Forgotten Level Generation Tech by GGG, circa 2011. [Feedback on Area Layouts]
Area layouts often feel generic and just plopped down with some degree of randomness. No path, just a large area with stuff in it.
Patterns to Points of Interests in campaign (with examples): -fixed probably due to graphical design constrains (Executioner) -random POIs can spawn so close they both can be seen on one screen (Cemetery of the Eternals) -boss arenas can end up on the edge of the level with a narrow passage leading to it which is very easy to miss (Bog Witch) -no clear paths, roads or hints that link the POIs, at least ones I could observe (Act3 Jungles - D2 homage?, and most indoor areas) My suggestion here would be to at least increase the mini-map visibility range trigger for Check Points:
Spoiler
For boss arenas like in crypt/tangle/bog this could work as follows (green is the new check point mini-map visibility trigger area - the activation area is in yellow)
Maps: with poe1 level generation algorithm I very rarely had >50 mobs left upon map completion without much planning, now unless i strategically comb and backtrack the entire map lil by lil making sure I don't miss a single crevice I end with >50mobs almost every map. Not saying we should turn all maps into the new tower layouts, but ease up on the museum like tours of the visual assets. they are very pretty, we all appreciate them very much! So GGG, please find the nerd from this 13 year old video and ask him politely to help you figure this out. This 'Jonathan Rogers' character is probably using an alias, so I hope you can find him and get this sorted out: https://youtu.be/GcM9Ynfzll0?feature=shared&t=318 Last edited by AintCare#6513 on Jan 21, 2025, 9:07:38 PM Last bumped on Jan 25, 2025, 10:06:54 PM
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peak time bump
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+1
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At least some maps are fairly easy to learn like drowned city, the apex area in the past and the city in the past.
Still dont know the stupid bog witch layout at all. One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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Slick, Sandspit, Ravine, and everyone's favorite Augury are the few maps that come to mind which have some sort of map generation logic relative to your starting point. Sandspit, Augury, and Ravine can be run the same way every time, while Slick is a general square with a LOT of dead ends that can speed up or hinder your progress depending on how lucky you get.
One other funny thing about the current maps is that a lot of them bodyblock mobs with narrow bridges. Mire is a particulary bad offender, it's very easy for Osseodons and Filthy First-Borns (exploding Act 3 fatties) to clump up on bridges and stand there while you kill them from afar. Mire is just a particularly offensive map in general; widening the bridges by a few character lengths would probably help it quite a bit. Side note: Ravine is exceedingly rare for some reason. Which sucks, because that map is cool. |
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for me i can't find rhyme for Hidden Grotto, but the cake goes to Vaal Factory, the seeming straight forward layout is riddled with ramps that you have to access from the back, all while mobs mortar down on you and escape when you approach them- they managed to make ranged mobs 100x more annoying and made a map for them, and my atlas seed consist of 30% of this map alone. thank god they didn't add the generator to it which would turn on more mobs after you power it, making you go though the now explored map layout again- maybe next patch we get this feature.
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Map layout culd definitely use improvement.
I feel like most maps currently are too maze-like. There are too many obstacles, and the maps feel too dense. I think there should be a greater balance between confined areas and some larger open areas. For example it feels good in Augury when you reach the center, finally yo ucan breathe and have some room around mobs. Most forest type maps should have some clearings. Dungeon style maps like Seepage need larger rooms. There are some larger rooms, but because they are filled with obstacles, they dont feel like open areas and end up the same as the rest of the hallways. TLDR More variety in density within each map, alternate confined and open areas. |
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I agree that the game's procedural generation could use some work.
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+1
+2 Delete Vaal factory completely. The mobs suck. The layout sucks. Just scrap it. |
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