torpid
Liturgist
I wonder what determined the size of certain maps. Given the impressive size of some, I wonder why other areas are cut up into so many smaller maps. The size of most of the caves feels about right, the Core City drop zone maps being small also makes sense as the place is supposed to be a cramped, overpopulated slum. And balancing the difficulty is also involved: the larger the map, the larger the number of enemies that can swarm you if you start throwing nades. But their are some very weird ones: the entrance to the middle level of Core City (Arena, market), for example. You have one map that consists of the elevator and a tiny bit of platform, connected to another map that is also a small bit of platform plus a small part of the market, and finally a map with the market itself. Couldn't the first two maps at least be fused together? There are barely any NPCs, only a few guards, and one shop (the electronics store).
Another example is the entrance to Rail Crossing, made all the worse because there's a significant amount of backtracking involved in the RC quests. You have a map with the train station itself, but that map isn't directly connected to the settlement: first you have to go through a map south of that one, which only contains the literal rail crossing leading to the town. Couldn't the train station and the rail crossing, both totally empty--no enemies, no guards, no commoners--be a single map?
These are minor things, but combined with the slow movement speed they can contribute to the feeling of having to walk or backtrack a lot. Now changing the movement speed changes the difficulty, since you have an easier time walking past enemies, stealthed or unstealthed. But combining some of the maps, especially the emptier ones, wouldn't have any balance implications, and there are largely enough maps in the game that reducing their number wouln't harm the feeling of exploring and traveling through a network of underground tunnels (assuming that traveling from one map to another, rather than across one larger map, actually enhances that feeling).
Another example is the entrance to Rail Crossing, made all the worse because there's a significant amount of backtracking involved in the RC quests. You have a map with the train station itself, but that map isn't directly connected to the settlement: first you have to go through a map south of that one, which only contains the literal rail crossing leading to the town. Couldn't the train station and the rail crossing, both totally empty--no enemies, no guards, no commoners--be a single map?
These are minor things, but combined with the slow movement speed they can contribute to the feeling of having to walk or backtrack a lot. Now changing the movement speed changes the difficulty, since you have an easier time walking past enemies, stealthed or unstealthed. But combining some of the maps, especially the emptier ones, wouldn't have any balance implications, and there are largely enough maps in the game that reducing their number wouln't harm the feeling of exploring and traveling through a network of underground tunnels (assuming that traveling from one map to another, rather than across one larger map, actually enhances that feeling).
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