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The general terrain around the large tree will be improved. I have focused solely on making this 100% pathable (both the lower and upper levels, even though they're directly over/under each other, are pathable).
@lord_Turin I'm using pathing blockers to block the areas that are inaccessible at all times (like the core of the tree), then I have placed invisible units on top of invisible platforms. The invisible units works as pathing blockers and are killed/resurrected when needed. The same goes for the invisible platforms, they are killed/resurrected when needed.
sadly you cant make them work over and under each other. atleast not in old wc3.
idk about reforged they may have changed that but in my time they hard code jump to the top ones no matter what.
so if that's still whats happening then you're only alternative is to have a square spiral, by putting ur ''lower level'' stuff further away from the center, on the out side, and have your ''higher level'' stuff in the center, it still works quite well it just looks more grid locked then over/under stuff would.
@kellym0 I'm well aware of the limitations of the wc3 engine, being a mapper for 15+ years.
But there are definitely workarounds to most issues. Like feelsggoodman apparently has found for this one
Even though his solution (probably) also only works for RPG maps with single heroes. where you can fake the effect that units walk on different planes and not interact.
@lord_Turin Yeah this only works in single player maps where you control one unit at a time, or where the units are separated and unable to walk the same paths.
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