Improved Game Map, with further notes
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Improved Game Map, with further notes
Updated 4 years ago by RetroEdit

https://i.postimg.cc/fDZrdYBj/map.png

(Right click and open in a new tab to see the full-sized map.)

Description

Shown above is a full game map with all entities at their starting positions, which I automatically generated based on the game's files. Interestingly, the boss starts is a position that is significantly above the ground, which is not possible to realize in a normal game (I have verified this is not an error in the mapping process by injecting code into the game that freezes all of the entites and teleporting the player near the boss to observe).

Why a new map?

This map's goal is to be a good baseline map for further map-based planning, and it fixes all errors that were present in the map created by hand (e.g. more enemies than were originally present in certain places, etc.).

How useful is this?

As far as overall routing goes, this game map is limited in its applications, for both obvious and non-obvious reasons. The obvious reason is that the enemies will have moved from their starting position by the time the player reaches them, so the starting position is not directly useful for comparing approaches. However, even if this were mitigated (e.g. by creating an animated version of the map that allowed scrolling forward a certain amount of time), it would still be imperfect because there is no guarantee that the enemies will be loaded with precise timing; the enemy positions are loaded relative to the camera, and in certain conditions, enemy position (and particularly projectile timing) will load out of sync relative to other enemies. This phenomenon requires further investigation to be fully understood.

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