![]() Snowden Drifts: Added some height to the map to avoid clipping of Molengrad (in the south), minor polish.Kessex Hills: Now using the Kessex Haven Waypoint after the POI north of Vithan’s Arm, minor polish.Updated Diessa Plateau, Kessex Hills, Snowden Drifts, Lornar’s Pass and Straits of Devastation. I’m running through as we speak and I’ve also included that sneaky POI in the latest update. Perhaps on that one you could do one of your little highlight notes pointing to the poi to tell the mapper to “tag this?” Often it’s my last poi to find even though I’ve run right by it, as it seems to have a smaller “hit box” than many pois and it blends into the minimap textures. I’ve run into this on map clears done without your guide. But the HP right there tends to bend one’s path away from the poi. I don’t think the map points it out, just has the player run through it. Though I would suggest, as long as you’re tweaking, in Straits of Devastation at the Tughra WP there is a poi just se of the WP. Now and then I finish the route, discover I am not finished and I realize it’s because I misread something or missed an entire branching path, not at all the fault of your map. I’ve used the maps a few times while leveling an alt and they make map completion fun again. That you continue to refine it is pure wonder. That you did this in the first place is amazing enough. If you feel like supporting me, I only accept in-game gold. ![]() I will keep it updated as long as I play GW2. The character(s) I used to make (and test) this were Engineers.ĭon’t hesitate to contact me in-game for questions and/or please do let me know if Anet makes changes that affect this guide.The whole project has taken somewhere between 250-300 hours to complete.Neither do these two guides abuse Waypoints/Launch Pads or highlight Gliding paths. Not only are they outdated but also not optimized like mine. There are older maps posted (which also gave me the idea). This is also where Spacers and Gliding Start indicators are added and finally the Oopsy Watermark!īecause no one else did this. Also the first dot in a Waypoint path is on a layer above the default one. I were working on multiple layers, to highlight if a path crosses with another one, this let me show which one is after (highest) or it could also be based on altitude (gliding above a running path). If everything was alright it was time for the final polishing. Once that was done I logged another character and tested my route (quality control) to check if there was anything that were missed / overlooked. Now it was time for the actual playing, where I did run the actual path as I filled it in using Photoshop on a second monitor (having the decided path on a third). I started by Comparing the old maps (Dark Ronins) and and then made my own route using those two as a template. Once the maps were done it was time to make the actual routes. To get that I had to manually walk into each cave and (I also had to make sure no vendors or my own character arrow was showing). This is a lot more tedious than one may think since caves are not showing. The few exceptions of where it’s not exactly on point is where I had to draw a bit further away to avoid clutter.įirst I needed to get the maps. Near pixelperfect World Completion routes. A project I’ve spent over 250 hours with for the past month.
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