Linear Level Pattern

A level is frequently a rail with a set of encounters that must be overcome individually. This allows the designer to have complete control over the experience, including when the player must master skills, acquire power ups, and the like. It also provides a clear goal; keep going further, do not backtrack. To decrease the feeling of linearity (and improve rendering times) the level may snake around. This, IMO, is pretty tired level design.

Examples: Final Fight, Spider-Man, most Halo levels ----- CategoryNeedsWork? CategoryLevelDesignPatterns?