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Basic Levelarchitecture http://forum.arimyth.com/viewtopic.php?f=10&t=4844 |
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Author: | ElChicken [ Sun Oct 16, 2011 2:47 pm ] |
Post subject: | Basic Levelarchitecture |
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) 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: 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: 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: crystall passage, glacial trail, ancients way: 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) |
Author: | ElChicken [ Sun Oct 16, 2011 2:48 pm ] |
Post subject: | Re: Basic Levelarchitecture |
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. |
Author: | ki4m [ Sun Oct 16, 2011 3:08 pm ] |
Post subject: | Re: Basic Levelarchitecture |
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... |
Author: | Verb [ Sun Oct 16, 2011 4:05 pm ] |
Post subject: | Re: Basic Levelarchitecture |
I do what I've always done in most places that arent static, pick a wall and follow it :P |
Author: | PureRage-DoD [ Sun Oct 16, 2011 4:19 pm ] |
Post subject: | Re: Basic Levelarchitecture |
characters left wall going clockwise for me |
Author: | ElChicken [ Sun Oct 16, 2011 10:58 pm ] |
Post subject: | Re: Basic Levelarchitecture |
Verb wrote: I do what I've always done in most places that arent static, pick a wall and follow it 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) |
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