Despite the repeated evidence that we have a dyslexic coder, I think the Devs are bright enough to hide a cave or two up there, with goodies...
I find that statement completely disgusting.
Actually, there is already a monster more powerful than the Ulber, that has killed more brave souls than any other.
You might be fast enough to /unstick when something invisible is killing you.
But when you least expect it, it willl return, pull you down without warning, and you will simply...
Die.
Children wail, and strong men weep, survivors curse with fear...
When time itself does seem to stop,
beware, the Horrible Lag is near.
~Verrliit~
* Kezzik yawns "huh? ... oh, fell asleep, nothing interesting going on.."
I am quite disappointed as well - but for some slightly more specific reasons:
1) Looking at the maps in a graphic tool, or even terrain rendering tool (like Terragen), reveals that most of the (newer) maps look like (nicely said) made in a hurry. There is much "wasted potential", especially for the fact that most maps only use half of the available area...
I like the newer maps, they look mroe realistic then the ojaroad ones, but they do put a lot more strain on some systems, even with adaptive distance and such, some reason some peopel just can't go to certain areas out there
Too bad it was not my task to create such height maps, I would have had heaps of more ideas.
so, you'll be handing in your 3d team applicaation then?

2) The limits are quite artifical; instead of blocking areas with invisible walls only, the steepness of the terrain should be according as well. And the worst "bug" is that the map "bdroad01" (an updated version of the old "ojaroad01" map) still uses the old walls, although the content of the terrain changed remarkably, so an invisible wall is blocking a whole valley for no obvious reason.
most of the hills realistically, are infact climable, if you sprint at one you can get half way up, jump, and cling on, that'll be part of the climbing skill i presume, don't see why we cant just walk up them now though. as for the invisible wall, like i said, it shoudl either be put at the very edge of the map, for more explorational fun and rp purposes, tired of being stuck to roads, or there shouldn't be one at all.
theres a few places around hydlaa you can get outside the barrier, and that gives you the chance to run the full green fields, just liek back in MB, you can fall off the edge, but you'd only do that if you wernt paying attention or are a complete idiot. and then at the end of it you die and go to the DR so theres
absolutely no harm done..
monsters running off the edge of the map? give them a target chase time out, they had one before