Marco wrote:@taem: actually maps are designed for 800x600 resolutions. If you take a look at passages between areas, like blood moor -> cold plains, or rocky waste -> dry hills, the passages are big enough so that you can never see another both areas at the same time. Additionally, the decoration that is outside map bounds is adapted to 800x600 viewport. For example, on act 2 you have chains of rocks, and behind them there are trees. But if you use a high resolution, there isn't really anything after those trees except for desert. Now, median specific, a lot of maps of uberquests become noticeably easier with higher resolution due to increased power of teleport. Ureh, Triune, Yshari, Dunc, and pretty much any room-based uber is much easier.
Ah, very true! What I meant wasn't specifically in regards to the map layout, but with how the gfx of the map look in a higher resolution. For example A4 CS looks absolutely stunning in multires, and you can tell immediately that the artists designed that level in a higher resolution, especially when you can see the whole pentagram in your screen and it looks so beautiful, the artistry, or how the lava in River of Flame seems to bubble all over and look much more real in a higher resolution than it does in a lower resolution, The Hellforge, etc... all clearly designed by the artists in a higher resolution, but shrunk to fit the game and in their standard resolution which causes them to lose a great deal of their beauty. There are other areas besides just Act 4, of course, but that area is the most visually striking with multires imo. I agree that playing with a resolution that is too high ruins the game due to being able to see everything on the map, but to play with a resolution just slightly higher is without par. I can't wait for Sigma to come out with it's higher resolution standard.