The only pillars drawn are the ones that fully reach from the bottom to the roof of the cave, thus blocking any way to reach those locations. The white ones are for the nearby pillars- they're accurate at the labeled depth(some pillars get crazy at different depths). You may notice several depth labels in the fancy maps. Ironically enough these features seem to all occur at around 900m deep. While biomes divide the inactive lava zone between the chamber and corridors I divided them between the entrances and the rest of the zone in order to more accurately map some of the vertical features located between the two. I finished mapping the inactive lava zone as it appears in the December 2016 stable build. Maybe I'm missing something obvious here. Clearly, it isn't going as expected, but it is what I can do, for my lack of knowledge on programming is really frustrating.Ībout your map, could you explain better how you did it? It looks the same map of the regions of 4546B. My idea was to piece the map together with these multiple screenshots. I can continue on if this is what you guys are after, will probably have to do something about large changes in depth/overlapping parts(active lava zone, sea emperor facility area, etc). Not pictured is that the end of the tunnel that I mapped quickly drops down to 1100 meters before eventually opening up into the inactive lava zone proper. The second empty circle is a larger pillar that divides the cave at ~870 meters deep at the widest part of the cave. The first empty circle is a pillar that divides the cave at ~540 meters deep at the widest part of the cave. Funny thing is the biome map in the game files is scaled 1:1 with ingame coordinates, so that made it pretty easy. Used ingame coordinates at the widest parts of the tunnel, updating them at significant twists/turns and converted them into pixel coordinates.
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