Willow map terrain navigability
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I like the look of the Willow map (nice job art teams), but from a gameplay perspective, it is more difficult to navigate than many other maps.
During hectic gameplay like combat or if one is a nice flow, it's challenging to distinguish between passable and impassable terrain easily. Orange Plants Hue and saturation of orange plants you can move through and orange plants you can't is too similar (to my eyes). In combat, tracking mobs and with AoE and spell effects going off, I would invariably get stuck on terrain that I thought I could pass through. In this screenshot, the area to the left of the player is partially passable but in the heat of combat the impassable parts don't read easily. ![]() Grey Rocks and Cliffs Same issue with the grey impassable rocks and the grey of near faces of passable hillocks (when illuminated). If I'm running South-North in the heat of combat, it won't be immediately obvious to my eyes that this hue/saturation of grey is impassable as I just passed through the same hue/saturation of grey. ![]() Orange Plants and Cliffs Sometimes the passable plants are placed on impassable cliffs, further confusing navigability. If I've trained my eyes to see this shade of orange as navigable, I'll run into the cliff and get stuck on terrain. ![]() Even exploring the map after full clear to research for this post, I often got stuck on terrain I thought was passable. Last bumped on Dec 30, 2024, 1:50:07 AM
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Man. I just finished a willow map. The bad terrain design made me stop the game and come to complain here.
My experience is same as yours (except for color to me is brown). Some brown plants block you. Other brown plants don't. The difference might be noticable when you are wondering around and enjoying the graphics immersively. But when you are chased by those insanely mad dogs, it is very hard to tell difference. Then just be prepared to be 100% pumped up at the corner, of course immersively. |
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+1
I am also similarly mid-willow map. First one I have done so far and though I like the concept I think the map design needs rework. Its very difficult to tell where the passable and impassible locations are. Some places with trees are passable while others are not. some places with orange foliage is passable while others are not. I can not tell if I'm aiming at a wall or an enemy based on my vision and have to frequently stare at my minimap to determine if I can proceed. Sometimes i get stuck on walls and have to look up just to see that I am actually in a wall and other times I try to move around what looks like a wall but isn't. There needs to be something obvious and distinguishable about the design that lets me know I am heading into a wall or not. As is I spend more time looking at my minimap then the actual game and can walk right into hoard of enemies. I already have trouble with most forest style maps as some simply block your view randomly for a few seconds at a time. Others are so convoluted and packed with trees that its hard to maneuver and all of them are not able to be shot through / around. Though I can at least tell where these impassible locations are by the root base, in willow there is no obvious que. |
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