Red Kutai
Scaling works best in low-angel maps, so how do low-angle maps work best? What can side-scrolling offer us that we have a hard time doing otherwise?
Low angle maps work best by being "rare". I would find a specific map doing it both being much less of a workload and, by being a unique view, it would become far more memorable that way. That's why I say that if this was ever done, it should be done on an area's exit, sort of like
this, by rotating the camera up instead of moving it when entering that screen. It'd make the trek on the exit segment seem more ominous.
I don't think it would truly require side scrolling. But it would be nice if the game had it when it was first made though.
3nodding It would need separate screens to go from one path to the next though. Separating the crew at one point making use of the effect and reuniting them for a few screens under this view. Perhaps the example I posted wasn't that great since it shows something in the horizon, while what I meant could also be more on the lines of filming down someone near a cliff overlooking a huge hole, with more players in that hole. Same camera angle we have right now actually, only with depth instead of walls/ground.
The thing is, it'd force whoever was "close" to have to walk trough much shorter segments. And that person would also have narrow space to walk in since they couldn't overlap the other pass too much with their avatars. It would be no problem to cover a bit, since the "position" you're standing in is defined by the avatar's feet.
Which btw... different issue:
Why couldn't we build bridges or overlap segments of path anyway? Maybe it's too late NOW, but it should have been done easily!
I shall demonstrate:
See this?

I shall apply zOMG! pathing to it!

And now, let's pretend I want it so we can actually enter the water on the orange areas

Only... players can't go under the the bridge if they ever step on water. They'd collide with the other pathing and confuse the game, as you can't step the same area while being both above and under ground.
Except of course, if we make more than one type of pathing! We create two "states" that players can be: "Under" and "Above".
Player who are "above" will treat all green pathing as solid.
Players who are "under" will treat all pink as solid.
While in the Orange area, the players will be "neither" and will gain the status of the next pathing they step on.
The white area can be stepped by both players under and above ground, without changing their status, and objects in there will layer accordingly: Always below players who are above and above players who are below.

If you use a ring on something that has an opposite layer status different to yours, the ring fails. If you are stepping on the "neither" zone, you can target both zones.
Sure, the current autopathing would never work in a place like this, but no one can say that layer pathing wouldn't work... If they bothered with it in the beginning.
/stuck would need to check your height status before checking if you were stuck, of course.