There are a few ways to do it, but for me the golden rule is to remove Fall Damage from your level. You could, hypothetically design your level in a way that you dont take significant fall damage, but it ll hinder your gameplay and not let you go crazy with various platforming elements like grapples and ziplines. So I d say, remove fall damage, then create "rooms" that involve platforming elements and once you pass them, you move to the next one so there isn't much backtracking if you fall. You could raise the stakes and place them vertically, but you have to be super sure that you dont have mistakes in your platforming, because if a player falls and backtracks from the level's fault, you lost the player. If the room layouts is horizontal and no backtracking happens, then the player will forgive you if that happens.
What i tend to do usually is to create the platforming section with floating objects and stuff, test and debug it, then when it works add all the detailing and the thematic scenery. I found that works best because if you mix them up then usually game-play feels weak and non-challenging. A good platforming map for me is one that both challenges the player AND looks cool while doing it.
Personally, trial of Pyre is mediocre gameplay-wise, and poor design-wise, because its just a bunch of objects that you have to climb, but there is no purpose to them being there, it doesnt feel realistic even for a trial, not to mention there is no real challenge apart from the wingsuit section which I liked a lot (but because of bad design it makes you backtrack the entire level if you fail).
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