous upon numerous chunks in the game, they were largely pretty samey, weren't particularly platformy, and were rather bland. The rooms in this game must not suffer from this same blandness! The main problem seems to be that there aren't enough cool options available in the room editor, especially SHMUP-style options. So, this report is going to suggest various ideas for additions to the room-editor, inspired by SHMUPs of old, that if implemented might add some more variety and essence of SHMUP to the game. I will keep adding to this report over time.
1) Rotational Laser
Very common and presumably fairly simple to implement. This is simply a laser or a few lasers, usually attached to a circle that rotates either clockwise or anti-clockwise.
Example:
https://youtu.be/gXqKsGxJL7M?t=53s [^]
2) Spawners
I think something like this is already planned. Spawners, we all know what they do, generate enemies or obstacles until they are destroyed.
Example:https://www.youtube.com/watch?v=2ct8sssUI6k&feature=youtu.be&t=4m30s [^]
3) Wall funnelers
These are enemies or destroyable obstacles that rather than simply being present in the room, they instead funnel in from openings.
Example:
https://youtu.be/Ens0SDe4yNQ?t=1m32s [^]
First it's the giant snake thing on the bottom-left. Then later it's some ships from the top-right. For Starward Rogue, the concept would need to be slightly modified to prevent the player from trying to go down the opening, so instead you could have a hatch that opens and then closes immediately after the enemy or series of enemies are released.
4) Asteroid-like obstacles
There are usually lots of obstacles or enemies like this in SHMUPs. Basically, it's a big floating object that bounces around the screen. You can either choose to shoot it or dodge, but if you shoot it, it breaks up into smaller pieces. Example:
https://youtu.be/hpDOgXCYRyo?t=21s [^]
If anybody has any more suggestions please comment!"
To sum up. Despite there being numerous rooms in the game there is very little potential variation in the designs -- there just aren't enough cool map objects to use. As a result the rooms are way more boring than they should be. Any ideas on ways in which more variation could be introduced would be greatly appreciated, and is actually badly needed as far as I'm concerned.
Edit: As Misery mentions below here is also an interesting Mantis report about the idea of having some puzzle or hazard rooms.
http://arcengames.com/mantisbt/view.php?id=18082Later edit: More ideas will be added to the first Mantis report linked at the start rather than in this thread.