1 -Overlook, Leading Lines, & Lighting
In this example, I believe the designers at From Software do an excellent job showing where each enemy is located however it is done in a manner that suggests it to the player allowing them to feel they discovered each enemy on their own. The scroll and torch circled in the example image is our first focus point. Good contrasts with the dark hallway, the bright light of the torch and the tall scroll stands out and takes advantage of the leading lines created by the broken wood. This scroll also happens to be the location of our mini-boss and quickly establishes a goal to our players.
Goal: Defeat General Yamauchi
With this discovery, the player's eye moves upward to enemy patrol behind him and then to the broken wall section above. This area is also complimented by a torch to ensure the player stays focused and sees the next enemy above.
In this small opening, we can see a tree branch. The branch leads up a bit further to the right and a very easy to miss enemy the sentry. This enemy is precisely placed to teach players a lesson about rushing and not properly scouting. At the start of this section, you obtain the Ninja Monocular which serves as a hint to scout.
With the sentry spotted the player must now figure out a way up and our final torch on the right side of the screen helps guide our eyes to another branch and a small ledge we can hang from. The player has two possible routes ahead of them continue scouting to the left, or move towards the sentry.
In this one image, we have a couple of great examples of leading lines and lighting to quickly allow us to orientate ourselves and discover all the enemies, in addition, each enemy is always placed near a red color-coded object. Tree leaves, torch, or banner. This subtle touch helps train our brain what to look for.