Most pleasant Arsenal ever?

small passageways where you spend a lot of time killing enemies 1 by 1 because there's no room for big packs to spawn. It also seem to be possible for the houses to only spawn one or two enemies and the rest is just empty.

I don't mind the carts blocking you that much but it's a slight nuisance that is especially irritating when you're doing a temp chains/frozen ground map.
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Joel_GGG wrote:
May I ask your opinion of why this map sucks? Cheers


The reason I think the map sux is coz you can't see into the buildings. You have to actually step into the building to see anything which gives you very little time to react to dangerous mobs.
And it doesn't help that most magic and rare monster seem to be positioned right at the entrance to each building.
IGN Hardcore: Muppman
IGN Beyond: TheTrueAuraBitch or BlixtarOchDunder
The last one I did had an exile right inside a door ...can't believe I didn't die.
IGN- Shaeyaena
That map is just one big miserable bottleneck. Dead ends everywhere, difficult to navigate, claustrophobic, and not to mention the always pleasant puncturing. Even in A3, I just bolt through the warehouses without fighting anything. Absolutely hate that place.
IGN: Standard: Feugue, Domination: KaomsDisciple
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Joel_GGG wrote:
May I ask your opinion of why this map sucks? Cheers


It's very confusing, you meet dead ends too often. There is too much "go in" and "go back" in this map. Sometimes you need to find the way to area behind the barricade, and that way is located far away, you need to walk, then you realise you need to go back to get to other area and so on. Annoying. And sometimes you can't see what is in the building you've just entered, praying not to meet some deadly group of rhoas/blackguards/flickers.

I'll add my voice to all the other people saying it's full of dead ends making it hard to navigate and that not being able to see into the buildings makes it even worse.
Did you ever see history portrayed as an old man with a wise brow and pulseless heart, weighing all things in the balance of reason?
Is not rather the genius of history like an eternal, imploring maiden, full of fire, with a burning heart and flaming soul, humanly warm and humanly beautiful?
To post a possible solution, an Arsenal map with a layout like this:


... would be awesome. Still get to explore all the buildings, still get to show off the fade-in and fade-out tech, but much more structured. Would still have some debris in the open areas.
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Joel_GGG wrote:
May I ask your opinion of why this map sucks? Cheers

its fairly simple, the buildings suck... srsly just remove them, with desync the fact we can't see whats in there... its not safe and its tiresome
Kory
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pneuma wrote:
To post a possible solution, an Arsenal map with a layout like this:


... would be awesome. Still get to explore all the buildings, still get to show off the fade-in and fade-out tech, but much more structured. Would still have some debris in the open areas.


Cool I'll see what I can do about those narrow passageways..
Level Designer/Dungeoneer

Always post a screenshot with /debug command entered into the chat window.

First stop for Common Technical Problems
Yeah, I think the major reason it's avoided is just the inefficiency. Throttled packsize in combination with a lot of dead area due to the building walls make it annoying to run from the perspective of time/loot&XP. The same factors probably make it the worst low-level map for mapyield as well.

Also, the roof fading requires you to be practically inside the door to trigger, which is incredibly dangerous because the openness of the buildings tends to funnel mobs toward the door.

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