First, let's get a quick understanding of how maps are made, and then we'll go over how to use this guide. The structure is not complicated at all.
Typically, the layout of the indoor map is made up of a few separate tiles, all of which are linked together in some way. There is a tile in the middle that connects other tiles around it, such as the entrance and exit of the waypoint tile level, or some mission targets and gold boxes. Here, we can frequently see some rules that we can use to draw such a structure. The tiles do not need to be square, but the size will remain the same. Additionally, the map will not have the appearance of a cross. This is just a simplified sketch that will hopefully help you better understand the situation. For instance, I chose to adopt the Endurance of Hate Level 2 strategy. If you begin your exploration at the entrance and proceed clockwise, you will typically find that the waypoint of the first stage 3 is paved in a direct line with the entrance cheap D2R items.
You can enter the third stage clockwise from the waypoint because the direction of the exit is always the opposite of the direction you entered. A very brief illustration is presented for our perusal here. The tower example is yet another map that you should normally investigate in a clockwise manner as you progress through the game. The maggot Blair and the world stone can be found in the direction that I just mentioned, which is counterclockwise. Because there are always some exceptions, I want to quickly point out why the size and shape of the tiles in the map I mentioned are not as regular as in the sketch, and the tiles may not conform to the usual pattern. Because all tiles need to be connected to other parts of the map, in our sketch, tiles are connected to the middle part of the map. Because there are always some exceptions, I want to quickly point out why the size and shape of the tiles in the map I mentioned are not as regular as in the sketch.
Everything appears to be in order, but the same thing could occur here as well. Instead of being connected to the tiles in the middle, the tiles that were previously located on the top right have been moved so that they are now connected to the tiles on the bottom left. When the map is generated, each tile has a direction that indicates which side it is connected to the rest of the map on. This direction is called the tile's "fixed direction."However, situations like this will arise on occasion, and we should be prepared to recognize and react appropriately when they do. But at this point, let's put all that theory into practice and begin Act 1 with some grassland maps outside. You can take the path that always leads to some caves or other areas and walk along that.
This overview will explain how all of the different areas in the first act are connected to one another in the first area. There is only one way to reach the abode of evil. The calm individuals who are currently waiting at the entrance to the icy plain should take the other route. The entrance to the cemetery is always located in a corner of the map. The stone field is connected to the middle of one side of the map; the path of the stone field is close to the stone, so it is easy to find them. You can also find the first road point of the cold plain; the path leads to the cemetery; the stone yard and the cave; the entrance to the cemetery is always located in a corner of the map. It reaches its conclusion at the entrance of the underground passage and can either be positioned within the map itself or at the boundary of the interior space. The following is our organizational structure. Because the exit tile is always the tile that is opposite of the entrance tile, we need to proceed in a straight clockwise direction.
You'll find yourself on the second floor here. But getting out of this dense forest is a priority for us right now. The only destination this road can take you to is the dark marsh. There is no accurate model available for locating the tower in that location. However, the majority of the time it is located in close proximity to the edge of the map. The path can be followed to reach the cave as well as the tall tower.
The corridor always has the same structure from where you are to where the pit is and where the outer corridor is. However, before we proceed any further, let's take a look at the tower that's located in the dark marsh. You ought to be similar to what I mentioned at the beginning, which is that there is a fixed layout on the fifth floor of the cellar of the clockwise exploration tower. Now that we have that out of the way, let's examine the external clusters that are at the waypoint.
Because only the layout a that is located in the middle of the three different layouts is a cross, we are able to determine where we should go. On the map, we can make out some smaller square objects in the upper right corner. Given the circumstances, we have no choice but to choose the path in the middle; consequently, we will go vertically to the middle layout b, which features a fountain. There are some square objects, and there are some right angles on the side. The waypoint is located on the right side of the corner. We are required to take the road to the left, which follows the left layout c. However, the waypoint is located to the left of the fountain that is in the center of the area.