Map Reading

Map Reading

Table of Contents

  1. Introduction
  2. Left / Right / Straight
  3. Semi-Static Maps
  4. Static Maps
  5. Random Maps

Introduction

Diablo II: Resurrected is filled with tons of unique Map Areas that can easily confuse rookies and veterans alike. This Map Reading guide helps you to traverse the Sanctuary a little easier. Not only does it help you in playing through the game itself, it also helps you in efficiently traveling to your farming spots.

Like most games with random Map generation, Diablo 2 uses "Map tiles" to create a Map. Think of them as a piece of a big jigsaw puzzle. While the puzzle piece itself can never change, there are nearly infinite arrangements.


Left / Right / Straight

A lot of people playing Diablo 2 use a basic concept that refers to the directions Left, Right, and Straight. We use this concept to indicate the directions your Character must travel to reach their intended location. Each "starting tile" of a Map allows you to only move in a certain direction. Taking the perspective of your Character, you determine what Left, Right, or Straight means.

  • Red marks your Character and the direction it is facing.
  • Yellow = Left
  • Green = Right
  • Blue = Straight
North-West Entrance
North-East Entrance
South-East Entrance
South-West Entrance
Basic Example:
Example 1
Example 2

Let's take a look at a practical example - The Forgotten Tower. In Levels 1-4 of this area, the direction of the exit is "Left".
In Example 1 you can see a simple, around the corner Map where the entrance tile is coming from the South-East. Checking the corresponding cross at the top, we know that the exit points towards the South-West.

In Example 2 you can see a perfect display of how an exit tile can still spawn in a random location on the Map while keeping its orientation. The entrance tile is coming from the South-West and by proxy, the Exit has to point towards the North-West (Picture #4 above). Moving out of the entrance tile, we never have the chance to make a Left turn. This is commonly referred to as a "backwards" or "three Rights make a Left" Map. We have to make 3 right turns to get to the exit, despite the Map being Left.

Areas using Left / Right / Straight:

Within the following Maps, the concept described takes effect. These Maps are pieced together like a jigsaw puzzle, using a number of tiles for their configuration.

Act 1
AreaLeftStraightRight
Cave Level 1
(from Entrance)
Next LevelColdcrow-
Mausoleum
(from Entrance)
Golden Chest--
Crypt
(from Entrance)
Golden Chest
Bonebreaker
--
Underground Passage Level 1
(from Entrance)
Next LevelExit-
The Hole Level 1
(from Entrance)
Next Level--
Forgotten Tower Level 1-4
(from Entrance)
Next Level--
Barracks
(from Entrance)
Jail Level 1
or
Horadric Malus
Jail Level 1
or
Horadric Malus
-
Jail Level 1
(from Entrance)
WaypointNext Level-
Jail Level 1
(from Waypoint)
Next Level-Barracks
Jail Level 2
(from Entrance)
Pitspawn FouldogNext Level-
Jail Level 3
(from Entrance)
Exit--
Catacombs Level 2
(from Waypoint)
--Next Level
Act 2
AreaLeftStraightRight
Sewers Level 2
(from Entrance)
WaypointNext Level-
Sewers Level 2
(from Waypoint)
Next Level-Previous Level
Sewers Level 3
(from Entrance)
Radament--
Stony Tomb Level 1
(from Entrance)
Next Level--
Stony Tomb Level 2
(from Entrance)
Golden ChestCreeping Feature-
Halls of the Dead Level 1
(from Entrance)
Next Level--
Halls of the Dead Level 2
(from Entrance)
Next LevelWaypoint-
Halls of the Dead Level 2
(from Waypoint)
-Previous LevelNext Level
Halls of the Dead Level 3
(from Entrance)
Bloodwitch the Wild
Horadric Cube
--
Maggot Lair Level 1-2
(from Entrance)
--Next Level
Maggot Lair Level 3
(from Entrance)
-Coldworm the Burrower
Staff of Kings
-
Ancient Tunnels
(from Entrance)
Golden Chest--
Claw Viper Temple Level 1
(from Entrance)
Next Level--
Correct Tal Rasha's Tomb
(from Entrance)
Orifice--
"Wrong" Tal Rasha's Tomb
(from Entrance)
Golden ChestAncient Kaa the Soulless
(only in 1 Tomb)
Act 3
AreaLeftStraightRight
Swampy Pits Level 1-2
(from Entrance)
Next Level--
Flayer Dungeon Level 1-2
(from Entrance)
Next Level--
Sewers Level 1
(from Sparkling Chest)
--Next Level
Durance of Hate Level 1
(from Entrance)
Next Level--
Durance of Hate Level 2
(from Entrance)
WaypointNext Level-
Durance of Hate Level 2
(from Waypoint)
Next Level-Previous Level
Act 4
AreaLeftStraightRight
River of Flame
(from Entrance)
Hellforge1Waypoint
and
Chaos Sanctuary
Hellforge1

1) The Hellforge is either Left or Right.

Act 5
AreaLeftStraightRight
Crystalline Passage
(From Entrance)
Glacial TrailFrozen RiverWaypoint
Crystalline Passage
(from Waypoint)
Previous AreaGlacial TrailFrozen River
Glacial Trail 1
(from Waypoint or Entrance)
Frozen TundraDrifter CavernGolden Chest
Bonesaw Breaker
Ancients Way
(from Entrance)
Arreat SummitIcy CellarWaypoint
Ancients Way
(from Waypoint)
Previous AreaArreat SummitIcy Cellar
Worldstone Keep Level 2
(from Waypoint)
--Next Level

1) In the Glacial Trail, the Waypoint and the entrance point towards the same direction.


Semi-Static Maps

These Maps have a set outside border. Within this border you will find features that always have to be there. The setup of these features follows some restrictions, but also has random elements.

Areas with semi-static layouts:
Act 1

Blood Moor

  • Rectangular border with
    • An Entrance from the Rogue Encampment on one end.
    • A connector tile leading to the Cold Plains with Flavie standing in it on the other end.
  • A path leads from the Rogue Encampment to the Cold Plains, with a crossroad connecting the Den of Evil as well.

Cold Plains

  • Square shaped border with
    • An Entrance from the Blood Moor next to the Waypoint, which is in a corner of the Map.
    • An Exit leading to the Burial Grounds near one of the 3 far corners.
    • An Exit that leads to the Stony Fields near the center of an edge.
  • The 2 Exits can't be on the same edge with each other or the Entrance.
  • A path connects the Entrance, both Exits and the Cave Level 1, which is in a random location on the Map.
  • A camp site containing Bishibosh and his Minions can be found in a random location on the Map.

Stony Fields

  • Square shaped border with
    • An Entrance from the Cold Plains on one of the edges.
    • An Exit leading to the Underground Passage Level 1, either on a border of the Map or semi-randomly located inside the Map.
  • A path connects the Entrance with the Exit.
  • The Cairn Stones, with the Superunique Rakanishu, are always located next to the path.
  • A Waypoint and the Moldy Tome are randomly placed on the Map.

Dark Woods

  • Square shaped border with
    • An Entrance from the Underground Passage Level 1 on one edge or semi-randomly placed inside the Map.
    • An Exit leading to the Black Marsh on one of the edges.
  • A path directly connects the Entrance with the Exit.
  • The Tree of Inifuss and Waypoint are randomly placed inside the Map.

Black Marsh

  • Square shaped border with
    • An Entrance from the Dark Woods on one edge.
    • An Exit leading to the Tamoe Highlands on another edge.
      • The Exit can NEVER be on the bottom left edge!
  • A path directly connects the Entrance with the Exit as well as the Hole Level 1, which is in a semi-randomly location on the Map.
    • When the Black Marsh contains a River, the Hole Level 1 might not be connected with the path!
  • The Forgotten Tower and Waypoint are also randomly placed on the Map.

Tamoe Highlands

  • Square shaped border with
    • An Entrance from the Dark Woods on one edge.
    • An Exit on the top right edge, leading to the Monastery Gate.
  • A path directly connects the Entrance with the Exit as well as the Pit Level 1, which is in a semi-randomly location on the Map.
Act 2

Rocky Waste

  • Square shaped border with
    • An Entrance from Lut Gholein in one corner of the Map.
    • An Exit leading to the Dry Hills in one of the other corners, but not on the same edge as the Entrance. The Exit CAN be right next to the Entrance!
  • The Stony Tomb is randomly placed in the Map.

Dry Hills

  • Square shaped border with
    • An Entrance from the Rocky Waste in one corner of the Map.
    • An Exit leading to the Far Oasis in one of the 3 other corners.
  • A rock face with a staircase splits the area into a lower and upper section, either in
    • Setup 1: Has a straight wall which cuts the map into two ½ sections.
    • Setup 2: Has a 90 degree wall that cuts the map into a ¼ lower section in the South, and ¾ upper section covering the West, North, and East.
  • The Waypoint and the Entrance to the Halls of the Dead Level 1 are randomly placed in the Map.

Far Oasis

  • Square shaped border with
    • An Entrance from the Dry Hills in one corner of the Map.
    • An Exit leading to the Lost City in one of the 3 other corners.
  • A rock face with a staircase splits the area into a lower and upper section, either in
    • Setup 1: Has a straight wall which cuts the map into two ½ sections.
    • Setup 2: Has a 90 degree wall that cuts the map into a ¼ lower section in the South, and ¾ upper section covering the West, North, and East.
  • The Waypoint and the Entrance to the Maggot Lair Level 1 are randomly placed in the Map.
  • A Map tile containing the Superunique Beetleburst is also on the Map.

Lost City

  • Square shaped border with
    • an Entrance from the Far Oasis in one corner of the Map,
    • and an Exit leading to the Valley of the Snakes in one of 3 corners (West, North, or East). The Exit can NEVER be in the South corner!
  • A rock face with a staircase splits the area into a lower and upper section, either in
    • Setup 1: Has a straight wall which cuts the map into two ½ sections.
    • Setup 2: Has a 90 degree wall that cuts the map into a ¼ lower section in the South, and ¾ upper section covering the West, North, and East.
  • The Waypoint and the Entrance to the Ancient Tunnels are randomly placed in the Map.
  • A Map tile containing the Superunique Dark Elder is also on the Map.
Act 3

Spider Forest

  • Rectangular shape Map with a 2x6 Map tile grid.
    • Entrance from the Kurast Docks in the South West Edge.
    • Always has an Exit leading to the Great Marsh. This Exit can be on tile 3, 5, or 6 of the grid.
    • Chance to have an Exit leading to the Flayer Jungle directly. This Exit can be on tile 3, 5, or 6 of the grid under the condition that the Exit to Great Marsh is on the same tile or an earlier grid tile!
  • A River connects all Map tiles with each other! - The River is your friend!
  • 3 Camps are located in the 2x6. These are marked by 2 poles, leading into a gap in the tree line.
    • 1 Camp contains the Spider Cavern,
    • 1 Camp contains the Waypoint and the Arachnid Lair,
    • 1 Camp contains only ruins.
  • The Camps sometimes have a connecting point to the Great Marsh or Flayer Jungle.
  • In rare cases, the 2 poles can also be a direct connection to either the Great Marsh or the Flayer Jungle!

Great Marsh

  • Rectangular shape Map with a 2x6 Map tile grid.
    • Entrance from the Spider Forest on the first 2x1 section of the grid.
    • There CAN be an Exit leading to the Flayer Jungle, this is no guaranteed outcome!
  • A River connects all Map tiles with each other! - If you get lost in the jungle, follow the River!
  • 3 Camps are located in the 2x6. These are marked by 2 poles, leading into a gap in the tree line.
    • 1 Camp contains the Waypoint
    • 2 Camps contain Sparkling Chests.
  • The Camps sometimes have a connecting point to the Spider Forest or Flayer Jungle.
  • In rare cases, the 2 poles can also be a direct connection to either the Spider Forest or the Flayer Jungle!

Flayer Jungle

  • Rectangular shape Map with a 2x6 Map tile grid.
    • Entrance from either Spider Forest or Great Marsh, or both.
    • Exit on Map tile grid 6 leading to Lower Kurast.
  • A River connects all Map tiles with each other! - The River is your friend!
  • 3 Camps are located in the 2x6. These are marked by 2 poles, leading into a gap in the tree line.
    • 1 Camp contains the Flayer Dungeon Level 1, and The Gidbinn,
    • 1 Camp contains the Waypoint and the Entrance to the Swampy Pits Level 1,
    • 1 Camp contains only ruins.
  • The Exit tile contains the Superunique Stormtree.

Lower Kurast

  • Square shaped border with
    • the Entrance from Flayer Jungle in the center of the South-West edge,
    • and the Exit to Kurast Bazaar in the Northern or Eastern corner of the Map.
  • The Waypoint is randomly placed in the Map.

Kurast Bazaar

  • Square shaped border with
    • the Entrance from Lower Kurast in the Western or Southern corner,
    • and the Exit to Upper Kurast in the OPPOSITE corner of the Entrance.
  • 2 Entrances to the Sewers Level 1 can be found in the same location every time.
  • The Ruined Temple, the Disused Fane, and the Waypoint are randomly placed on the Map.

Upper Kurast

  • Square shaped border with
    • the Entrance from Kurast Bazaar in the Western or Southern corner,
    • and the Exit in the center of the North-Eastern edge of the Map.
  • 2 Entrances to the Sewers Level 1 can be found in the same location every time.
  • The Forgotten Temple, the Forgotten Reliquary, and the Waypoint are randomly placed on the Map.
Act 4

Outer Steppes

  • Square shaped border with
    • An Entrance from the Pandemonium Fortress on the North-Western edge of the Map,
    • An Exit to the Plains of Despair on any of the 3 edges, that don't have the Entrance.

Plains of Despair

  • Square shaped border with
    • An Entrance from the Outer Steps on any of the edges except the South-Eastern one,
    • An Exit to the City of the Damned on any of the 3 edges, that don't have the Entrance.
  • Izual is placed randomly on the Map.

City of the Damned

  • Square shaped border with an Entrance from the Plains of Despair on any edge of the Map.
  • The Stairs leading to the River of Flame is randomly placed on the Map. The Waypoint is located next to the stairs.
Act 5

Frigid Highlands

  • Rectangular shaped Map with
    • The Entrance from the Bloody Foothills in the Southern corner of the Map.
    • The Exit leading to the Arreat Plateau is, depending on the rotation of the rectangle, on the far edge to the North-West or North-East.
  • The Waypoint and the Superunique Eldritch the Rectifier are located near the Entrance.
  • 3 Walls stretch between the longer edges of the Map, which contain the 3 Barbarian cages you have to break for Quest 2. There can be 2 cages in one wall, making one wall void of a cage.
  • The Superunique Sharptooth Slayer spawns near the first Barbarian cage you encounter.
  • The red Portal to Abaddon is located between the walls of the Map.
  • The Superunique Eyeback the Unleashed spawns in the connection tile to the Arreat Plateau.

Arreat Plateau

  • Rectangular shaped Map with
    • The Entrance from Frigid Highlands near the Southern corner of the Map, either on the short or long edge, depending on the rotation of the rectangle.
    • The Exit to Crystalline Passage in the center of the farthest short-edge of the Map.
  • 3 Walls stretch between the longer edges of the Map.
  • The red Portal to the Pits of Acheron is located between the walls of the Map.
  • The Waypoint is randomly placed between the walls areas as well.
  • The Superunique Thresh Socket can be found in front of the Entrance of the Crystalline Passage.

Frozen Tundra

  • Rectangular shaped Map with
    • the Entrance from the Glacial Trail on the short Southern edge of the Map,
    • and the Exit leading to the Ancients Way on the opposite edge, which is North-West or North-East, depending on the rotation of the rectangle.
  • 3 Walls stretch between the longer edges of the Map.
  • The red Portal to the Infernal Pit is located between the walls of the Map.
  • The Waypoint is randomly placed between the wall areas as well.

Blood Moor

  • Rectangular boarder with
    • an Entrance from the Rogue Encampment on one end, and
    • a Corridor leading to the Cold Plains with Flavie standing in it.
  • A path leads from the Rogue Encampment to the Cold Plains, with a crossroad connecting the Den of Evil as well.

Cold Plains

  • Square shaped boarder with
    • an Entrance from the Blood Moor next to the Waypoint, which is in a corner of the map,
    • an Exit leading to the Burial Grounds near one of the 3 far corners,
    • and an Exit that leads to the Stony Fields near the center of an edge.
  • The 2 Exits can't be on the same edge with each other or the Entrance.
  • A path connects the Entrance and both Exits as well as the Cave Level 1, which is in a random location on the map.
  • A camp site containing Bishibosh and his Minions can be found in a random location on the map.

Stony Fields

  • Square shaped boarder with
    • an Entrance from the Cold Plains on one of the edges,
    • and an Exit leading to the Underground Passage Level 1, either on a boarder of the map or semi-randomly located inside the map.
  • A path connects the Entrance with the Exit.
  • The Cairn Stones are always located next to the path.
  • A Waypoint and the Moldy Tome are randomly placed on the map.

Dark Woods

  • Square shaped boarder with
    • an Entrance from the Underground Passage Level 1 on one edge or semi-randomly placed inside the map,
    • and an Exit leading to the Black Marsh on one of the edges.
  • A path directly connects the Entrance with the Exit.
  • The Tree of Inifuss and Waypoint are randomly placed inside the map.

Black Marsh

  • Square shaped boarder with
    • an Entrance from the Dark Woods on one edge,
    • and an Exit leading to the Tamoe Highlands on another edge.
      • The Exit can NEVER be on the bottom left edge!
  • A path directly connects the Entrance with the Exit as well as the Hole Level 1, which is in a semi-randomly location on the map.
    • When the Black Marsh contains a River, the Hole might not be connected with the path!
  • The Forgotten Tower and Waypoint are also randomly placed on the map.

Tamoe Highlands

  • Square shaped boarder with
    • an Entrance from the Dark Woods on one edge,
    • and an Exit on the top right edge, leading to the Monastery Gate.
  • A path directly connects the Entrance with the Exit as well as the PitLevel 1, which is in a semi-randomly location on the map.

Blood Moor

  • Rectangular boarder with
    • an Entrance from the Rogue Encampment on one end, and
    • a Corridor leading to the Cold Plains with Flavie standing in it.
  • A path leads from the Rogue Encampment to the Cold Plains, with a crossroad connecting the Den of Evil as well.

Cold Plains

  • Square shaped boarder with
    • an Entrance from the Blood Moor next to the Waypoint, which is in a corner of the map,
    • an Exit leading to the Burial Grounds near one of the 3 far corners,
    • and an Exit that leads to the Stony Fields near the center of an edge.
  • The 2 Exits can't be on the same edge with each other or the Entrance.
  • A path connects the Entrance and both Exits as well as the Cave Level 1, which is in a random location on the map.
  • A camp site containing Bishibosh and his Minions can be found in a random location on the map.

Stony Fields

  • Square shaped boarder with
    • an Entrance from the Cold Plains on one of the edges,
    • and an Exit leading to the Underground Passage Level 1, either on a boarder of the map or semi-randomly located inside the map.
  • A path connects the Entrance with the Exit.
  • The Cairn Stones are always located next to the path.
  • A Waypoint and the Moldy Tome are randomly placed on the map.

Dark Woods

  • Square shaped boarder with
    • an Entrance from the Underground Passage Level 1 on one edge or semi-randomly placed inside the map,
    • and an Exit leading to the Black Marsh on one of the edges.
  • A path directly connects the Entrance with the Exit.
  • The Tree of Inifuss and Waypoint are randomly placed inside the map.

Black Marsh

  • Square shaped boarder with
    • an Entrance from the Dark Woods on one edge,
    • and an Exit leading to the Tamoe Highlands on another edge.
      • The Exit can NEVER be on the bottom left edge!
  • A path directly connects the Entrance with the Exit as well as the Hole Level 1, which is in a semi-randomly location on the map.
    • When the Black Marsh contains a River, the Hole might not be connected with the path!
  • The Forgotten Tower and Waypoint are also randomly placed on the map.

Tamoe Highlands

  • Square shaped boarder with
    • an Entrance from the Dark Woods on one edge,
    • and an Exit on the top right edge, leading to the Monastery Gate.
  • A path directly connects the Entrance with the Exit as well as the PitLevel 1, which is in a semi-randomly location on the map.


Static Maps

In Diablo 2 there are many Maps that have a limited amount of fixed layouts. These Maps can easily be memorized.

Areas with static layouts:
Act 1
Area
Den of Evil
Cave Level 2
Burial Grounds
Tristram
Underground Passage Level 2
The Hole Level 2
Tower Cellar Level 5
The Pit Level 2
Outer Cloister
Inner Cloister
Catacombs Level 4
Act 2
Area
Valley of Snakes
Claw Viper Temple Level 2
Harem Level 1
Harem Level 2
Palace Cellar Level 1-3
Canyon of the Magi
Tal Rasha's Chamber
Act 3
Area
Spider Cavern
Swampy Pits Level 3
Flayer Dungeon Level 3
Disused Fane
Ruined Temple
Sewers Level 2
Forgotten Temple
Forgotten Reliquary
Kurast Causeway
Disused Reliquary
Ruined Fane
Travincal
Durance of Hate Level 3
Act 4
Area
Chaos Sanctuary
Act 5
Area
Bloody Foothills
Abaddon
Pit of Acheron
Frozen River
Nihlathak's Temple
Halls of Anguish
Halls of Pain
Halls of Vaught
Drifter Cavern
Infernal Pit
Icy Cellar
Arreat Summit
Throne of Destruction
The Worldstone Chamber

Random Maps

This type of Map is rather rare. Entering the area, you have no indication, where the objective you are looking for is. This is true for:

  • Catacombs Level 1 and 3 in Act 1
  • Arcane Sanctuary in Act 2 (Arguably this Area has the static features of 4 directions, 3 of which have dead ends with 3 Super Chests, and 1 direction which has The Summoner.)
  • Worldstone Keep Level 1 and 3 in Act 5

A more detailed Map Reading Guide with tons of screenshots is going to be added in the future. Until then, this basic guide covers the most important things you need to know to be successful in Diablo II: Resurrected.

Post by Teo1904