can we get endgame maps that feel similiar to act 1 campaign maps?

Can we get endgame maps that feel similiar to act 1 campaign maps? Those maps feel like the best designed / most fun to me.
What made them special? I'm not sure that captures it entirely, but those aspects come to my mind:
-high content density with multiple points of interest
-multiple memorable fights per map
-good monster density
-enemy telegraphs feel impactful/dangerous, but don't oneshot my character
-seamless exploration: I can move directly from map to map (which creates a sense of locality) and don't need to return back to my hideout and use the portal device (which breaks immersion).

Maybe a good way to start would be adding high quality points of interests to the endgame maps like mini-bosses, caves with traps and treasures, etc.
Dernière édition par Meril#8494, le 16 févr. 2026 à 23:06:43
Dernier bump le 17 févr. 2026 à 12:18:46
riverside = riverbank
spiderwood = grelwood
blooming field = hunting ground
manor = iron citadel
decay = grim tangle
razed field = ogham farmlands (worst map ever)
mire = freythorn
sump = azak bog (sort of)

we already have act1 zones in endgame, you mean more maps with the same layout?
Dernière édition par IILU81II#8410, le 17 févr. 2026 à 05:58:54
bro really asks for more oneshots....
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TOP_BOMJIK#4977 a écrit :
bro really asks for more oneshots....


Even worse than that... more stupid trees to block your path or not become transparent when behind them so vision is blocked. Or maybe more pebbles on the ground for these god level destroyers to stub their toe on.

At this point I would settle for a giant arena with flat level ground as the maps. Then another is a straight long tunnel. Backtracking and dead ends or getting stuck on literally everything in the world on the ground are the most annoying parts of this game.
For some reason what I've wanted to express didn't come across at all.
It wasn't about the map layout, but how it felt playing those maps in act 1.

E.g. lets imagine "The Grelwood" converted into an endgame map. Instead of having merely the typical boss + league mechanics, there would be a normal boss, an optional witch mini boss, there would be an expedition league mechanic that sometimes can lead via it's explosion to a small underground area with Ervig, The Rotten Druid as an optional mini boss. The tree of souls would need to be replaced by something else, since it doesn't make sense to replay the same story. So it could become a point of interest, e.g. you can free a prisoner and depending on the prisoner you rescued, he can either lead you to a hidden cave with treasures or into a trap.
So instead of having multiple generic feeling league mechanics that are mostly about large monster waves, there would be something interesting to discover and there would be multiple memorable combat encounters with the different mini-bosses.
The map could also have multiple exists and leaving one, would lead directly to the next map, so the map would be more like "do whatever interests you" and then you can directly move on to the next map without the need to get back to the hideout. I don't even see a need to make the main boss fight mandatory - players could explore and do as much as they desire and then move on to the next map.
Dernière édition par Meril#8494, le 17 févr. 2026 à 11:42:49
I think what the OP is getting at is just to add a bit more "flavour" to endgame maps rather than having different decorations/boss/tileset/layout.

One example I can think of is the terracotta warrior room in Channel that activates the 100 terracotta soldiers when you open the chest. I love that room.

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karsey#2995 a écrit :
I think what the OP is getting at is just to add a bit more "flavour" to endgame maps rather than having different decorations/boss/tileset/layout.

One example I can think of is the terracotta warrior room in Channel that activates the 100 terracotta soldiers when you open the chest. I love that room.



Until those 100 soldiers bug out during abyss and lock your way through? :D

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