Alicia Posted August 17 Posted August 17 I understand that there are many pine trees in Pine Hill, so a drone flying overhead would only see the tops of trees, but that's not how maps work. Cartographers don't draw the tops of trees; they draw what is under the trees. I would like the map to be improved so that it maps the ground underneath the pine trees. The current version of the Pine Hills map isn't serving the function of a map. If you want to keep the pine tree aesthetic, it could start off as a map showing the top of pine trees and switch to showing what's under them after that area of the map has been explored. On a related note, when I'm inside an anthill, it would be much more useful to see a map of the tunnels that make up the anthill than to see the surface features, which don't help me figure out where I need to go underground. I've played other games that switch to a localized map for each area. 1
Alynxkia Posted August 19 Posted August 19 I also find the map lacking. Somehow I find it worse than Grounded 1 which was literally just outlines. They almost went and put too much effort into trying to make it pretty rather than useful. I understand that it is designed to look like a brochure map. Bravo, it does look like that, but I have fancy high-tech arm gear and I want to be able to have a far more useful map in it. Preferably one that can zoom in further and has a couple layers so that explored cave systems can be displayed. I did get through the entire first game many, many, times without being able to see the caves systems, but they have gone for a much bigger world this time around and it would be nice to know when I have found something that I haven’t already explored as it’s not mapped yet. I would not like the tunnels displaying ahead of exploration though. I want to find things on my own. I suppose I can just start building something outside of cave entrances to show that I’ve already gone through them so it’s not really really world ending.
Matt__AsA__Hatter Posted August 19 Posted August 19 Agree, it looks beautiful but functionally it is really hard to use in some areas. When you drop a pin for a location it seems to drop from the sky and hits anything in the way so using it where trees are is almost useless. Making maps for caves can be really tricky with their layering so I understand if that cannot be done. But what would also help is if we could choose to turn on or off types of markers we make. I aways want to know where my house is, but I dont ever want to know where a tunnel I explored is. So rather than marking them, as I'd rather do, I'm instead just putting up a blueprint wall of grass (not building) to warn me that I've been there already. It's great that the scanner is attached to us and lets us scan 4 items now. I don't really like how it limits it to only 10 items per resource and that there is no way to see the density of the resource in that location. Previously the color of the dots on the map indicated the quanity you could find and you would be able to see what part of the map had the most of it. It allowed you to make a more educated choice of where to go to collect something. It also only showed items in areas we had explored/revealed. It's a bit odd to be able to see what enemies are where within the fog of war simply by tracking for them.
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