Quote: BifrostWell,there are fully undead areas,but I mean levels that have many elements combined that don't have Undead features along. You have Battlefield with whirlwinds for the Air area and lava pools where the ground is unsafe, or Mystic Mill with the factory-styled houses, water streams and rocky archipelagos,but when it comes to Undead they only combine it inside its own isolated areas (spider pit in The Oracle,Undead areas in general,the levels mentioned). You never,say, go across the mines in Molekin Mountain and run into any wandering ghosts or fossils despite the place being pretty ancient,or find an abandoned house full of assorted spooks even if it's not the theme of the level(Wilikin Village had that as one of the many weird stuff and I give it credit for that). Just because they like to lurk in the shadows,doesn't mean we need to go to said shadows first to find them. Even Golden Desert,which was full of undead folk, had them come out of convenient tombs instead of running into those tombs by chance.
Oh, I got it now!
You mean, there are areas where you can see features from other Elements (like rocks or crystals for Earth, puddles of water or shells, for Water, lava and craters for Fire) but only a few have some Undead related things.
Yes, it's true.
SA really had a lot of elemental features directly fused with the environments, without the use of Elemental Gates.
In fact, why use Elemental Gates?
Why can't they simply put certain elemental hazards, that only Skylanders from the same Element can get past (crystals that only Earth Skylanders can destroy, lava rivers for Fire, deep lakes for Water)?
They would bend better with the levels, and would work in the same way.
It would require a lot more level design effort, but the results would be incredible.