Cartographer's Chisel speculation thread

I do hope that the new endgame areas have been redesigned as well, respectively some grim dark and bloody dungeons would be nice (I just can't outdoor areas).

Also, would be awesome as well to have magic, rare, unique and normal maps with specific mods on them.
My little tribute to Diablo 1 aka why Diablo 3 is the worst part of the series.

http://www.youtube.com/watch?v=zP2ejhudUlU

ig: Witchfire_The_Unholy
Last edited by Diablo1reborn#2842 on Jun 15, 2012, 7:30:21 AM
Now what would be nuts, but quite difficult is if you could somehow generate ahead, in whichever direction you go, based on a much lower detail map where 1 px = 1 tile. So you'd need a map because it would be HUGE. :p

And then if you'd find a road you'd fall to your knees "Oh Jesus THANK YOU THANK YOU THANK YOU". :p
I think at it's core it will be a similar system as the maps in Torchlight, with quality improvement perhaps higher level mobs, or something like (assuming a max of 20% quality improvement possible) max of 20% increased rarity of items.

Anyone not familiar with the maps in Torchlight, they are basically random generated Dungeons with random mobs ect inside of them that are the same level as the player.
All this talk about the map system in Torchlight... I just want to say that this is probably like the runegate system in Mythos, because that's where they did it first before they ever made Torchlight :) Find colored runes, go to the correct runegate, and enter a new random area. Each color affected drops in different ways, be it more gems, more armor/weapons, or more jewelry.

Obviously, this system is going to be similar in some form or another. I think the "maps" are stone tablets, which will probably come in pieces. Gather enough map shards, make a map, use the chisel to improve the quality of the carving on the tablet. I think improving the quality would make the map level more challenging (higher rarity monsters), but also more rewarding with drops.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Im almost sure Cartographer's Chisel isnt so powerfull orb to rise up quality of whole map.

Imo after using it on the map (right click CC then click rolled map icon outside the inventory - map), first drop with possible quality 1-20% will get that value set randomly.

Question is what we define as first drop. All monsters killed by one attack? First monster killed by one attack or first chest opened (any kind of it)?

Imo it will be just first monster killed by one attack or first chest opened, to be fair for all kind of builds, so no overpowered drops for builds with status ailments or pierce attacks.

Thats my few words about it ^^
Here's my theory:

A map teleports you to an endgame dungeon, but the higher the "quality" of the map, the more difficult the dungeon is. In essence, it helps you generate customized endgame content and dungeons according to your characters ability and DPS by allowing you to upgrade and customize up to only the point that you can handle.

My reasoning:
In a previous comment about the new patches, Chris said:
A) This upcoming patch would feature a new endgame and a few other things, but it didn't seem like he was leaving much out. So, I think this is the endgame.
B) He said in another post that they were going to be sure to give players the ability to tweak the difficulty of the endgame to match their style.

I think this is how they're going to do it. The quality of the map will influence the difficulty of the endgame content tied to the map.
Last edited by teacherpeter#1699 on Jun 15, 2012, 10:44:51 AM
It could be as simple as a permanent +X% IIR/IIQ applied to all drops in that map. Sort of an extra MF boost should you choose to chisel up your maps.
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WhiteBoy88 wrote:
All this talk about the map system in Torchlight... I just want to say that this is probably like the runegate system in Mythos, because that's where they did it first before they ever made Torchlight :)


^ This. It feels almost exactly the same, and since I liked that system in Mythos, I think it'll work good here.

What remains to be seen is that if there are specific maps for specific, uh, maps... like if you can get a Ledge Map or a Twilight Strand map, to guarantee what you'll be playing on. This could spawn a whole sub-economy of map trading for people looking for specific maps, especially if possible mob types are set per map.
Maps have rarity, so they have mods ?
Build of the week #2 : http://tinyurl.com/ce75gf4
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velrac wrote:
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Raycheetah wrote:
Perhaps the "Glyphs" of the Mud Flats were a functional prototype of what are now being called maps? As to why/how one would improve them, I'm as in the dark as anybody. =0[.]o=


you may be onto sumthing since the rune on the rock in the screen shot appears to be somewhat similar to:

Spoiler
the rune on the rock inserted into the wall by our "friend" from the warden's chamber in the rocky climb that causes the wall of spikes to appear cutting off the path to Alira's camp.


Same logo that you see on the "Noticeboard" too...
Sweeping Maid

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