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Dark Souls 2 map redesign

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was just playing with this idea, trying to improve the overall world/level design 
-more connections between zones, (heide t o flame - huntsman copse, FoFG - Aldias keep, Harvest valley - shaded ruins, huntsman copse - lost bastille
-new zones : old majula, undead burg - undead parish like design that interconnects majula, drangleic castle, aldias keep, the rotunda, shaded woods  and the pit
                     the pit, new entrance to the gutter basically an extension of old majula  spiraling streets that go down and down until you get to the pit where people trowed the stuff nobody wanted
                                  here starts the long descent to the gutter
-bigger gutter (not pictured) that would secretly connect directly to the doors of pharos
-black gulch redesign (not pictured) bigger more oriented to vertical navigation adding to the sense of going somewhere really far from the surface 
-removed most "corridor connections" like the forked road, so everything becomes more close and interconnected
-way bigger shaded woods with level design aimed to make wall hugging not a good way to keep direction
-spread bonfires to make them more of a relief every time you find one
-fixed transition from earthen peak to iron keep (you decent on the elevator instead of going up then traverse a small set of ruins that will get you to the iron bridge
-bigger heide tower of flame, full tower and way more ruins and extra ways to explore (vempirick.deviantart.com/art/H…)
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Comments15
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GMQUilmataalpha's avatar

Part of me feels there should be some methods to help better keep track of where your going

As if some of these areas are expanded, it will make getting lost a lot easier

I do still love dark souls 2, but this is a good remake of the map