One of the things I liked about City of Heroes' maps was the fact that so many of them were more than just flat planes. There were lots of vertical landscapes, tiers of ground to walk on like the platform Atlas Park's city hall was built on, the various underpasses and highways that made the city look a lot more dynamic and gave you a lot of reasons to actually jump.
I've noticed a lot of MMORPGs have a problem when it comes to this. Most games' landscapes these days are primarily flat planes. We're given the ability to jump, but no good reason to actually use it. I know that City of Titans is still in its early development stages, but from the maps they've released, things look to be rather flat. I'm hoping that this is only because of said early stages, but if not, I would simply like to bring this to the attention of the developers.
The office map that was released recently, while impressive, lacked the verticality that City of Heroes' maps had, and as a result didn't think they would be as interesting to play in. City of Heroes' offices had lots of stairways and platforms in several rooms, some even to ridiculous, mildly MC-Escher-like extremes. There's a big difference in fighting enemies in an office built with layers and levels like that, as opposed to one that is mostly a series of hallways connecting rooms together on a mostly flat ground. I understand that flatter office maps are more realistic, but when it comes to things like superhero games, realism isn't always the most entertaining thing. Champions Online's mission maps took the more 'realistic' approach, where almost everything was all on the same plane, even the same floor, and look at how well that one turned out.
Here's a link to some examples of how CoH got verticality right. I hope the devs haven't been ignoring this easily overlooked, but nevertheless crucial detail.
Anyone else got any thoughts on this subject?