this post was submitted on 22 May 2025
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I kind of get the thing about the map even without seeing the world design of the new game, because even Borderlands 1-3 (especially 3) already had a lot of vertical aspects to many of their maps. The prevalence of paths looping over other paths, hills, tunnels, holes, inexplicably impassable ditches dividing the map, and generally the entire path to anywhere being designed like the queue at an amusement park ride made using the 2D minimap to actually navigate anywhere basically impossible. (And the main full screen map wasn't much better.) Showing your local terrain, such as it even did, was not really very helpful because even if you tried to use it to proceed in a straight line to your target you would inevitably find yourself blocked by an invisible wall surrounding waist high pile of rubble, and that the actual way to get there required looping all the way around the map anticlockwise, with nine switchbacks, four gates, and a one-way cliff jump in between.
At the end of the day it's a fancy radar only useful to help you snout out nearby enemies, especially in the ever-so-many instances where your current mission objective outright requires you to find where each and every one of those stupid red diamonds is hiding so you can murder them all to proceed.
So I hope there is at least still a local enemy radar. They need to either make their map usable and 3D (like e.g. Doom 2016 did) or fix their level pathing so it's not like a tornado just tore through the spaghetti factory.