New checkpoint system
We are getting checkpoint teleportation, and it's great, especially for the infamous act 3. But will those checkpoints be only available in the campaign? People are complaining a lot about backtracking in the maps for that one last rare. I think checkpoints can be added to the maps too, with a few changes.
-they won't restore life/mana/flasks -they will be "active" to click only when no monsters are in their presence. But you can teleport to checkpoint even if monsters are around it, so some straggler that was frozen and left behind won't block your teleporting. They will still be unlocked when they get into your light radius. Now, a map only has the enter point and maybe boss arena. Where to place them? As I understand, all levels are generated as a walkable path, so there are no closed off locations. This requires some algorithm that understands where the "main" path is and where are dead ends. So we choose some number, say 100m. Then: -if a dead end is longer than 100m, then checkpoints are placed both on the end of it and the place where it connects to the "main" path -then all the length of the main path is checked. If there are any 200m gaps without a checkpoint, it is placed in the center of the gap. If gap is bigger, it is split into 100m intervals -if a map is big and open, then areas with more than 100m radius are checked and checkpoints are placed in the center if they are empty. I don't see many ways to abuse that, and it will make map exploration and backtracking a lot better, in my opinion. Last bumped on Dec 17, 2024, 4:35:14 AM
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