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Online talk:Maps

Standards for Location LevelsEdit

To maintain some consistency across the maps, I'd like to impose a standard on what locations should appear at what depths. I'm thinking something like this:

Zone maps (except Cyrodiil)Edit

  • 1-5 - Nothing
  • 6 - Gates to neighboring Zones
  • 7 - Wayshrines, Area Maps (for cities, etc.) (Possibly omit Wayshrines within cities and move them to level 8)
  • 8 - Towns, Forts, Dungeons, Landmarks, Group Bosses, Dolmens, Crypts, Cemetaries, Battlefields, Groves, Ruins, etc.
  • 9 - Skyshards, Chests, Mundus Stones, Quest-starting NPCs
  • 10 - Quest-objectives, City districts (e.g. marketplace, crafting areas, docks)
  • 11 - Resource nodes, individual merchants, crafting stations, noteworthy NPCs and creatures (including group bosses)

CyrodiilEdit

  • 1-5 - Nothing
  • 6 - Border Keeps
  • 7 - All Keeps and Outposts
  • 8 - Same as above
  • 9 - Same as above, plus Farms/Mills/Mines around Keeps
  • 10 - Same as above
  • 11 - Same as above

CitiesEdit

  • 1-7 - Nothing
  • 8 - Wayshrines
  • 9 - City Districts, Guild HQs
  • 10 - Doors (to buildings without another icon), Skyshards
  • 11 - Resources, individual merchants, crafting stations, notable NPCs and creatures

DungeonsEdit

These may be adjusted for larger or smaller dungeons, but it's generally this or add/subtract 1 on all levels as appropriate.

  • 1-7 - Nothing
  • 8 - Doors to other levels, exit
  • 9 - Skyshards, Chests, noteworthy NPCs and creatures (including bosses)
  • 10 - Quest-objectives, Resource nodes, crafting stations

Feel free to suggest alterations to these, and let me know if I've omitted anything important. — TheRealLurlock (talk) 19:25, 1 April 2014 (GMT)

I disagree with the zone maps. Normally, i'm at zoom level 9 or 10 when looking at the map. That zooms in enough to give you a detailed view of the area, while still showing a reasonable amount of the zone. Any higher and the size of the icons completely obscure the actual map, which makes it useless. For me, zoom level 9 on the zone maps shows about 75% of the zone. Is this different for you? I would support the city level suggestions for zones, so 8 for wayshrines, 9 for map icons, 10 for zones without an icon and skyshards (possibly chests and lorebooks here too), 11 for resources, individual NPCs and creatures, etc. Jeancey (talk) 20:26, 1 April 2014 (GMT)
Actually, I think I'm with you on that one. It may be I was looking at a smaller zone when I chose these. So let me amend that:

ZonesEdit

  • 1-6 - Nothing
  • 7 - Gates to neighboring Zones
  • 8 - Wayshrines, Area Maps (for cities, etc.) (Possibly omit Wayshrines within cities and move them to level 9)
  • 9 - Towns, Forts, Dungeons, Landmarks, Group Bosses, Dolmens, Crypts, Cemetaries, Battlefields, Groves, Ruins, etc.
  • 10 - Skyshards, Chests, Mundus Stones, Quest-starting NPCs, City districts (e.g. marketplace, crafting areas, docks), Doors without icons
  • 11 - Quest-objectives, Resource nodes, individual merchants, crafting stations, noteworthy NPCs and creatures (including group bosses)
Better? — TheRealLurlock (talk) 20:47, 1 April 2014 (GMT)
Looks good to me at first glance...it depends a little bit on how "busy" the maps gets. We should also mention which locations should have labels displayed or not. As a start the following locations don't have a displayed label when I add them:
  • Chests / containers
  • Crafting stations
  • Skyshards
  • Wayshrines
  • General vendor locations in cities
  • Mundus Stones (arguably could have labels)
Feel free to amend this. With tooltips we could probably have more locations without labels to make the map less busy if desired. -- Daveh (talk) 21:02, 1 April 2014 (GMT)
Yeah, I've also been playing around with label placement to avoid overlaps wherever possible. One thing that might be a nice feature would be a selection of filter buttons so that e.g. if you only wanted to see dungeons, you could un-check everything else and clear away the clutter. This would also allow people who don't want things like Skyshard locations spoiled to simply turn them off. Another neat feature would be a list of quests, so that you could view only the markers relevant to a specific quest, rather than cluttering up the map with quest objectives. (We'd have to be able to indicate which quest markers go with which quest of course, but we should do that anyhow, preferably soon before we start filling in all the rest of those, because there will be a lot.) — TheRealLurlock (talk) 22:00, 1 April 2014 (GMT)
A filter is on the todo list and relatively near the top at the moment...assuming I can figure a way of implementing it easily. I'd also like to do that quest thing but will require a way of linking quests together which isn't currently in the system (but am planning to add at some point). -- Daveh (talk) 22:23, 1 April 2014 (GMT)

Some minor nitpicksEdit

  • The size of the shadow behind labels seems to be based on number of characters, rather than the actual width of the text. So names with a lot of skinny letters in them end up with a bunch of wasted space. Look at "Stillrise Village" in Shadowfen for a particularly egregious example.
  • It'd be nice to allow linebreaks in labels. Some of those longer names are very difficult to place without overlapping things.
  • If one area is completely inside the bounding rect of another rectangle, it will never highlight. The only example I'm aware of is Bleakrock Isle, which is entirely within the bounding rect of Eastmarch on the Tamriel map. However, there are other places where they conflict. Look at the border between Greenshade and Malabal Tor. Greenshade will not highlight until you are south of the Malabal Tor's southernmost extent, nor can you click on it where the bounding rects intersect.
  • The click-and-drag problem I mentioned before also applies to the above. It would be nice if that could be fixed. This will also apply to Paths of course. That'll need to be fixed before we can draw the Transitus Network in Cyrodiil. I still think it'd be easier just to have a Line object, whose two ends are automatically bound to two nodes of your choice. Place an optional icon at the midpoint of the line for editing it - we can use the gameart\mappins\ava_transitlink_X icons for that, though we'd probably need to make a neutral white one rather than have them all color-coded.
  • If you're editing an icon within a map that has a parent map, the right-click behavior should be disabled, allowing you to use the right-click to copy/paste. What happens instead is that you jump back to the parent map and all your edits are lost.
  • Need some error checking on some fields. I was changing the depth of an icon from 9 to 10, and I screwed up and accidentally didn't delete the 9, so it ended up at depth 910, which of course instantly made the icon disappear, never to be seen again. That should be set to not allow values greater than 11 or less than 6 (or is it 5?).
  • Icons' draw order should probably be in decreasing order of depth, not in the order the icons were created. Where two icons with different depths are close to eachother, the one with the lower depth value should be on top. (fixed I think)
  • The zoom in/out buttons should be disabled when you're at max/min zoom. Should be simple enough.
  • Zooming through more than 1 layer with the mouse wheel or clicking multiple zone-changing links quickly still causes serious display problems.
  • The words "Treasure Map" should be a clue to use the Treasure Map icon, much as you do with Wayshrines and Chests. Not sure what else. These should also have no label, and only appear at depth 11.
  • Some icons will not have links back to the Wiki. It should be possible to clear the "Wiki Page" field and just have that not be a link. (Mainly things like chests, resource nodes, etc.)
  • The wiki page field automatically copies the location name for new locations unless it is set. If you manually clear the page field afterwards it will say cleared. -- Daveh (talk) 15:57, 18 April 2014 (GMT)

These are just a few quibbling suggestions. Feel free to ignore them if any are too much work to be worth it. — TheRealLurlock (talk) 23:32, 2 April 2014 (GMT)

Some more:
  • Map links which lead to a sub-map have no way of linking to the corresponding Wiki page. My recommendation is to add a link, say floating over the top center of the map, that always leads to the Wiki page for the current zone.
  • Added the "Goto Wiki Page" in the top menu bar which should do what you were thinking. -- Daveh (talk) 16:09, 18 April 2014 (GMT)
  • When opening up the drop-down list, it should scroll to the current zone you're in, maximize its group, and minimize the other groups (when in group mode).
  • Coldharbour link in the grouped list doesn't work - again it's listed as "Cold Harbour" when it should be one word.
  • There are two links for "Blackforge" - the one in "Unknown" can be removed, as it is definitely in Coldharbour.
  • The "Guildmaps" and "Main" groups can safely be moved out of the "Unknown" section - they aren't unknown, they're just accessible from all three alliance zones. We might want to split "Guildmaps" between "Mages Guild" and "Fighters Guild", once we figure out which are which.
  • The two Zehtswater Cave maps in "Unknown" have newer versions in the Alik'r Desert section. Still not sure where on the map it's located, but I'd say the Unknown versions probably can be removed (unless we want to group all the old/test maps in another section just for archival reasons).
  • There's quite a bit of spelling errors/name changes/apostrophe abuse in the names in the drop-down list. This wouldn't be a problem if the dropdown list displayed the "Display Name" rather than the internal map name. But as is, only you can correct them. If you want a list, I can probably throw one together, but better would be to just make the list use the Display names, then anyone can change things when we spot more errors.
TheRealLurlock (talk) 20:01, 4 April 2014 (GMT)

Here is a table of all the broken links in the grouped drop-down list, along with worldIds, map names, and what the map names SHOULD be if I could find them:

Map name worldId Listed as Should be
Auridon
Hazik's Lair 715 hazikslair Hazak's Hollow (Khenarthi's Roost)
Mehrune's Spite 139 mehrunesspite Mehrunes' Spite
Veiledkeep Base 161 veiledkeepbase Veiled Keep
Grahtwood
Burrootkwama Mine 383 burrootkwamamine Burroot Kwama Mine
Caveofbroken Sail 384 caveofbrokensails Cave of Broken Sails
Grey Mire 403 greymire The Gray Mire
Redfurtrading Post 416 redfurtradingpost Redfur Trading Post
Reliquary of Stars 417 reliquaryofstars Reliquary Ruins
Vindeath Cave 425 vindeathcave Vinedeath Cave
Greenshade
Gurzags Mine 437 gurzagsmine Gurzag's Mine
Oldmerchant Caves ? ? ?
Serpents Grotto 455 serpentsgrotto Serpent's Grotto
Khenarthi's Roost
Should contain: Mistral, Hazak's Hollow, Temple of the Mourning Springs, all of which are curently listed in Auridon
Malabaltor (should be Malabal Tor)
Baandaritrading Post 503 baandaritradingpost Baandari Trading Post
Blackvine Ruins 505 blackvineruins Black Vine Ruins
Blackvine Ruins I shouldn't exist
Deadman's Drop 508 deadmansdrop Dead Man's Drop
Reapersmarch (should be Reaper's March)
Dokrin Temple 529 dokrintemple Do'Krin Monastery
Fardir's Folly 531 fardirsfolly Fadir's Folly
Reapers March 547 reapersmarch Reaper's March
The Vilemanse First Floor 555 thevilemansefirstfloor The Vile Manse First Floor
The Vilemanse Second Floor 556 thevilemansesecondfloor The Vile Manse Second Floor
Weepingwind Cave 558 weepingwindcave Weeping Wind Cave
Alikr (should be Alik'r Desert)
Divadschagrin Mine 106 divadschagrinmine Divad's Chagrin Mine
Imperviou's Vault 108 imperviousvault Impervious Vault
Bangkorai
Hallins Stand 180 hallinsstand Hallin's Stand
Onsisbreath Mine 187 onsisbreathmine Onsi's Breath Mine
Betnihk
(should be Betnikh, and in its own category, with Carzog's Demise and Morseli)
Glenumbra
Stros M'kai 376 strosmkai Stros M'Kai (and its own category)
Rivenspire
Lorkrata ruins a 574 lorkrataruinsa Lorkrata Hills
Stormhaven
Stros M'kai
(should be Stros M'Kai and its own category, with Bthzark, Port Hunding, The Grave, Goblin Mine Start and End)
Bal Foyen
(should be its own category, with Dhalmora)
Bleakrock
(should be Bleakrock Isle and its own category, with Bleakrock Village, Orkey's Hollow, Hozzin's Folly)
Deshaan
Corpse Garden 287 corpsegarden The Corpse Garden
Deep Crag Den 286 deepcragden Deepcrag Den
Kwama Colony ? ? ?
Lower Bthanuel 296 lowerbthanuel Lower Bthanual
Triple Circle Mine 310 triplecirclemine The Triple Circle Mine
Eastmarch
Oldsords Cave 331 oldsordscave oldsordscave
The Rift
Shroud Hearth 692 shroudhearth Shroud Hearth Barrow
Shadowfen
Brokentusk Cave 589 brokentuskcave Broken Tusk
Chidmoska Ruins 590 chidmoskaruins Chid-Moska Ruins
Hall of the Dead ? ? Seems to be Eastmarch?
Mudtree Mine 598 mudtreemine Mud Tree Mine
Onkobrakwama Mine 599 onkobrakwamamine Onkobra Kwama Mine
Shadow's Caleen Clave Works, but really should be "Shadowscale Enclave"
Shrine of Blackworm 604 shrineofblackworm Shrine of the Black Maw
Sunscaleen Clave 609 sunscaleenclave Sunscale Enclave
Stonefalls
Bal Foyen Should be in its own group
Bleakrock Village Should be in Bleakrock Isle group
Davons Watch 624 davonswatch Davon's Watch
Dhalmora Should be in Bal Foyen group
Hozzin's Folley 633 hozzinsfolley Hozzin's Folly, and in Bleakrock Isle group
Orkeys Hollow 639 orkeyshollow Orkey's Hollow, and in Bleakrock Isle group
Cyrodiil
Coldharbour
Cold Harbour 203 coldharbour Coldharbour
Depraved Grotto 205 depravedgrotto The Grotto of Depravity
Hollow City 211 hollowcity The Hollow City
Malsorra's Tomb 220 malsorrastomb Mal Sorra's Tomb
Vault of Haman Forgefire 233 vaultofhamanforgefire The Vault of Haman Forgefire
Wailing Maw 238 wailingmaw The Wailing Maw
Unknown
Blackforge Duplicate of Coldharbour link

TheRealLurlock (talk) 19:38, 9 April 2014 (GMT)

Oh, and another thing - Map Links to locations with an apostrophe in the name don't seem to work. It takes you to the zone, but doesn't center on the location. Is there an easy solution for this? — TheRealLurlock (talk) 20:21, 9 April 2014 (GMT)
I know I'm asking for a lot of things on here, but here's one more. When you roll over an Area, the area should remain lit up even if you're rolling over the area's label. Also, both Areas and standard icon labels should also highlight the text when you roll over - maybe make it white? Or just a lighter green maybe? Would have to see what colors show up best. Maybe just making it bold-face would be enough? Both of these would make it easier to see what exactly you're rolling over. — TheRealLurlock (talk) 22:54, 10 April 2014 (GMT)
I've fixed all the above map names and a bunch of new ones since then. -- Daveh (talk) 11:31, 17 April 2014 (GMT)
Hmm. I notice you've made the drop-down list use the proper names instead of the internal names, which is good, but one problem is that if we make corrections to the names, such corrections are not reflected in the drop-down list, so it results in a broken link. It does look like any changes to zone names will still have to be done manually by you, since we can't access that. As to the fixes, there's a few things I still see that aren't right:
  • The starter zones for Covenant and Pact are now their own sections, which is good, but you still need to break out Khenarthi's Roost and its respective maps (which you moved from Auridon to Malabal Tor for some reason?)
  • Greenshade has a "Fading Tree>" line in its group, which is not linked. Since that's not a real location that I'm aware of, That's apparently the Shrouded Hollow center area, but I'm guessing it's the result of a broken HTML tag?
  • There's a Tormented Spire link in Shadowfen, which I'm pretty sure belongs in Stonefalls.
  • Cave of Broken Sails is listed under both Auridon and Grahtwood. The Auridon one should be removed.
  • It's possible we may want sub-groups if that's not too difficult. In particular, Elden Root contains a half dozen very-similar maps. We might want to group things like that, as well as dungeons with multiple levels, etc. Especially if there are multiple related maps that may not be alphabetically adjacent, such as the Glister Vale maps.
  • I think we should make the full zone maps easier to find - put them on top of their respective group, and maybe bold-faced. The Subzones might also be separated from the list and placed at the end. (They don't actually appear in game in its current build, but it's nice to have them anyhow. Just maybe separate them from the maps that are in the game.) Likewise, the full Alliance maps should be at the top of their sections. And we should also separate Cyrodiil and Coldharbour and put them after the 3 Alliance groups, as we do on most pages that list them. (Thus the order would be: Mundus, Tamriel, Aldmeri, Daggerfall, Ebonheart, Cyrodiil, Coldharbour, Guildmaps, Main, Unknown.)
  • Speaking of "Unknown":
  • "Blackvine Ruins I" is an old version of Black Vine Ruins in Malabal Tor
  • "Craglorn" is probably related to the new large-group quest that's coming, but I suspect there'll be a new map for that.
  • "Silaseli Ruins" seems to be in Bangkorai, but I that's an out-dated map. Not sure if there's a better one for that.
  • "Slavepits" is duplicated as "Slave Pits" in Stonefalls. They're both out-dated maps, though. Again, not sure about a better one.
  • The two "Zehtswater" maps have better versions in the Alik'r Desert section.
  • The rest seem to be test maps.
  • There's a fair number of maps that despite having different names are identical. I'm not sure what we want to do with these. If they have different icon locations we should keep them all, but otherwise, we may want to cull some of those out. That may require a bit of research to figure out which might not be needed.
  • Some maps are definitely outdated. I think the ones with the dark brown background instead of tan are not in game. Definitely the ones that just look like a top-down render of the map (with black background) are wrong. Some of those we do have better versions for, as I linked in the section at the bottom of this page.
  • Hightide Hollow and Softloam Cavern in Stonefalls appear to be swapped. I changed their names and relinked to reflect this, but the internal names are still swapped. Maybe that doesn't matter? Should probably check in game to make sure my sources are correct on this one.
TheRealLurlock (talk) 17:16, 17 April 2014 (GMT)

() Another for the wishlist - would it be possible for map icons that link to wiki pages to show red-links for pages that don't exist? It'd make it much easier to spot spelling errors in things like NPC names, which I just caught over a dozen of the hard way. Also, it'd make it easy to see who still needs a page and who doesn't. — TheRealLurlock (talk) 04:27, 22 April 2014 (GMT)

Some more:
  • Fishing Holes should auto-fill with icon, level 11, and no label.
  • Some icons should not automatically copy the name into the wiki page field. Mostly the low-priority things like Fishing Holes, Chests, Heavy Sacks, Lore Books, any kind of crafting table, doors and quest markers, etc. Since these constitute the majority of what's left to add right now, this would be a big help to save that extra step.
  • Multi-target links - You may have noticed that I changed the links on some of the guild maps so that links are provided to each of the Alliance's zones (and not just Covenant zones as you were doing). I'm not sure this is the best way to handle that, but it's the only way we've got right now. An icon which when clicked on would open up a pop-up with 3 wikilinks for each Alliance would be better (especially if it used the nice color-coded icons I created for the wiki), but it's not a high priority.
  • We might want a few more icons to distinguish certain merchant types. Having, say, "Carpenter" and "Woodworker" use the same icon might not be a bit confusing. Also, having any NPC using the same icon we use for their shop is similarly confusing. It might help to design a set of NPC-specific icons, using a person profile in combination with a service icon to indicate what they sell, sort of like how the crafting tables use the same icon plus a table.
TheRealLurlock (talk) 03:39, 23 April 2014 (GMT)
Another correction: Bloodmatron's Crypt is currently listed under Bangkorai. This location is related to the transformation into a Vampire, and is accessible from all three Alliances, from Reaper's March and The Rift in addition to Bangkorai. Ideally, it should be in a separate category. Maybe an "Other" category, which includes that along with Ragnthar, Stirk (not really part of Coldharbour), and I'd assume there's an equivalent for Werewolves? It's kind of like the Guild zones or the Main Quest, only not associated with any Guild or the MQ. — TheRealLurlock (talk) 02:46, 26 April 2014 (GMT)

Unidentified MapsEdit

This is a list of maps we have but I don't know what they're for. Will remove as maps are identified.

DOMINION
Auridon
  • Abandoned Mine

:These three I know, but we have no good place to put them yet.

  • Bliss (lower, top) - Depths of Madness
  • Despair - Depths of Madness
  • Rage - Depths of Madness
  • Saltspray
  • South Ruins
  • Temple
  • The Refuge of Dread
  • The Vault of Exile
  • The Worm's Retreat
Grahtwood
I know this one, but it's a bunch of very similar maps - do we want them all?
  • Elden Root (crafting, fighters guild (down, up), mages guild (down, up), services, throneroom)
  • Orrery
  • Rajhin's Vault (x2)
This is below Elden Root - should it get its own page?
  • The Middens
  • Tomb of Anahbi
Greenshade
  • Imperial Underground (part1, part2)
  • Isles of Torment
  • Nereid Temple
  • Shrouded Hallow Area (1, 2, center)
  • Silatar
Malabal Tor
  • Shrine of Mauloch
  • Stormwarden Undercroft
  • The Hunting Grounds
Reaper's March
  • Halls of Ichor
  • Jode Plane
  • Khaj Rawlith
  • Plane of Jode (cave, Den of Lorkhaj, hubhillbos, temple)
  • Ren-Dro Caverns
  • Urcelmo's Betrayal
COVENANT
Alik'r Desert
  • Ashaba
  • Impervious Vault
  • Yokudan Palace
  • Zehtswater Cave (lower, upper)
Bangkorai
  • Bisnensel
  • Blood Matron's Crypt
  • Hircine's Woods
  • Nchuduabthar Threshold
  • The Far Shores
Glenumbra
  • Bloodthorn Lair
  • Goblin Mines (start, end)
  • Themond Mine
Rivenspire
  • Shrouded Pass (1, 2)
Stormhaven
  • Godrun's Dream
PACT
Deshaan
  • Well of Lost Souls
Eastmarch
  • Hall of Trials
The Rift
  • Arcwind Point
Shadowfen
  • Shadowscale Enclave
  • Skin Stealer Lair
  • Stormhold Ayleid Ruin
  • Temple of Sul
  • Tsanji
  • Vision of the Hist
Stonefalls
  • Apocrypha's Gate
  • Coral Heart Chamber
  • House Dres Crypts
  • Last Resort Barrow
OTHER
Coldharbour
  • Foundry of Woe
  • Grunda's Gatehouse (x2)
  • The Mooring

TheRealLurlock (talk) 21:47, 14 April 2014 (GMT)

This response might take a while...
AURIDON
  1. Abandoned Mine is in Dawnbreak
  2. Bliss, Rage and Despair are part of the Glister Vale quest, and can probably go on either the quest page or the actual vale place page
  3. Saltspray is part of the College of Aldmeri Propriety quest.
  4. South Ruins is part of Quendeluun, and can just go on that place page
  5. Temple is also part of Glister Vale
  6. The Vault of Exile is part of Castle Rilis, and should go on that place page.
GRAHTWOOD
  1. Yes, we should have all of the elden root maps.
  2. Orrery is quest specific. It may get its own place page, but it at the very least should go on the quest page
  3. Rahjin's Vault is at the Falinesti Winter Site, and should go on that place page.
  4. The Middens. Either its own place page, or on the Elden Root page.
GREENSHADE
  1. Imperial Underground is in Woodhearth, but it is quest specific and should probably go on the quest page if it doesn't get its own place page.
  2. Shrouded Hollow is the interior of the Shrouded Vale and should go on that place page.
  3. Silatar should get its own place page. Its an island you go to in a dream like state for a quest.
  4. Isles of Torment is part of Moonhenge
MALABAL TOR
  1. Stormwarden Undercroft is the interior of the Ilayas Ruins
STONEFALLS
  1. Coral Heart Chamber is the interior of Vivec's Antlers.
  2. House Dres Crypts is quest related in Davon's Watch.
That's all I got so far, the other alliance may want to chime in. Jeancey (talk) 21:59, 14 April 2014 (GMT)
I can help with a few:
GLENUMBRA
  1. Bloodthorn Lair is an unmarked cave on Betnikh, part of the Into the Hills quest. It'll either need its own page or could go on the Carved Hills page.
  2. The Goblin Mines are an unmarked mine on Stros M'Kai, connected to the Dogeater Goblin Camp and part of the Innocent Scoundrel quest. They will either need their own page, or maybe could go on the Dogeater Goblin Camp one.
  3. Themond Mine in an unmarked mine in the hills behind the Daggerfall Cathedral which appears in the Legacy of Baelborne Rock quest. It'll probably need its own page.
COLDHARBOUR
  1. The Foundry of Woe is the setting for the Level 10 Main Quest, Daughter of Giants. It'll need its own page.
Enodoc (talk) 09:17, 15 April 2014 (GMT)
One more that I can identify right now:
STORMHAVEN
  1. Godrun's Dream is a location specific to the quest of the same name, under the Shinji's Scarp objective but not related to that place. It's a pocket plane of Quagmire. Not sure if it'll have a place page, but the map can definitely go on the quest page.
Enodoc (talk) 08:20, 8 May 2014 (GMT)
RIVENSPIRE
Shrouded Pass 1 and 2 are interiors connected to the Shrouded Pass area of The Doomcrag. #1 should be Ceynaril, but is a broken map, and #2 is Varlasel.
Enodoc (talk) 13:19, 25 May 2014 (GMT)

Edit Break: Unidentified MapsEdit

() I believe all of those above are identified now with the exception of Zeht's Water Cave, Well of Lost Souls, Shadowscale Enclave, and Apocrypha's Gate. As I was going through all the maps, I have come across some others that I can't identify. So below is the new Unidentified Maps list:

Alik'r
Zeht's Water Cave
Auridon
Lair
The Mangroves
Bangkorai
Secret Tunnel
Coldharbour
Everfull Flagon (where is the map of?)
Library of Dusk second map
Craglorn
Wamasu Cave
Crypt of Tarish-Zi (int) (Tombs of the Na-Totambu?)
Crypt of Tarish-Zi (ext) (another one)
Frost Monarch Lair (Elemental Army quest?)
Gladiator Assembly
Reinhold's Retreat (somewhere in the Missing Guardian quest)
Scaled Court Laboratory
Skyreach Temple (in Dawn of the Exalted Viper)
Storm Lair (Elemental Army quest?)
Thalia's Retreat (possibly Zalgaz's Den?)
Deshaan
Well of Lost Souls
Glenumbra
Desolation's End
Grahtwood
Dessicated Cave
Greenshade
Hollow Lair
Shadowfen
Shadowscale Enclave
Stonefalls
Apocrypha's Gate
Charred Ridge

Enodoc (talk) 20:36, 15 June 2015 (UTC)

Storm Lair and Frost Monarch Lair identified. --Enodoc (talk) 23:01, 20 June 2015 (UTC)
Shadowscale Enclave identified. --Enodoc (talk) 19:23, 7 July 2016 (UTC)
Identifying a few:
--Vordur Steel-Hammer (TINV1K) 11:41, 8 July 2016 (UTC)

Outdated mapsEdit

There's at least 3 interior maps that use an old out-dated style and don't match the ones seen in-game. We DO have proper maps for these, as are seen on the article pages. Can we swap out the correct graphics into the map at some point? They are:

TheRealLurlock (talk) 20:18, 16 April 2014 (GMT)

Guild MapsEdit

Okay, so I was trying to figure out which of the maps here belong to which Guild. I've mostly got it worked out:

Fighters Guild
  • Abagarlas
  • The Earthforge
  • The Earthforge Public
  • Halls of Submission
  • Mzendeldt
  • Stonefang
Mages Guild
  • Chateau Master Bedroom
  • Chateau Ravenous Rodent
  • Cheese Mongers Hollow
  • Circus of Cheerful Slaughter
  • Eyevea
  • Glade of the Divine Asakala
  • Glade of the Divine Shivering
  • Glade of the Divine Vuldngrav

Now, there's just two left that are questionable. "Fort Virak Ruins" I'm pretty sure is just related to Fort Virak, in Stonefalls, thus not Guild-related at all. And Ragnthar - while it shares the characteristic of the Guild locations that it's accessible from all three Alliances, I'm pretty sure is not otherwise related to any Guild. Finally, I noticed that several of these locations have Entrance icons which link you to maps in Covenant territory. These are wrong. Since these locations can be accessed from all three Alliances, Dominion and Pact players will be transported to a different location. Not sure how we want to handle that - add 3 links? Don't link them at all? At any rate, I'm removing the Covenant links for these locations when I see them. Anyhow, we should be able to split the category in the dropdown list now. And if you could move Fort Virak into Stonefalls, and - I got no idea what to do with Ragnthar. Maybe put it in all three zones (Malabal Tor, Alik'r Desert, and Eastmarch)? — TheRealLurlock (talk) 04:02, 20 April 2014 (GMT)

I would say having Ragnthar in all three zones would make most sense. We could just have three links in the same bit of the map; none of them need a visible label, and they can have the hover label of [Glade of the Divines as example] "Exit to Tamriel (Wayrest)", "Exit to Tamriel (Mournhold)" etc. On that note, the Glade of the Divines page is created now for whenever those maps are uploaded on the wiki side. Asakala and Vuldngrav are both sub-areas of the Glade zone, although technically unrelated to the Glade itself (the Glade is in the Shivering Isles, Asakala is in Hammerfell, and Vuldngrav is in Skyrim), so I would suggest "Glade of the Divines" is probably not a necessary part of the filename for those two. --Enodoc (talk) 17:14, 21 April 2014 (GMT)
Just for completion, Fort Virak is indeed only Stonefalls related. Ragnthar actually is connected to the Guilds, as you can only enter during the Fighters Guild quest Proving the Deed. --Enodoc (talk) 08:31, 7 July 2014 (GMT)

Minor annoyanceEdit

Clicking locations that have their own maps (e.g. caves) does not provide a normal pop-up box with a link to that locations page, as it automatically jumps to the smaller map. I suggest they have the popups, and those include an option to go to the maps currently linked.--Jnutter819hi 16:53, 24 April 2014 (GMT)

You can Shift-Click to bring up the box. Jeancey (talk) 16:59, 24 April 2014 (GMT)
Also, when it brings up the smaller map, there's a link at the top of the page "Goto Wiki Page" which does exactly that. Daveh added that at my request. I agree that it could be more prominently placed, but it is there. — TheRealLurlock (talk) 18:26, 24 April 2014 (GMT)
Oh ok thanks. Sorry, I feel a little stupid now.-Jnutter819hi 23:11, 25 April 2014 (GMT)

Icon consistencyEdit

We have a lot of problems with icon consistency, both on the map, on the wiki, and between the two. I feel that it's important to establish some consistent rules across the site to avoid confusion. Mainly this concerns the icons used for Vendors. We have one set used on the map and another on Vendors, and there's a good deal of disconnect between them.

  • Alchemists and Enchanters use the same icon for both Stores and Vendors. Likewise, Magi use the same icon as the Mages Guild and Armsmen use the same icon as the Fighters Guild. Following the convention of the other stores/vendors, the NPCs should use a smaller version of the icon to distinguish them.
  • Most crafting stations use the associated vendor icon with a table on top, but Alchemy stations use a completely different icon. These should be made consistent.
  • Some vendor types use the same icon - Woodworker/Carpenter, Chef/Grocer, Merchant/Innkeeper and Arcanist/Mystic. (Is "Arcanist" even a thing? If not, that option should be removed from the list.) At least in the Woodworker/Carpenter case, we have different icons on the Vendor page, but not the map. Likewise, many vendors on the map are using the wrong icon even if a proper one is available. Clothiers and Tailors have separate icons, but are often using the wrong one. Then there's "Outfitters" - is this a real thing? I know the word appears in the names of several Clothiers' stores, but I don't think it's an official vendor type, and should probably be removed.
  • The Chef/Grocer/Provisioner icon looks very similar to the Weaponsmith icon. I'd propose a fork and knife side by side, rather than crossing, to keep them distinct.
  • There's a bit of confusion over Armory/Armorer/Armsman. Armsman should only be used for the Fighters Guild vendors. Armory is a store, and Armorer is an NPC. Ideally, these should follow the same convention as other stores, the Armorer icon should be a smaller version of the Armory icon, not a completely different one.
  • Many "Merchants" (people who sell general goods) use the "Vendor" icon, which should only be used for Marketplaces. Also, as above, this should be used only for Merchants - we need a different one for Innkeepers.
  • The icons for Boatswain do not match between map and wiki. I personally prefer the Ship icon used on the map as it stands out better, but the Wheel icon may be more "official"? Anyhow, we should be consistent. Or perhaps follow the example of the stores and use the Ship for the actual ship (visible at lower levels), and the Wheel icon for the captain (only visible when zoomed in), assuming these would not be in the same location.
  • In some cases, only the vendor icon appears on the map, while in some cases only the store, and in other cases both. We need to correct this - my vote is for both, with the store icon visible at zoom 9 or 10 and the NPCs only at zoom 11. In some cases it may get crowded at some zoom levels, but if we ever get filters implemented, this will help a lot.
  • Many icons are missing labels, or only have rollover labels. I think we should try to make all store and vendor labels visible, though it may take some tweaking to avoid overlap. Again, this may cause crowding, but with filters it shouldn't be a problem. (Smaller items like crafting stations, skyshards, chests, ingredient nodes etc. can remain rollover-only.)
  • Positioning of store icons is inconsistent. In some cases, the icon is where it appears in the game, and in others, it's over the door. While it may be helpful to mark the locations of doors on buildings (I do remember some buildings where it's hard to figure out how to get in), it might get confusing, especially if the building has more than one entrance. I think perhaps a second icon just for doors is called for. (And not the current Quest Door icon currently used in many places - this is too large and obtrusive. Maybe a smaller version of that without the quest marker over it would be better.) Doors should probably be marked only at zoom 11.

TheRealLurlock (talk) 14:16, 16 May 2014 (GMT)

In my opinion, we should use exactly the icons that appear in-game (I believe most icons in question can be found here). So Stores would use the store icons (those in the category that are 64x64px) and Vendors would use the vendor icons (those that are 32x32px). The only instances where I think this should not apply are for Crafting stations, as in-game the icons are the same as the vendors which is not useful (our current version of that with the table is good), and for Boatswains who don't (currently) use any icon at all, although   is the designated Travel NPC icon in the icons folder, and seems highly likely that it is for that purpose.
Woodworker and Carpenter shouldn't be using the same icon; this is woodworker   and this is Carpenter   and they sell different things. Chef/Grocer, Merchant/Innkeeper and Arcanist/Mystic use the same icons because they sell the same items. The only one this idea doesn't apply to is Brewers, who use the same icon as Chefs but sell a different subset of provisions. Yes Arcanist is a thing, but I can't remember where I found one. Outfitters are a type of Store where you go to buy armor.
I agree there's a bit of discrepancy between the Provisioner icon and the Weaponsmith icon, but since those are the in-game icons I don't think we should change them.
The Armorer should not be a smaller version of Armory, as both those icons are official in-game icons and mean different things. An Armory is a Store where you go to buy weapons. An Armorer is a Vendor who sells Heavy Armor.
I agree with all other points (I think).
Enodoc (talk) 18:26, 16 May 2014 (GMT)
Are these icons all seen in-game? I was under the impression that many of them were created by Daveh, and are not in any way official. At any rate, only Daveh can upload new icons to be used on the map, and some of them are definitely not available (which is why Woodworkers and Carpenters currently both use the "Carpenter" icon, for example). I personally don't care which icons are used, so long as different types use different icons, and we're consistent across the site (both map and wiki). Perhaps for types which use the same icon in-game, we can make a modified version, e.g. add a small letter 'A' or 'M' to the Arcanist/Mystic icon to distinguish them? And even if certain things do use the same icons in-game (e.g. Alchemist NPC/Enchanter NPC/Magus and Alchemy Store, Enchanter Store, Mages Guild), we should use a smaller version for the NPC to avoid confusion. — TheRealLurlock (talk) 18:44, 16 May 2014 (GMT)
Yeah, all the icons in the category (bar two) appear in the game; they're from the servicemappins (Stores) and servicetooltipicons (Vendors) folders from the first esoicons set that Dave uploaded during beta. Store icons appear on the city-level maps in-game, while Vendor icons appear as tooltips when you hover over a Store icon. If it helps for distinction we could indeed modify the icon slightly, but it's probably not necessary if they sell the same stuff. When uploading the icons here I did do both the larger (Store) and smaller (Vendor) icons for alchemy, enchanting and magus so I think transferring that idea to the map would also be good.
Here's a breakdown of which Vendors you could expect to find in a particular Store. (Obviously these don't work all the time, and you will find some in other places.)
Stores and Vendors
Enodoc (talk) 22:54, 16 May 2014 (GMT)
Okay, so for changes to that set, though, I'd say get a different one for Chef and Brewer - using the small "Inn" icon for Brewer makes sense and it's how we've been doing the map so far. And you're also missing a few. Grocer and Merchant at least - Grocer currently uses the same as Chef and Brewer in your set, and I think that should be changed. Maybe just a smaller version of Farm:  And Merchant currently uses either the same icon as Innkeepers on the wiki and the same as Marketplaces on the map. This needs to be made consistent - and I don't think it should be either one of those but its own icon. Or maybe use the one currently used for Innkeepers as Merchants, and make a new one for Innkeeper - Maybe a bed or something? (I know you can't actually rent rooms at inns in this game, but it seems like that would make the most sense for a unique icon.) Also, there's two others which I'm not sure even exist - possibly leftover from beta? The Arcanist and Perquisitor, both seemingly affiliated with the Mages Guild. I'm guessing they were simply replaced with Mystic and Magus, respectively. Additionally, there's some Cyrodiil-only ones we need to consider - the ones who sell Siege equipment - I think "Sargent-at-Arms" or something like that? And I think there was another PvP one as well, but I forget. — TheRealLurlock (talk) 20:33, 17 May 2014 (GMT)
Very true. I've added those that were missing to Marketplace, although you could find anyone in a marketplace. As for Chef and Brewer, it's going to be another case of utility vs accuracy. I would agree utility wins out here. But do we want to use a completely different icon from that which indicated brewers in the game? Maybe use the same icon   for all of them, and add B, C, G, or P to it for the map depending on which they are [Brewer, Chef, Grocer, Provisioner]. That may be unnecessary on the wiki though since hovering over any use of {{Service Icon}} will tell you what it is.
Merchant and Innkeeper should both use  , as that is their in-game icon and Merchant and Innkeeper stores are identical; there's no need to differentiate when there is no difference.
Arcanist uses the same icon as Mystic in-game  ; I found a Mystic before I found an Arcanist so I uploaded the icon as Mystic. Arcanists sell the same items as Magi (jewellery and staves) but are open to non-Guild members.
I haven't yet encountered a Perquisitor, which is why I never uploaded that icon (or an "armory sergeant", which uses the same icon).
I did a quick run around the DC Cyrodiil entry gates; there was a Siege Merchant  , a Mercenary Merchant  , and most of the standard ones, as well as a "Chef & Brewer" who didn't have an icon. --Enodoc (talk) 22:46, 17 May 2014 (GMT)
Jeancey just mentioned a "Chef & Brewer" in AD territory as well, and it's probably safe to assume there's one for EP as well, but apparently only one each, so a grand total of 3 of them - is that even worth a separate page or should we just list them along with both Chefs and Brewers? It's probably best to use the same icon as for Chefs. Oh - not sure if you noticed but 3 of your icons in the last post are broken links. The only Perquisitor I saw was at the Davon's Watch Mages Guild, but it was labeled as a "Mystic", just using the Perquisitor icon. I assume it's just outdated, possibly from beta?
Oh, and as for the hovers, I'm not really crazy about relying on hovers to relay information - especially on icons. At least with text that has hovers, there's a dotted underscore that indicates the fact. But with icons, most people probably aren't even aware that hovers exist on those, and since there's a slight delay before the hover appears, it's likely to be overlooked by many. If we add some sort of indicator letter on the map, we should do the same on the wiki. — TheRealLurlock (talk) 03:14, 18 May 2014 (GMT)
We may as well just list them on both Chefs and Brewers, there's no real need for their own page. I think I fixed the broken links; I forgot what the icon was actually called. I expect it is just a remnant from beta that you found a Mystic with the wrong icon; I've seen a couple of others using the wrong icon in places as well, including a Mystic using the Magus icon, and a Weaponsmith using the Armsman icon. Your point about not knowing hovers exist is a good one; I would therefore agree with using an indicator letter in both instances (keeps the accuracy, but also adds the utility). --Enodoc (talk) 11:24, 18 May 2014 (GMT)

Marking Survey Reports in the mapEdit

After patch 1.5.2 the new Servey Reports occasionally awarded for crafting quests appear as a new kind of treasure maps. Should we mark them in the map the same way treasure maps are marked? —MortenOSlash (talk) 09:24, 30 November 2014 (GMT)

I would say that would make sense. I wonder if a different icon should be created, or if using the same one would be sufficient. Any opinions? --Enodoc (talk) 12:25, 30 November 2014 (GMT)
I think that the icon should be different, so you can instantly tell the two apart without having to hover over the mark - it would be more clear. --Vordur Steel-Hammer (TINV1K) 12:46, 30 November 2014 (GMT)
Maybe add some kind of tiny hammer on a normal treasure map icon? By the way, I did not find any pages to link a possible map marker to, and I do not feel confident enough to try to make a set of stubs. Anyway I do not really know how to find out how many maps there are for each kind of craft either. —MortenOSlash (talk) 05:31, 1 December 2014 (GMT)
Theoretically I suppose pages for these would follow the same style as those for Treasure Maps. There's one of each in each major zone, except Coldharbour which has two of each, and Craglorn which has three of each. I'd be happy to make the pages, but I'm not sure of the naming conventions of each survey yet, nor which map corresponds to which survey in the zones with multiples. --Enodoc (talk) 00:25, 2 December 2014 (GMT)

() By now I have some positions to share on the map, mostly Greenshade, and even one observation were the position in the game is not particularly equal to the survey map, but as far as I can see, there is neither any map symbol nor any pages to link to? Lacking any better, should I use an ordinary treasure map icon and leave it without link, or should I wait for someone to make pages (or at least placeholder pages) and icons? —MortenOSlash (talk) 11:47, 30 December 2014 (GMT)

I would say go ahead and use the same icon for now, and you can add the links for the pages even if the pages themselves don't exist yet. I've created a list page for them now though. --Enodoc (talk) 17:38, 30 December 2014 (GMT)
I just did a little test with Enchanter Survey: Malabal Tor. It is in the southern part of Abamath. The map link on the Survey Reports list page does not point to it, though. Can anyone see if I have done something wrong there and tell? Please do check for other possible blunders I might have done too.
With this particular survey report there is an inaccuracy with the survey report map. The map marks a point further south from Abamath, in an inaccessible area. Should that be noted on the map marker, or would that be something for the page, when it comes? —MortenOSlash (talk) 20:13, 30 December 2014 (GMT)
I also added Alchemist Survey: Malabal Tor now, but the map link from the Survey Reports list page does not open it either. Can it be the colon mark? (The survey report map was more spot on with this, though.) —MortenOSlash (talk) 07:36, 31 December 2014 (GMT)
Ah no, it's not working because the link itself doesn't know what zone to link to on the map... I forgot that this was taken directly from the page. --Enodoc (talk) 14:07, 31 December 2014 (GMT)

() So, this means you are the one to fix it on the survey page? In other words, I can continue as I have started when I have time to mark new ones? —MortenOSlash (talk) 14:36, 31 December 2014 (GMT)

Yeah, carry on. I've started to create the pages and upload the maps themselves as well, but I may upload the Coldharbour and Craglorn ones with the wrong number if their filenames don't match their in-game names. --Enodoc (talk) 15:13, 31 December 2014 (GMT)
I have now marked all I have by now: Malabal Tor enchanter and alchymist surveys, all Greenshade survey and the Grahtwood blacksmith survey. The latter was my first survey, so my notes might be a tiny bit inaccurate, and since I have advanced in all trades since then, I am not going to get it again, I believe. I guess the rest of Grathwood and Auridon will have to be done by someone else, is I have got the leveling of Crafting Writs correctly. —MortenOSlash (talk) 16:27, 31 December 2014 (GMT)

Cave icons not aligning properlyEdit

I've noticed that on many of the cave maps, the location icons are all seemingly offset from the correct positions. I'm not sure what changed this, but it seems to affect quite a lot of them. (Look at most of the Malabal Tor caves for example - it seems to be this way in most Dominion territory, but that's where I am now.) Am I the only one seeing this? The icons seem to be a good deal too far to the left and up a bit from where they're supposed to be on nearly every map. Exteriors are fine, it's only the cave maps that seem to be broken. — TheRealLurlock (talk) 02:46, 5 May 2015 (GMT)

I am not sure, but I think this might have something to do with the caves have got added content in updates. I believe the new maps have been uploaded replacing the old ones shortly after the updates with the changed caves have been released, but the icons are still placed where they should have been on the old map. I think this was mostly around version 1.4 or 1.5 of the game? —MortenOSlash (talk) 04:45, 5 May 2015 (GMT)
Would this be specifically Delves? If so, this is because starting in Update 3, ZOS have been systematically expanding delves; Coldharbour delves in Update 3, Tier 5 delves in Update 4, Tier 4 delves in Update 5, and Tier 1 delves in Update 6. As a result, the maps have been redrawn, which would cause the icons to appear misaligned (as they were based on a previous map). Since most things within the delves have moved around with the update, each one will likely need to be redone. (It was easier when the Craglorn map was updated, as the new map was the same "size" as the original, and nothing had actually moved, so all that was needed was to offset the "world" rather than move all the icons.) --Enodoc (talk) 09:38, 5 May 2015 (GMT)
I figured it might be patch-related. It's just that it was so systematically across the board I wanted to make sure we didn't have a more fundamental problem with icon positioning. As for offsetting the world to match the icons - is that possible within the editor? Or does it have to be done server-side by Daveh? That would certainly be easier than redoing every delve map - assuming they're all simply offset by the same fixed amount. If not, we've got a bunch of work to do to correct everything... — TheRealLurlock (talk) 14:05, 5 May 2015 (GMT)
I noticed that Vulkhel Guard's map got messed up after the new map was uploaded, after Update 6.  ~Shuryard (talk) 14:30, 5 May 2015 (GMT)
(edit conflict) It's doable within the editor, but since the sizes of the maps are different, and some positions have also changed (all the skyshards were moved), I think it's more likely that it won't make much difference. If you want to try though, you just need to work out how much each icon is offset by, and then go to Edit World. In the Game Pos section, Left and Right must have a difference of 1,000,000, and Top and Bottom must have a difference of 1,000,000. To move the map to the right (relative to the icons), make Left and Right larger. To move the map upwards (relative to the icons), make Top and Bottom larger. For example, the Craglorn map had to be moved left by 88379 and up by 125488 to realign to the icons, so it's now Left: -88379, Right: 911621 (diff = 1,000,000) and Top: 1125488, Bottom: 125488 (diff = 1,000,000).
Vulkhel can't be fixed so easily either, as the size of the map has changed, but it may be possible to scale it as well as realigning it, which theoretically could be possible by changing the difference. I'll have a look at that later. --Enodoc (talk) 14:51, 5 May 2015 (GMT)
I already messed the map up started to fix Vulkhel's map manually several days ago, sorry :) I guess I'll finish it by hand.  ~Shuryard (talk) 15:03, 5 May 2015 (GMT)
Windhelm's map is off as well and I'm not touching it :)  ~Shuryard (talk) 15:21, 5 May 2015 (GMT)
Okay, I fixed Windhelm, so I at least know what the process is. It may not be 100% precise; I was moving in increments of 10,000 Might be a bit of work to figure out just how many maps need to be fixed, but it's mostly a simple matter of guess-work to get them relatively lined up. — TheRealLurlock (talk) 15:44, 5 May 2015 (GMT)
And yeah, WOW don't do that again. I think Vulkhel is mostly correct again, but that was a pain, and way too much trying to do things from memory. (I wouldn't have attempted that at Windhelm because I've never seen Windhelm in the game yet - though it looks similar to how it appears in Skyrim...) If you spot any others, particularly ones with lots of icons on it, post it here so somebody can fix it the easy way. (It's less of an issue for Delves, because there's never more than a couple icons. But if an entire city is misaligned like this, that's a bigger problem...) — TheRealLurlock (talk) 16:44, 5 May 2015 (GMT)

() Speaking of slightly off, it seems Marbruk map has been moved a bit north from all the markers. It seems like they have the relative position to each other correct, only as if the map itself has moved. —MortenOSlash (talk) 18:38, 5 May 2015 (GMT)

I believe I fixed Marbruk's map, it needed a little stretching as well. Thanks, Enodoc, for detailed explanation!  ~Shuryard (talk) 22:43, 5 May 2015 (GMT)

Betnikh and Stonetooth FortressEdit

The "view on map" link on the Stonetooth Fortress page takes one to the correct map of the fortress in the "Betnikh" world, while clicking on the "view on map" on any of the Stonetooth Services pages, e.g., Loose Tooth Lodge, takes one to the Stonetooth Fortress map, which is erroneously listed under Glenumbra. How do we fix it?  ~Shuryard (talk) 12:43, 13 May 2015 (GMT)

I fixed the "right click" on the Stonetooth map so that it takes you to Betnikh, but I think only Daveh can change the menu links, so you may want to ask him directly. --Enodoc (talk) 13:22, 13 May 2015 (GMT)

Dye Stations & Outlaws RefugesEdit

We are missing dye station icon and outlaws refuge icon for esomap. I assume they cannot be added by non-bureaucrats, is this correct?  ~Shuryard (talk) 22:16, 27 May 2015 (UTC)

Probably. We also need added the newer icons for Public Dungeons, Group Dungeons and Trials, as we're still using the launch icons which were changed. --Enodoc (talk) 08:35, 28 May 2015 (UTC)
Also missing Undaunted Enclaves. We should also have other Undaunted locations listed, so you know where to find them for the "This One's On Me" achievement. Possibly a smaller version of the Undaunted Enclave icon? I'd also like to see a different icon for Crafting Surveys - they currently look the same as Treasure Map locations. — TheRealLurlock (talk) 19:35, 30 May 2015 (UTC)

Lorebooks LocationsEdit

I wonder how lorebooks are distributed across the world and if there are multiple potential locations for the same book. At many spots that are marked as lorebook locations on the map, I found chests or heavy sacks instead. Is it possible that a lorebook can have more than one potential location, and if you pick it up at one of the locations, it will be replaced by a chest/sack at the other locations instead? --Holomay (talk) 09:25, 23 July 2015 (UTC)

Lorebooks definitely have more than one location, meaning they will disappear from other places if they've already been found. I'm not sure if they get replaced by chests and heavy sacks, or if those have a possibility of turning up there anyway. --Enodoc (talk) 10:51, 23 July 2015 (UTC)
I have the suspicion that some lorebooks with a strong thematic connection to a specific location can only be found at that very location. For example, I found The Salas En Expedition at Salas En. I didn't have a chance to verify the location with a second char. Is there any way to use UespLog data to get a better understanding of this? --Holomay (talk) 15:08, 28 July 2015 (UTC)
True, but even that book can be found in more than one location at Salas En (in one of the tents, and on top of one of the towers). I'm nut sure how UespLog records locations, but that is a possibility. --Enodoc (talk) 16:32, 28 July 2015 (UTC)

Alik'r map icons not aligned anymoreEdit

It seems like the map icons on Alik'r are placed as if the map was slightly bigger than it is. Only the ones in the middle of the map appear more or less in place. The further away from the middle, the further out to the edge of the map the icons are found, relative to where they should have been. Has there recently been uploaded a new and smaller map? —MortenOSlash (talk) 19:00, 24 September 2015 (UTC)

Yeah, a new version of this map came with the Imperial City. I have no idea if there is any other way to move the markers than by hand, though. --Vordur Steel-Hammer (TINV1K) 19:16, 24 September 2015 (UTC)
So, it is no solution to try to resize the map? Btw: Are there any changes in the zone since it is a new map? —MortenOSlash (talk) 19:26, 24 September 2015 (UTC)
I don't think we ever resize maps in the interactive map thingy, we use the same size that they have in the game. As for changes... the new map seems to have been just redrawn bigger, so that the region now occupies more space in the image, which improves the resolution a bit. I also remember Enodoc mentioning that the locked manor tied to the Thieves Guild quests was removed. --Vordur Steel-Hammer (TINV1K) 20:15, 24 September 2015 (UTC)
If we can work out how much the map has been scaled, it should be possible to realign the icons without having to move them all. --Enodoc (talk) 22:08, 24 September 2015 (UTC)
Err, my bad, the map has actually been redrawn smaller, not bigger, which makes my theory about better resolution wrong. I've calculated the old:new scale ratio to be about 1:0.8716. --Vordur Steel-Hammer (TINV1K) 23:43, 24 September 2015 (UTC)
OK cool. Using that value, I have stretched the map by 1.147315 by adding 57365 on to each end; it's much closer, but still looks a bit off. --Enodoc (talk) 00:06, 25 September 2015 (UTC)
I suppose it might also have to be moved by some offset, not only rescaled. --Vordur Steel-Hammer (TINV1K) 00:23, 25 September 2015 (UTC)

() It is still a mainly size issue. Observe the Kulati Mines wayshrine being nearly spot on, while the further away from the centre of the map, the further off towards the edge of the map are the icons. It might of course be a little bit offset to one side too, but that is still barely observable compared to the size problem. —MortenOSlash (talk) 04:51, 25 September 2015 (UTC)

I've poked and prodded it around a bit more; how is it looking now? --Enodoc (talk) 11:02, 25 September 2015 (UTC)
Looks good to me now. --Vordur Steel-Hammer (TINV1K) 12:46, 25 September 2015 (UTC)
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