Feedback: Improving Atlas/Map Flow with Interconnected Map Transitions
Hey GGG team and fellow Exiles,
I've been really enjoying the new map/atlas system in Path of Exile 2, especially with the introduction of connected nodes. It adds a lot of structure and clarity to progression. That said, I had an idea that could enhance both the gameplay flow and immersion of the mapping experience: Proposal: Enable in-map transitions between connected maps (like campaign area links) Currently, we open each map from our hideout or map device, and when it’s completed, we return to the device and open the next one—even if it's directly connected on the Atlas. This feels a bit disjointed, especially with the visual implication that these maps are interconnected. What if instead of always returning to the map device, we could access the next connected map directly from within the map itself, via an in-map "door" or portal that opens once objectives are completed? This would create: - A more natural sense of progression, similar to the campaign where we move from area to area. - A feeling of journeying deeper into the Atlas, rather than hopping between pocket dimensions. - Improved mapping flow, making long sessions feel more engaging and less repetitive. - Opportunities for thematic storytelling or environmental transitions between biomes or bosses. Of course, it could still allow players the choice to return to the device if they want to change directions or restock, but having the option to keep pushing forward through connected maps could really elevate the endgame experience. Thanks for reading! Would love to hear what others think—and if GGG might consider experimenting with something like this in the future. Last bumped5 июн. 2025 г., 08:54:52
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How to Choose the Next Map When Multiple Are Connected?
Of course, some maps have more than one connection on the Atlas. To handle this, we could borrow a system already in use: the Labyrinth layout preview from PoE1. Before entering a new map, players could choose their path on a mini-Atlas or branching map UI—just like how we pick which room to go to in the Lab. Each exit portal inside the current map could correspond to one of the connected nodes, with a small icon or nameplate above it (or interactable before entering) to indicate which map it leads to. This gives players: - Strategic control over their path, based on loot, boss, or mechanics. - A clear, intuitive UI that mirrors systems they already know. - The option to chain maps fluidly without losing clarity on direction. |
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