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(Also who thought that hollow giant tree area is a good idea?)
Second reason: This is the first map of the game, why does it have to be a maze?
Edit: God, the trauma on scaling the verticality to that "peak" with the dam and suddenly your hunt decides to fly away right as you're about to sling it for attention.
It actually reminded me of Dark Souls kind of layering when I first played the game.
It was a maze and it really took quite some time to get used to it.
The worst parts are where Anjanath/Zinogre goes to sleep. ♥♥♥♥, I can't remember for the life of me how to get there without scout flies, despite hunting Zinogre for 50-100 times.
I think Hoarfrost reach is how this map could've been, if they cut down on the needless vertical layouts on top of already existing vertical layouts, the part in the middle where the Anjanath rests has a ridiculous amount of segmenting paths and not even ones that intersect with one another that would make them easier to remember, but rather One way paths to very specific locations..
At least now with Iceborne thanks to the mounts, we don't have to worry about it much.
And then Banbaro comes in to block you from using mounts, and you don't have a farcaster due to using a generic capturing loadout that you haven't updated since you first started playing.
At this point though it just feels like a nightmare to navigate, it's only fun when you're not actually hunting and you're just wandering, gathering and the like. It's kinda nice sitting up in the top where Azure Rathalos likes to chill out, looking down at Astera HQ and stuff. There's also a couple of little neat places where no fighting ever takes place like small shallow pools and stuff too, but when you're not gathering (and gathering is such a small part of this game really) they're just excess clutter.
The central area with the falling rocks, and especially the area behind Camp 11, if you ever get lazy and decide to let the scoutflies guide you you're basically doomed to waste a few minutes figuring out where the hell you are, until you give up and just warp back to camp. It's also annoying to move from one part of the map to the other though, it'd be hell if you couldn't warp to each camp even with the Raider Ride thing.
Fighting there though, damn. That map needs to be like a "ring" of locations connected around a much wider, big central tree that has a giant bowl shaped arena to fight in under the roots, with an area above it inside the trunk, followed by more arena type zones going up through it and finishing at the top of the tree and the canopy too. Drop downs from the tree trunk + canopy into the surrounding areas, and one or two vine shortcuts on the outside of the tree or something too.
It's also easily the worst map for corridors and tiny tunnels, I remember once witnessing a Bazelgeuse flying through a small tunnel designed for a Great Jagras and it was really stupid lol, its wings clipping through the terrain was an afterthought considering its main body shouldn't have been able to even fit.
It's got all that variety but it feels like the two most common areas you end up in are next to Camp 8 and Camp 11, and those areas are both really cramped.