Login | Register


All times are UTC - 5 hours


It is currently Tue Nov 13, 2018 5:38 pm




Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Basic Levelarchitecture
PostPosted: Sun Oct 16, 2011 2:47 pm 

Joined: Thu Feb 17, 2011 1:42 pm
Posts: 50
Hi,
i'm fairly surprised, that even most veteran players in this game are completly unaware of the basic rules of level architecture in this game.
It is kinda tiring, if people run around the maggot lair for hours, just because they ignore simple basic rules, or they lure in a dozen unique marileths in tal rashas tomb, just because they are preferring to scout the whole level instead of checking the more likely spots for the exit first...
And if you advise them you either get ignored or called a maphacker so i guess it is useful to somehow spread and share those infomation.

All the following is based on a german guide on level architecture under the following link: http://diablo3.ingame.de/forum/strategi ... au-844075/
It basically describes directions for almost any indoor (few exceptions, e.g WSK) level in Diablo2 and will save everyone knowing those information a lot of time. It does not tell you where the exit is (only maphackers know) but it tells you the direction the exit is facing... And often this makes it much easier to find it quickly. So next time you enter crystalline passage, and you rage, that you found the exit before you got the wp, calm down... and blame yourself, because in 95% it was entirely your fault and not bad luck.

I will expand this thread later on, and translate the full german post and and the images. ( http://diablo3.ingame.de/forum/strategi ... au-844075/ )


But at first a short version: Diablo2 Indoor levels are mostly built out of different kind of rooms that are just put together like a big puzzle. Even in caves, that rooms might not look like real rooms, but you will still notice that there are a few limited number of shapes that are put together. Entrances, WP and Exits are part of such rooms. One thing that is special about the rooms, that have those special features are, that they are facing a certain direction. While you can not know, how all the rooms are put together, there is one thing that is fixed in most levels. It is the directions of the special rooms. If you enter the Durance of hate level 2 from level 1 and and you have to walk towards NE into the level, then the chamber with the WP will always face NW. Oh and the chamber with the exit towards Mythia will always face NE. So if you want to go to the WP, which direction will you turn first? Well, if you are in a hurry, you should turn left, because the likelyhood of the WP being there is much higher. And if you have no time at all and just want to get to Mythia very quickly... Just walk straight through the level.
All in one, the directions of those chambers in relation to each other are fixed every time.

Following all directions that are fixed in the game. Leftturn and Rightturn describes the way when you walk AWAY FROM point A which will make you walk TOWARDS point B.
Here is a picture in german explaining it: (translation comes later, geradeaus = straight, Linksrum = Leftturn, Rechtsrum = rightturn)
Image

Disclaimer: The following is a direct translation from the german post, pictures will be translated later
The translation and fomatting is not complete yet, sometimes because i didnt know exactly corresponding english level/monsternames, sometimes i was not sure, if those levels have been altered in HU. In case anyone wants to help complete this information, just contact me via Forum or directly on the realm (*ElChicken and *ElChicken2 are my accounts, mainly the latter one lately)

3.1. leftturn

(i) Act 1:
1. all caves (Grotte lvl1, Loch lvl1, Grube lvl1):
definition of straight:
Image
as you see, it doesnt matter where the initial entrance is facing, rather look for the direction of the bigger chamber
entrance --> lvl2. . . leftturn
Comments
Grotte lvl1:
- lvl2 --> coldcrow. . . leftturn
- entrance --> coldcrow. . . straight
den of evil:
- entrance --> Corpsefire. . . leftturn

2. Burial grounds caves (Mausoleum, Krypta): (removed in HU)
definition of straight: obvious
entrance --> chest . . . leftturn

3. underground passage lvl1:
definition of straight: as in (3.1.(i) 1.)
entrance --> lvl2 . . . leftturn
lvl2 --> exit. . . leftturn
that results in: entrance --> exit. . . straight

4. Forgotten tower lvl1-4:
definition of straight: obvious
entrance --> exit. . . leftturn

5. Jail:
definition of straight: The direction given by the big room you start in, obv at WP.
(i) lvl1:
entrance --> WP . . . leftturn
WP --> exit. . . leftturn
that results in: entrance --> exit. . . straight
(ii) lvl2:
entrance --> Schleimer Faulhund . . . leftturn
Schleimer Faulhund --> exit. . . leftturn
that results in: entrance --> exit. . . straight
(iii) lvl3:
entrance --> exit. . . leftturn


(ii) Act 2:
1. sewers:
definition of straight: quite obvious
(i) lvl2:
entrance --> WP . . . leftturn
WP --> exit. . . leftturn
that results in: entrance --> exit. . . straight
(ii) lvl3: (altered in HU)
entrance --> Radament. . . leftturn

2. old tunnles:
definition of straight: quite obvious
entrance --> chest . . . leftturn

3. All "caves" (stoney tomb lvl1+2, halls of the dead lvl1-3, clawviper temple lvl1, Tal Rashas tomb(all 7)) :
definition of straight: there are always 3 ways from the exit, the middle one is straight, here a bad picture:
Image
entrance --> next lvl/Chest/Duriel. . . leftturn
Bemerkungen
stoney tomb lvl2:
- Chest --> Kriecharm. . . leftturn
- entrance --> Kriecharm. . . straight
zu Tal Rashas Grab:
- Chest(/Duriel kann der auch bei Duriel sein?) --> Kaa der Seelenlose. . . leftturn
- entrance --> Kaa der Seelenlose. . . straight


(iii) Act 3:
1. All "caves" (swampy pit lvl1+2, Flayer Dungeon lvl1+2):
definition of straight: quite obvious
entrance --> exit. . . leftturn

2. canalisation lvl1:
definition of straight: quite obvious
exit to lvl2 --> Chest. . . leftturn

3. Durance of Hate:
definition of straight: obvious
(i) lvl1:
entrance --> exit. . . leftturn
(ii) lvl2:
entrance --> WP . . . leftturn
WP --> exit. . . leftturn
that results in: entrance --> exit. . . straight

(iv) Act 5:
1. halls van Vaught
definition of straight: obvious
Champions --> evil urn. . . leftturn
evil urn --> Nihlathak . . . . leftturn
that results in: Champions --> Nihlathak. . . straight

2. Matronencave (removed in HU)
definition of straight: obvious
entrance --> Lilith. . . leftturn


3.2. straight
Some result from last paragraph but are still listed here

(i) Act 1:
1. Underground passage lvl1:
definition of straight: as above (3.1.(i) 1.)
entrance --> exit. . . straight

2. Jail lvl1+2:
definition of straight: direction given by the room of entrance, obvious at WP
entrance --> exit. . . straight
comments to lvl2:
- entrance --> Schleimer Faulhund. . . leftturn
- Schleimer Faulhund --> exit. . . leftturn


(ii) Act 2:
1. Sewers lvl2:
definition of straight: quite obvious
entrance --> exit. . . straight

2. Halls of the dead lvl2:
definition of straight: there are always 3 ways from the entance, the middle one is straight.
entrance --> WP. . . straight
that results in: "entrance --> exit. . . leftturn":
WP --> exit. . . rightturn

3. Maggot lair lvl3:
definition of straight: as in lvl1
entrance --> boss. . . straight
Comment: The room with the boss always faces notheast, so straight is also always northeast.


(iii) Act 3:
Durance of hate lvl2:


definition of straight: obvious
entrance --> exit. . . straight

3.3. rightturn
One results from the last paragaphs, but is still listed here.

(i) Act 1:
catacombs lvl2:
definition of straight: quite obvious
WP --> exit. . . rightturn


(ii) Act 2:
1. Halls of the dead lvl2:
definition of straight: there are always 3 ways from the entance, the middle one is straight.
WP --> exit. . . rightturn

2. Maggot Lair lvl1+2:
definition of straight: quite obvious
entrance --> exit. . . rightturn


(iii) Act 5:
Worldstonekeep lvl2:
definition of straight: obvious
WP --> exit


3.4. icecaves
The icecaves could have been also explained in the paragraphs before, but it is easier to decribe them in pictures, since they have an intresting place in every direction.

All "icecaves":
definition of straight:

Image
crystall passage, glacial trail, ancients way:
Image
Eingang=Entrance
Ausgang = Exit
Höhle = Cave/Citadel
I hope it is understandable what is meant.
It could also be said like:
crystall passage, ancients way:
entrance --> exit --> cave/citadel --> WP --> entrance. . . leftturn
glacial trail:
entrance/WP --> exit --> cave --> Chest --> entrance/WP. . . leftturn
(comment.: entrance/WP are in the same direction so could be described as backwards)


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Basic Levelarchitecture
PostPosted: Sun Oct 16, 2011 2:48 pm 

Joined: Thu Feb 17, 2011 1:42 pm
Posts: 50
Oki, now i'm tired and will play a bit ^^
Afterwards i will probably try to improve the readability a bit by adding back in the whole formatting and fixing my awful english and probably later translate images and the rest of the german post. As said before, if someone wants to help, go ahead.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Basic Levelarchitecture
PostPosted: Sun Oct 16, 2011 3:08 pm 
User avatar

Joined: Sun Apr 25, 2010 9:26 am
Posts: 285
I already created a topic about this once, but not many viewed it...:
viewtopic.php?f=10&t=3791

also most of the areas that were added to HU are preset levels, but many people still have struggle to find the right way...

_________________
I need more Dropbox space, pls register using this referal link, so you and me get 500mb more space:
http://db.tt/sbpJWYD1


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Basic Levelarchitecture
PostPosted: Sun Oct 16, 2011 4:05 pm 

Joined: Mon Feb 21, 2011 11:47 am
Posts: 615
Location: Stockholm, Sweden
I do what I've always done in most places that arent static, pick a wall and follow it :P

_________________
Its always in the last place you look....


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Basic Levelarchitecture
PostPosted: Sun Oct 16, 2011 4:19 pm 
Game Server Host
User avatar

Joined: Mon Aug 31, 2009 12:33 am
Posts: 4291
characters left wall going clockwise for me

_________________
Bron wrote:
There's no cure for being a cunt.


Top
 Offline Profile  
Reply with quote  
 Post subject: Re: Basic Levelarchitecture
PostPosted: Sun Oct 16, 2011 10:58 pm 

Joined: Thu Feb 17, 2011 1:42 pm
Posts: 50
Verb wrote:
I do what I've always done in most places that arent static, pick a wall and follow it :P


this is much faster, if you at least pick the right wall ^^ (and well, if you add some thinking you could save some more time, but many ppl dont like the trade of braincells for time)


Top
 Offline Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: