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You probably want to reduce the overlay map opacity from its default. But because the way blending is done isn't great, there is never going to be a "perfect" opacity: it's either impossible to see the map on bright stages, or impossible to see the darker stages under the map, unless you're constantly tweaking it, which is way too much effort to bother. This has been like that since HoH1, so I don't expect to see any improvement.
You might want to try decreasing your monitor's gamma to be able to see anything in the darker rooms. But by effectively bringing the contrast down, it could make other parts of the visibility worse. Feel free to experiment, though.
Otherwise, this game still suffers from the core issue that has annoyed me since HoH1: some information can only be practically gleamed from the overlap/minimap (wall collision, hard to see item pickups/enemies, etc). Some information can only be practically gleamed from the regular game screen (traps, cracks on walls for hidden rooms, enemy attack tells, etc). And while it's bad enough that those two fight for your attention while imperfect blending makes one of them hard to see at almost all times (unless you're constantly opening and closing the overlay), the in-world "details" of traps and cracks on walls are intentionally made hard to see, I guess to further encourage players not to just play through the minimap, or to reward skill/observation, or something (I don't know, I can't read the devs' minds). The addition of dark areas (to show off their fancy new lighting engine, I suppose) has only exacerbated this issue.
To the devs' credit, they did make those cave traps significantly easier to see since the demo, where I quite literally couldn't see them even without the overlay open and while actively looking out for them. Still can't find any hidden rooms until my AoE happens to break them open, though.
But yeah, unlike 3D games, where you might be able to turn off fancy effects or reduce the level of detail to improve visibility, I don't think there's much you can do here. There's a few lighting options you can tweak, but in my experience none of them really impact the factors negatively affecting visibility in any meaningful way. YMMV, though. I did find turning "improved lighting" off makes the Warlock's aura somewhat easier to see, but it's still effectively invisible in bright areas (again, dubious blending at work), so I'm not sure it's worth the slightly worse visuals.