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Kings Canyon was designed around "zones", which are large areas that feel like big, outdoor rooms. Players can peak into the rooms from the chokepoints (usually on high vantage points) and decide if they want to enter based on the activity they see.
Fights feel more understandable and contained in the room, and afterwards let the squad feel like they won and, in turn, now "own" the room. Until the next squad rolls up.
One example of a "room", or the zone known as Cascades. This was my first attempt at this in the early block outs, and is probably still one of the more successful ones.
Another example is Skull Town, which is literally a town in a ring of rocks. Entering or exiting through these rock doorways gives a distinct feeling of entering or exiting a completely different location than the rest of Kings Canyon.
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