>>536051176
I feel like AM was the one semi exception as, beyond the fact that you enter and exit doors, every room was pretty much filled with many different exits depending on where you go. Translating that philosophy to 3D would sorta end up kinda like monster hunter with the area has pre defined walls but much of the inbetween is free travel with hidden spots to take short cuts. A direct translation based on current city tour would be using that rail like system to send people to other islands the normal way while a portal/door system sends them more the convoluted way or just to a different spot on the island since, as masterhero soccerguy says, the map is rather large and in it's current state squeezes in a bunch of different biomes into one space. Altering this lay out to focused more on 2 max and making indoor areas much more like the normal mazes with multiple exits and hidden reward areas is much more do able at least in the case of that kind of island.


It's odd to bring up but Smash run handled it sorta similar for it's 1 big map, while it doesn't look so big pulled out it was a maze while under the time limit and felt like a massive journey just trying to get from one side to the next even if you weren't trying to go up or down