Overly Detailed Map Geometry
So, what part of the maps actually do have bizarrely detailed geometry that just exists to get you stuck on things, and not 'trying to reduce the number of invisible projectile collisions'?
There's two that come to mind that I'm not sure I'm imagining or not: doorframes, and the upright wooden posts in the structure out front of main in Dead Dawg Saloon. They stick out just a tiny bit past the wall they're attached to, which means holding tight to them seems to get caught on, say... 5 mm of obstruction at most.
Or maybe I'm going crazy.
Comments
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I know what're you saying.
Loops used to be...smoother? If that makes sense?
I think it's been happening since the Realm Beyond. I think map geometry was given more accurate hitboxes or, well, they tried to do that.
All it really did was cuck Billy.
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Coldwind, Ormond and most notoriously Garden o’ Joy have a handful of these, yeah.
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People were complaining about Shattered Square having this problem. I didn't get it until I played the map. It is especially bad on that map because there are a lot of small objects to get stuck on, and you down see it until you look down.
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It might be more accurate but this is not a game where I have five minutes to study lintels. It's just confusing to get stuck on seemingly nothing.
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All shacks on Autohaven.
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Confirmed not a blight player
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Correct, but I don't see how that comes into it. Do Blight players really like gazing at map geometry? :P
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If I don't know that a piece of collision is larger than it's actual model how can I play around it. Do I go around testing each part of the maps? Not really but it's something I need to take note of as it happens.
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Actually, this is the inverse; the collision matches the model, to a frankly bonkers level of detail.
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Staircase in basements always have a like random bit I get caught on if I run too close to the wall. It's like one on the random little boards sticking out is catching on my characters clothes every time.
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