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One think to make in mind is that the path cannot be too narrow; almost all the other zones feature wide paths that allow the characters move in straight line. I don't think that movement like this can be replicated in a serpentine mountainsidee path. Thus I would say that the path should be relatively wide, but set in a way that it can suddenly become much more narrow to simulate the feel of a path carved to the face of a mountain.
Another question is how to simulate uphill or downhill paths. It may contest people's suspension of disbelief if "mountain" seems to be a flat plains.
The problem I see with staring at the mountain the entire time is the missed opportunity of implying depth in layers in the background, it would also get pretty stale very fast, you could do a lot though when the camera faced away from the mountain and seeing the scenery below implies the sheer depth you are climbing.
The Cove or Court do a good job of playing with the background layers, showing the vastness of the cavernous mazes and swamp.
This is why I preficed the idea if it's possible to have varying corridor themes.
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Maybe have the corridors and rooms aligned in a big circling pattern, not an entire circle bit half circle, boss maps would eventually spiral inwards, implying to have scaled the outside of the moutain?
That is why i pointed out that there could be varied mountainside with many different textures. (I do agree that Cove is absolutely beautiful). What kind of breaks would be good to break the mood then ? Should the wiev show the Hamlet and surrounding area (This is a good way to demonstrate that the characters are high inthe mountain) or should it show a more mountainous area scretching to distance ? Then again they could show only snowstorm or something (Which would be a brilliant backdrop for a specialised quest. have your party go around lighting up emergency beacons and have the weather change to reflect the direness of mission)
This. Also I do agree that a spiral-like shape could be interesting. Have some spots where the road forks into two different rooms to make it less of a tube though.