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D2R 2.5 Maps Guide - How To Run Every Maps In Diablo 2 Resurrected Ladder Season 2
10/24/2022 5:52:12 PM

Do you know where to go in every Diablo 2 Resurrected Ladder start 2 maps? This is the D2R 2.5 maps guide that everyone playing Diablo 2 should see. Thank WithNoFiller who took a lot of time and research to help us to speedrun.


D2R 2.5 Maps Guide - How To Run Every map In Diablo 2 Resurrected Ladder Season 2

Dialo 2 Resurrected randomly generates most of its maps and it creates a new set of maps every time you play online. This is done to keep the game fresh and to provide a new experience each time. But unfortunately, that means that you can easily waste a lot of time looking for the next area. If the maps are always changing, then there's no way you can know where to go. What if it's not completely random, almost every place does have a simple way to navigate. Today you're going to learn how to have a maphack in your mind for Diablo 2 Resurrected ladder season 2.

 

D2R Ladder Season 2 Tilles

The maps in Diablo 2 Resurrected are made up of a bunch of tiles which are kind of like jigsaw pieces that can fit together in a lot of different ways. So that's how you can get wildly different maps each time. When the game generates a map, it starts with a tile for the entrance then it places a tile for the exit to the next level, and then it fills in the rest randomly from there. This next part is important, the positioning of the exit tile almost always depends on the positioning of the entrance tile. Right after you enter a level, you want to take a good look at the entrance you're standing in. Because most of the time, this is all the info you need to have a great guess on how to get to the exit.

 

Which Way Does The Entrance Pathway Send You?

We are not talking about which way the stairs are facing, we are not talking about which way your character is facing and we are not talking about which way the doors around it are facing. We are talking about which direction the overall hallway is facing. The entrance tile is the start of a pathway and that pathway is trying to send you in a certain direction. If stairs are facing in a weird direction but we don't care, we only care about the pathway. If you just arrived at a waypoint and there's only one way you can go then that's the way the tile is facing there. If you just entered a cave this whole blob is the entrance tile and this little walkway connecting it to the rest of the cave is the direction the tile is pointing. Every cave has a big chamber for the entrance tile with a pathway pointing in a certain direction. There are so many other kinds of entrance tiles but we need to know how to find the exits first.

 

How To Find Exits

Here's something you just have to remember in most of the caves and dungeons in the game. The pathway to the exit is 90 degrees counterclockwise from the entrance pathway. For example, you want to prepare to make a left turn at some point, so you can face the same way as the exit path. A left turn is the same thing as turning your character's body 90 degrees counterclockwise. But we are going to try to say turn counterclockwise and turn clockwise instead of turn left and turn right to keep it from getting confusing when we go back to the third-person view that you play the game. If you proceed forward and then when you get the chance turn your character left meaning 99 degrees counterclockwise from the entrance pathway. Then a lot of times that will take you directly to the next level. If it doesn't immediately take you there, it will usually be somewhere on that side of the map and you'll know that you can generally exclude the other side of the map which saves you all the time you would have spent looking around. Sometimes it's not the very first left turn, just keep trying to find pathways to that point.

 

The higher the difficulty, the harder some of the maps get. Especially in Hell difficulty, there are rare situations where the map can generate that simply turning left does not work. It doesn't care whether you turn left or turn right, it only cares that the entrance and exit are 90 degrees apart. As soon you realize you're on a map like this, you want to bail on the strategy we just told you about and go look around by where you came in. The bigger the map the more likely you are to encounter this problem, but this does not happen that often especially not on smaller maps. So you're better off just sticking with the strategy by default.

 

D2R Ladder Season 2 Angular Maps & Random Maps

All of the examples so far have been in areas where you go counterclockwise but that is not always the case. In some places, you have to go clockwise which is the exact same thing but you have your character turn right from the entrance pathway instead of left. There are just not many levels like this. Here's a list of the areas and situations where you go clockwise and counterclockwise. There are also a few places where you go straight. Which means the entrance and exit tiles are aligned with one another. So your best bet is to simply continue in whichever direction the entryway points you.

 

Clockwise Map List

Act 1 Jail L1 - From Waypoint to Previous (Barracks)

Act 1 Catacombs L2 - From Waypoint to Next Level (Cata L3)

Act 2 Sewer L2 - From Waypoint to Previous (Sewers L1)

Act 2 Halls of the Dead L2 - to Level 3 (from Waypoint)

Act 2 Maggot Lair L1

Act 2 Maggot Lair L2

Act 3 Durance of Hate L2 - From Waypoint to Previous (Durance 1)

Act 5 Crystalline Passage - From Waypoint to Waypoint

Act 5 Crystalline Passage - From Waypoint to Dungeon (Frozen River)

Act 5 Ancient’s Way - From Waypoint to Waypoint

Act 5 Ancient’s Way - From Waypoint to Dungeon (Icy Cellar)

Act 5 Worldstone Keep L2 - From Waypoint to Next Level (Worldstone L3)

 

Counterclockwise Map List

Act 1 Cave L1

Act 1 Mausoleum

Act 1 Crypt

Act 1 Underground Passage L1 (Exit to L2)

Act 1 Hole L1

Act 1 Tower Cellar L1

Act 1 Tower Cellar L2

Act 1 Tower Cellar L3

Act 1 Tower Cellar L4

Act 1 Pit L1

Act 1 Barracks - to Smith or Jail L1

Act 1 Jail L1 - From Entrance to Waypoint

Act 1 Jail L1 - From Waypoint to Next Level (Jail L2)

Act 2 Sewers L1 - From Entrance to Waypoint

Act 2 Sewers L2 - From Waypoint to Next Level (Sewers L3)

Act 2 Sewers L3 - to Chest/Boss: Radament

Act 2 Stony Tomb L1

Act 2 Stony Tomb L2 - to chest

Act 2 Halls of the Dead L1

Act 2 Halls of the Dead L2 - to Level 3 (from Entrance)

Act 2 Halls of the Dead L3

Act 2 Ancient Tunnels

Act 2 Claw Viper Temple L1

Act 2 Tomb of Tal Rasha - In both fake and true tombs

Act 3 Swampy Pit L1

Act 3 Swampy Pit L2

Act 3 Flayer Dungeon L1

Act 3 Flayer Dungeon L2

Act 3 Durance of Hate L1

Act 3 Durance of Hate L2 - From Entrance to Waypoint

Act 3 Durance of Hate L2 - From Waypoint to Next Level (Durance L3)

Act 5 Crystalline Passage - From Entrance to Next Level (Glacial Trail)

Act 5 Crystalline Passage - From Waypoint to Next Precious (Arreat Plateau)

Act 5 Glacial Trail - From Entrance to Next Level (Frozen Tundra)

Act 5 Glacial Trail - From Waypoint to Next Level (Frozen Tundra)

Act 5 Ancient’s Way - From Entrance to Next Level (Arreat Summit)

Act 5 Ancient’s Way - From Waypoint to Previous (Frozen Tundra)

 

Straight Map List

Act 1 Underground Passage L1 - Exit to Dark Wood

Act 1 Jail L1 - From Entrance to Next Level (Jail L2)

Act 2 Sewers L2 - From Entrance to Next Level (Sewers L3)

Act 2 Halls of the Dead L2 - to Waypoint (from Entrance)

Act 2 Halls of the Dead L2 - to Level 1 (from Waypoint)

Act 2 Maggot Lair L3

Act 3 Durance of Hate L2

Act 5 Crystalline Passage - From Entrance to Next Level (Durance L3)

Act 5 Crystalline Passage - From Waypoint to Next Level (Glacial Trail)

Act 5 Glacial Trail - From Entrance to Dungeon (Drifter Cavern)

Act 5 Glacial Trail - From Waypoint to Dungeon (Drifter Caver)

Act 5 Ancient’s Way - From Entrance to Dungeon (Icy Cellar)

Act 5 Ancient’s Way - From Waypoint to Next Level (Arreat Summit)

  

Random Map List

1. Catacombs Level 1

2. Catacombs Level 3

3. Arcane Sanctuary

4. Worldstone Keep Level 1

5. Worldstone Keep Level 3

We are going to call these three categories the angular maps because the entrance and exit are oriented at a specific angle relative to one another. Unfortunately, there are still some areas that have no rhyme or reason. When you enter these locations there's no known way to consistently guess where the exit is. You're flying completely blind. We are calling them random maps. Not as many as you would think only five total maps out of all of them are random. So this means you can have an effective game plan for roughly 96% of the maps in the game.


D2R Ladder Season 2 Fixed Maps

Fixed Maps

Sometimes the level has the exact same layout every time like travel. We are calling those fixed maps that might seem redundant. So you can know exactly where to head every time.

 

Fixed Enough Maps

In the palace, the entrances and exits are always in the same corners every time no matter what. So we are calling that fixed enough. There are several other maps basically there is some randomness to the tiles.

 

Alternating Fixed Maps

The map can spawn a lot of different ways but those ways are very similar and you can head roughly the same way every time. The map can only generate one way or the other like Tower seller level 5. We are calling this an alternating fixed map. This one's still really easy because those ways are pretty much a mirror of each other but some of these alternating-fix maps have more than two options like a frozen river which has four. This is alternating fixed because it can only be one of these four totally different pre-built fixed maps. We are only calling it alternating fixed if the number of exact ways the level can generate is less than 10. If there are 62 million ways for a level to generate then we are not including that here.

 

D2R Ladder Season 2 Outer Maps

- Big Squares

- Big Rectangles

- Skinny A3 Rectangles

This is the last major class of maps, these are the maps where you're out in the wilderness. Most of the outdoor maps in the game are simply big squares or big rectangles. There's a special skinny rectangle for act 3. All of these have specific rules which we are about to cover. Generally for the square and rectangle maps, there's an entrance on one side and an exit on one of the other sides. Sometimes a cave dungeon or portal somewhere in the middle. Then the map generation always takes some bites out of the edges. It adds some gaps and features in the middle. Basically, swiss cheeses are the map. If it's act 1, it gives you a little pathway connecting the entrance and the exit and you're going to love those paths because they basically do all the work for you. These outdoor maps have specific rules.

 

Every D2R Patch 2.5 Act 1-5 Maps

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The arrows with the blue outline are the necessary path and the orange outlines are the optional areas.

Act 1 Routes

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Act 2 Routes

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Act 3 Routes

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Act 4 Routes

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Act 5 Routes

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