World map: Difference between revisions

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352 bytes added ,  15:09, 17 January 2023
→‎Interactive Map: Added rect for Eyn Roj
(Ruins in Deep Jungle replaced with Baroque Ruins)
(→‎Interactive Map: Added rect for Eyn Roj)
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{{stub}}__NOTOC__<!-- TOC is intentionally hidden because otherwise it includes mobileonly/nomobile sections even when they aren't visible to the user -->
{{stub}}__NOTOC__<!-- TOC is intentionally hidden because otherwise it includes mobileonly/nomobile sections even when they aren't visible to the user -->
The '''map''' in [[{{gamename}}]] is composed of procedurally-generated pixel art creating complex environments and [[locations]].
The world map is a game construct that facilitates travel to various [[locations]] within Qud. Its overall appearance is largely the same in every game session, however, certain locations may be found in different places and the majority of locations recorded in the [[journal]] are procedurally generated and indicated by a triangle in the corner of the world map tile they can be found in.
 
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Click on any location to send you to that page!
Click on any location to send you to that page!
<div style="overflow:auto;height:622px;">
<div style="overflow:auto;height:622px;">
<imagemap>File:World_Map_(Deep_Jungle).png|alt=The world map of the rusty world of Qud. Each significant location can be clicked to send the user to the relevant page. If the image map does not load or work, please use the regular article.
<imagemap>File:World_Map_(Moon_Stair).png|alt=The world map of the rusty world of Qud. Each significant location can be clicked to send the user to the relevant page. If the image map does not load or work, please use the regular article.


rect 78 48 96 72 [[Six Day Stilt]]
rect 78 48 96 72 [[Six Day Stilt]]
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poly 863 528 863 551 847 551 847 575 832 575 832 528 [[Ruins]]
poly 863 528 863 551 847 551 847 575 832 575 832 528 [[Ruins]]
#Ruins for deep jungle, starting with the two-tile one directly north of the ridge separating deep and regular jungle and going roughly clockwise from there, ending with the two-tile dome one directly south of Lake Hinnom.
#Ruins for deep jungle, starting with the two-tile one directly north of the ridge separating deep and regular jungle and going roughly clockwise from there, ending with the two-tile dome one directly south of Lake Hinnom.
rect 991 288 960 311 [[Baroque Ruins]]
rect 991 288 960 311 [[Baroque ruins]]
poly 1039 216 1039 263 1024 263 1024 239 1008 239 1008 216 [[Baroque Ruins]]
poly 1039 216 1039 263 1024 263 1024 239 1008 239 1008 216 [[Baroque ruins]]
rect 1071 264 1040 287 [[Baroque Ruins]]
rect 1071 264 1040 287 [[Baroque ruins]]
rect 1103 168 1072 191 [[Baroque Ruins]]
rect 1103 168 1072 191 [[Baroque ruins]]
poly 1167 264 1167 311 1152 311 1152 287 1136 287 1136 264 [[Baroque Ruins]]
poly 1167 264 1167 311 1152 311 1152 287 1136 287 1136 264 [[Baroque ruins]]
rect 1168 360 1183 383 [[Baroque Ruins]]
rect 1168 360 1183 383 [[Baroque ruins]]
rect 1200 432 1215 455 [[Baroque Ruins]]
rect 1200 432 1215 455 [[Baroque ruins]]
rect 1216 456 1231 479 [[Baroque Ruins]]
rect 1216 456 1231 479 [[Baroque ruins]]
rect 1200 480 1215 503 [[Baroque Ruins]]
rect 1200 480 1215 503 [[Baroque ruins]]
rect 1232 504 1247 527 [[Baroque Ruins]]
rect 1232 504 1247 527 [[Baroque ruins]]
rect 1199 504 1168 527 [[Baroque Ruins]]
rect 1199 504 1168 527 [[Baroque ruins]]
rect 1103 552 1072 575 [[Baroque Ruins]]
rect 1103 552 1072 575 [[Baroque ruins]]
rect 1055 576 1024 599 [[Baroque Ruins]]
rect 1055 576 1024 599 [[Baroque ruins]]
#Mountains for ridge between deep and regular jungle.
#Mountains for ridge between deep and regular jungle.
poly 911 216 911 239 895 239 895 263 864 263 864 216 [[Mountains]]
poly 911 216 911 239 895 239 895 263 864 263 864 216 [[Mountains]]
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poly 895 240 895 264 911 264 911 312 927 312 927 336 959 336 959 360 975 360 975 384 991 384 991 407 928 407 928 359 911 359 911 383 880 383 880 312 896 312 896 287 880 287 880 263 848 263 848 240 [[Hills]]  
poly 895 240 895 264 911 264 911 312 927 312 927 336 959 336 959 360 975 360 975 384 991 384 991 407 928 407 928 359 911 359 911 383 880 383 880 312 896 312 896 287 880 287 880 263 848 263 848 240 [[Hills]]  
#Mountains, hills, Deathlands for the eastern edge of the map.
#Mountains, hills, Deathlands for the eastern edge of the map.
poly 1247 48 1247 72 1263 72 1263 167 1247 167 1247 240 1263 240 1263 287 1231 287 1231 312 1247 312 1247 407 1231 407 1231 431 1216 431 1216 384 1232 384 1232 359 1199 359 1199 407 1152 407 1152 384 1168 384 1168 336 1184 336 1184 287 1168 287 1168 239 1152 239 1152 216 1184 216 1184 143 1168 143 1168 96 1184 96 1184 72 1216 72 1216 48 [[Deathlands]]
rect 1215 119 1232 144 [[Eyn Roj]]
poly 1279 0 1279 503 1264 503 1264 311 1248 311 1248 215 1152 215 1152 191 1120 191 1120 143 1104 143 1104 119 1072 119 1072 96 1088 96 1088 72 1136 72 1136 48 1200 48 1200 24 1216 24 1216 0 [[Mountains]]
poly 1247 48 1247 72 1263 72 1263 167 1247 167 1247 240 1263 240 1263 287 1231 287 1231 312 1247 312 1247 407 1231 407 1231 431 1216 431 1216 384 1232 384 1232 359 1199 359 1199 407 1152 407 1152 384 1168 384 1168 336 1184 336 1184 287 1168 287 1168 239 1152 239 1152 216 1184 216 1184 143 1168 143 1168 96 1184 96 1184 72 1216 72 1216 48 [[Moon Stair]]
poly 1279 0 1279 503 1264 503 1264 311 1248 311 1248 215 1152 215 1152 191 1120 191 1120 143 1104 143 1104 119 1072 119 1072 96 1088 96 1088 72 1136 72 1136 48 1200 48 1200 24 1216 24 1216 0 [[Moon Stair]]
poly 1279 120 1279 551 1247 551 1247 599 1216 599 1216 575 1183 575 1183 599 1072 599 1072 576 1120 576 1120 552 1200 552 1200 528 1215 528 1215 552 1232 552 1232 504 1248 504 1248 311 1232 311 1232 239 1120 239 1120 215 1088 215 1088 120 [[Hills]]
poly 1279 120 1279 551 1247 551 1247 599 1216 599 1216 575 1183 575 1183 599 1072 599 1072 576 1120 576 1120 552 1200 552 1200 528 1215 528 1215 552 1232 552 1232 504 1248 504 1248 311 1232 311 1232 239 1120 239 1120 215 1088 215 1088 120 [[Hills]]
poly 1279 120 1279 599 1024 599 1024 551 1008 551 1008 383 928 383 928 359 912 359 912 335 896 335 896 216 912 216 912 192 976 192 976 144 1008 144 1008 120 [[Deep Jungle]]
poly 1279 120 1279 599 1024 599 1024 551 1008 551 1008 383 928 383 928 359 912 359 912 335 896 335 896 216 912 216 912 192 976 192 976 144 1008 144 1008 120 [[Deep jungle]]
rect 304 24 1199 599 [[Jungle]]
rect 304 24 1199 599 [[Jungle]]


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=== [[:Category:Locations|Locations]] ===
=== [[:Category:Locations|Locations]] ===
The general world map layout, including rivers, biomes, and notable story locations (such as [[Grit Gate]] and [[Bethesda Susa]]), is predetermined and will be the same in every playthrough.
The general world map layout, including rivers, biomes, and notable story locations (such as {{favilink|Grit Gate}} and {{favilink|Bethesda Susa}}), is predetermined and will be the same in every playthrough.


Additional locations, such as villages (including your starting [[village]]), ruins, [[Historical Site|historical sites]], lairs, and many other places, are randomly generated and different every playthrough.
Additional locations, such as villages (including your starting [[village]]), ruins, [[Historical Site|historical sites]], lairs, and many other places, are randomly generated and different every playthrough.
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Terrains represent the types of land or other topography that appear on the world map.
Terrains represent the types of land or other topography that appear on the world map.


The areas of the map covered by each terrain, such as the salt dunes, or the jungles, are always consistent. This can help you determine your approximate location by checking your current terrain against the world map, even when lost.
The areas of the map covered by each terrain, such as the {{favilink|salt dunes}}, or the {{favilink|jungle|plural}}, are always consistent. This can help you determine your approximate location by checking your current terrain against the world map, even when lost.


=== [[:Category:Biomes|Biomes]] ===
=== [[:Category:Biomes|Biomes]] ===
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=== Distance ===
=== Distance ===
[[File:Parasangs.png|thumb|left]]Distance on the world map is measured in '''parasangs'''.
[[File:Parasangs.png|frame|left]]Distance on the world map is measured in '''parasangs'''.


Each tile on the world map is one parasang from the next tile. This example image shows a chunk of the world map that is 3 parasangs tall and 8 parasangs wide. The player is currently one parasang south of [[Red Rock]].
Each tile on the world map is one parasang from the next tile. This example image shows a chunk of the world map that is 3 parasangs tall and 8 parasangs wide. The player is currently one parasang south of {{favilink|Red Rock}}.


It is common for [[Village Quest|village quests]] to involve finding a location that is a certain number of parasangs from another location, and you can use the world map tiles as a guide to help you with such quests.
It is common for [[Village Quest|village quests]] to involve finding a location that is a certain number of parasangs from another location, and you can use the world map tiles as a guide to help you with such quests.
<div style="clear:both;height:0px;"></div>
<div style="clear:both;height:0px;"></div>
=== Zones ===
=== Zones ===
Zones are the "screens" that your character moves through, fights in, or completes most other actions. Zones are the actual locations that you can enter from the world map (in other words, everything besides the world map). 1 parasang or tile on the World map represents a 3x3 area of 9 zones. When you descend downward from the world map, you'll arrive by default in the central zone of that parasang. If you've previously discovered special locations, such as ruins, lairs, villages, or other places, you'll be given an option to decide which part of the parasang you want to decend into from the world map.
Zones are the "screens" that your character moves through, fights in, or completes most other actions. Zones are the actual locations that you can enter from the world map (in other words, everything besides the world map). 1 parasang or tile on the World map represents a 3x3 area of 9 zones. When you descend downward from the world map, you'll arrive by default in the central zone of that parasang. If you've previously discovered special locations, such as ruins, lairs, villages, or other places, you'll be given an option to decide which part of the parasang you want to descend into from the world map.


Here's an example of what 1 parasang of the world map looks like. As you can see, it is a 3 x 3 area composed of 9 total zones.
Here's an example of what 1 parasang of the world map looks like. As you can see, it is a 3 x 3 area composed of 9 total zones.
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| where  = _pageNamespace=0 AND IsTerrain = False
| where  = _pageNamespace=0 AND IsTerrain = False
}}
}}
* [[Shadow of the Spindle]]
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<div style="padding-right: 3em;">
<div style="padding-right: 3em;">
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==World Tier==
==World Tier==
{{Main|Zone Tier}}
{{Main|Zone Tier}}
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[[Image:Qud_World_Map_(reef_version).png|600px|class=scalable]]
[[Image:Qud_World_Map_(reef_version).png|600px|class=scalable]]


{{Mechanics Navbox}}
[[Category:World]]
[[Category:World]]
[[Category:Locations]]
[[Category:Locations]]
[[Category:Mechanics]]
[[Category:Mechanics]]

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