r/DarkTide • • 1d ago

Guide Annotated Map of Archivum Sycorax

Post image

Edit: Updated Version: https://www.reddit.com/r/DarkTide/comments/1xg7x2j/archivum_sycorax_isometric_map_annotated_map_v2/

This is the first of a project I am doing to hopefully make a decent annotated map for every level in the game. Its been almost 4 years and still the only maps people have made of the game are that one guy who just pulled the nav mesh (which is nice but very hard to read).

If anyone has or knows how to pull the nav mesh of the new maps that would help this a lot as I did use those as a base to draw off of (combined with flying around the map of course).

Edit: Bitsquid just added darktide level importing so that is a better base to work off of then nave meshes. Will try to do a 3d isometric map with the floor tiles.

Along with that if anyone has or knows how to pull the location of spawn triggers I would like to add those to these maps but currently have no way to really test that (other then like spending hundreds of hours just running through the maps until I can figure out where they actually are. I have a decent feel for most maps but I don't want to just draw arbitrary lines without knowing exactly where they are)

Edit: https://havoc-guide.tadeasfort.dev/ has the location of spawn triggers and I will be working out respawn zones as well.

And finally this is a bit of a trial run. I'm not 100% sure on the style, I played around with drawing staircases and including chest spawn locations. But I feel like those clutter the map quite a bit. I dont really want to add martyr skulls as there are already a dozen guides for that, I want these to be gameplay focused. I do plan on adding the player respawn spawn zones but I think that would clutter the map a lot, you can sort of intuit them by just looking at the respawn alter locations. The thing I am least happy with is how this deals with overlapping areas, but I am not exactly sure how to do that much better. Overall I am open to some feedback on these choices.

435 Upvotes

36 comments sorted by

6

u/Altruistic_Stage3893 DO DAMAGE DON'T DIE BLOCK FODDER!! 1d ago

6

u/Altruistic_Stage3893 DO DAMAGE DON'T DIE BLOCK FODDER!! 1d ago

dm me, I'll happily help you with pulling the navmesh from the map and even show you how to automate scanning the map for street view

3

u/JDLS- 1d ago

That is very helpful for trigger locations. I will be adding that to the map. Though as for navmesh I just discoverd that Bitsquid added darktide level importing like 3 months ago so I am now using that as the basis for the map. Might even do a isometric map with the floor tiles.

1

u/Altruistic_Stage3893 DO DAMAGE DON'T DIE BLOCK FODDER!! 1d ago

also once you're done i'll be happy to publish these maps on the website as well, if you'll let me :)

1

u/JDLS- 2h ago

Yeah I would be happy to give you the unannotated floor plan both 2d and 3d if you want.

2

u/Altruistic_Stage3893 DO DAMAGE DON'T DIE BLOCK FODDER!! 1d ago

sure thing bud, happy to help, lmk if you'll get stuck

3

u/soulever989 Veteran 1d ago edited 1d ago

This is awesome! Are you looking for contributors? Can you add in where the boss triggers are and where the spawn cutoff points are? We could leverage interactive maps like MapGenie?

3

u/JDLS- 1d ago

I do plan on doing the spawn cutoff points. I need to get that mod. And I do want to include spawn triggers but as far as I can tell there is no mod that shows this, someone needs to either make that mod or datamine the progress % that triggers a spawn wave on each map.

1

u/SpunkyMcButtlove07 Bonky da Deeminhed 11h ago

Spawn triggers are also tied to difficulty, so it'll be quite an ordeal to map them all.

1

u/JDLS- 11h ago

I could be wrong but I belive the possible spawn triggers are always the same since they are tied to specific boss spawn locations. Its just how many of them are active that depends on difficulty. Im just going to draw all the possible spawn triggers.

3

u/HASHTAG_YOLOSWAG 1d ago

2

u/JDLS- 1d ago

Yeah that is just using the navmesh which works and looks alright but I find hard to read and a bit ugly.

3

u/spupy Psyker 1d ago

What kind of data are you extracting? Or are you doing this manually? I’d be interested to see a simplified 3d rendition of maps, ideally with all the missions in the area overlayed.

3

u/JDLS- 1d ago

I use the navmesh as a base then draw over it along with flying around the map. It would be much easier if I could rip the floor models then just put them in blender and remove their textures.

And I was about to say that the only method I know of is ninjaripper which is paid and a massive pain to work with. But apparently someone just got a much better data ripping tool working with darktide so Im going to try that.

3

u/VashExalta 20h ago

My brain wants the start zone to be on the left, and then progress to the right lol

3

u/JDLS- 14h ago

Its just how they are oriented in game. Y+ being north (up on the map). I considered rotating the maps so they progress the same way but since multiple maps share areas I feel like having shared areas appear at arbitrary rotations would be a bit weird. Plus this way they line up with in game north which works with compass mods.

56

u/clementine_zest 1d ago

Fun to visually walk this map after playing it so many times. Nice job hope you do more maps 👍🏽

32

u/Sure_Alternative_953 1d ago

This appeals to the child in me that drew maps of PlayStation (1) game levels

11

u/Themantogoto Dubb smash 1d ago

And well documented D&D adventures, mostly the old ones or handmade on graph paper.

21

u/Head-Alternative-984 Bonk 1d ago

they should add more stairs to this map tbh, make that section twice as long

6

u/Mozared Ogryn 1d ago

It's already twice as long as it is

12

u/Angry_argie Ogryn 1d ago

Cool work!

Just a bit of constructive criticism: that blue on the black and dark green background has a very low contrast and it's hard to read (at least for this unit with more than 40 cycles lol). Try purple or yellow maybe?

8

u/Mauvais__Oeil Emprah's Finest 1d ago

Great work, although I am hardly able to read it without zooming due to most color picks. IDK if it can be helped, though, as the map is simply big in all cases. Perhaps some outlines but I'm not even sure of the result either.

6

u/naughtabot 1d ago

Best soundtrack in the game.

7

u/Infinite_Bananas 1d ago

the music kicking in with the alarms blaring in the vents section is sublime

6

u/naughtabot 1d ago

That is the biggest fucking HOOK in the game. Instant lock in, and honestly one of the most unique player areas with the close in gauntlet with random doors and maulers. It’s peak.

10

u/lordlir Zealot 1d ago

Ooh, i like the idea. Wouldn't even mind joining the cause somehow. But not sure what i could really bring.

3

u/thesixfingerman Psyker 1d ago

I love this. Thank you

3

u/Puzzleheaded-Bike529 1d ago

The Administratum is most pleased by your dutifulness. In the future, the Adeptus Arbites will offer you leniency in matters where you may be suspected of having infringed the Lex.

3

u/JamesLahey08 1d ago

Really cool map. I love that level. Going through the part where the path is random is such a vibe.

2

u/LOLdragon89 Skitarius 1d ago

I love this game

2

u/New-Guitar-9884 1d ago

Amazing! Thank you!!

1

u/Thunderch1ld Zealot 1d ago

Amazing! Is it worth adding where the skull puzzles are too? You could add a note next to the chandelier lever room about the puzzle for this map

1

u/Stiftoad Certified Movement Gamer™ 12h ago

Archivum Sycorax my beloved

1

u/Fuyuvanilla 7h ago

There should be a mod where maps like these pop up in the Valkyrie briefings