Myriad Immortal Sect rebuilds sect entrances around first-impression level design

A developer rebuilt the four joinable compounds in Myriad Immortal Sect so that new disciples spawn just outside a gate with guards visible, making the entrance the first thing a player sees. The spawn distance of about three and a half tiles was chosen after testing, since closer placement overlapped the guards and farther placement pushed the gate out of frame. Each sect was also given distinct scenery and palettes, such as a mountain range for Azure Cloud Sect and a herb garden for Medicine King Valley, so players can identify their sect without labels. Collision rules were refined so that gates block only their pillars, decorative ground cover no longer blocks pathing, and walkable coastline matches the painted terrain. The developer also noted that the region label now names the dome a player is standing in.
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