Procedural scatter kept out of sect compounds and approaches in a game's overworld

A developer working on Myriad Immortal Sect found that its procedural generator had flooded sect compounds with trees, herbs, ore and beasts, with one central area holding 273 interactable objects before a fix reduced it to 27. The scatter had only been excluded around the player's home compound, so other sects' plazas were overgrown and their approach roads were still generated. The developer now bars procedural scatter from every sect's dome and keeps the final stretch of road before each gate hand-composed. A survey tool was also built to rank art assets by placement count times magnification, identifying a stretched foothill rock sprite as the most visible problem. Hand-placed items are now recorded as authored and treated as fixed points that the generator must not overwrite.
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