Let me begin by apologizing to any Catholics in the room for the title of this post (and to everyone else for the bad pun). Sometimes I just can't help myself.

Ahem. This is a post in the spirit of "The Sins of the Mansion Builders", but with the opposite theme: this time, I want to point out things that I really like and appreciate when I see them in a mansion and invite others to do the same.
Good HintsI just love it when mansion builders find clever ways to hint at the presence of things. Some examples:
- when you enter the room, you hear a money bag drop, although there are none visible onscreen.
- One used frequently in Catacombs is that you are able to see the secret but not the means to reach it.
- Snakes can be completely hidden because they make noise. Wingy did this a lot in the second part of Volcanis, and it really cheesed me off at first (
Wingy) because I wasn't paying attention. I learned to listen soon enough, though, and appreciated the cleverness. MM's great stereo sound helps with this sort of thing too. - One aural hint that I've not seen used is the torch sound. Place an invisible torch to mark the entrance to a secret room. Alert players (myself not included
) will stop and wonder what on earth is making that noise. - Sometimes a monster can be a hint. One of the built-in mansions uses this to great effect (can't remember which - nightmare mansion maybe?). There is in a certain place a spider that the player does not have to pass beneath at all. I looked at that and wondered what purpose it served. So I walked under and, sure enough, there was a secret on the other side. Clever!
Remember when composing hints that you have three senses to work with - sight, sound, and "touch" (movement). A subtle hint rewards those who notice them and garners accolades from your players.
Detail and CoherenceWhat would Midnight Mansion be if stripped of all background work and all decorative sprites? The gameplay wouldn't change a bit, but I for one wouldn't enjoy it as much. Atmosphere and ambiance are so visceral and unquantifiable that I won't attempt to describe them in much detail, but I know that I enjoy mansions that possess them.
Another really nice touch I've seen used is when the mansion is actually built like some kind of structure. Good examples of this are Cathedral Towers, Wingy's Midnight Pyramid, and Matt and Joe's Sphinx (in Mummy's Revenge) and Space Station (in Dominator). This is more than just putting a roof on top; the
entire mansion is shaped like a real structure, and has numerous features that reinforce the theme and make the experience more immersive and enjoyable.
The almost polar opposite of the above is the archetypical Freddy mansion. Freddy seems to me to focus almost exclusively on nifty puzzles an cool tricks when building, to the detriment of things like background/foreground detail and atmosphere. There is something to be said for this style. MMaM is an astounding achievement and likely would have been impossible if he had put more effort into decorations.
I prefer shorter, more detailed mansions myself, but I think the MM world would be impoverished without designers like Freddy to add diversity into the mix.
Clever return routesI love it when mansion builders recognize that passing a difficult challenge more than a couple of times is more tedious than enjoyable. Building quick return routes that are only accessible after completing the challenge is a very nice and appreciated feature.
And uh...I'll think of some more stuff later, but right now I'm sick of typing. I hope others will add to this as well!