top of page

Act I

Cold Plains - Not In Corner

Underground Passage - Straight

Forgotten Tower - Left

Outer Cloister - Based On WP

Barracks - Left Or Straight

Jail Lvl 1 & 2 - Straight

Catacombs 2 - Right of WP

 

 

Act III

Flayer Dungeon 1 & 2 - Left

Durance Of Hate 1 - Left

Durance Of Hate 2-  Straight

Act II

Halls Of The Dead - Left

Maggot Lair 1 & 2 - Right

Maggot Lair 3 - Straight

Claw Viper Temple - Left

Tal Rasha's Tomb - Left

 

O  (  []  *  <<>  |>  O)

 

Act V

Crystalline Passage - Left

Glacial Trail - Left

The Ancients Way - Left

Worldstone Keep 2 - Right Of WP

Some areas in the game have specific map layouts that you can easily learn and follow.

 

This is the most essential part of Diablo II speedrunning! Study these parts well.

 

Here is a list of every currently known map layout.

 

Ex #05| Unfortunately, layouts are not always black and white. This is occasional, but it can happen.

The map layout does technically remain true, as seen with the green arrow.

 

 

Blue Arrow Indicates Character Orientation + Literally Following The Map Layout

 

Green Arrow Indicates Character Orientation + Generally Following The Map Layout

 

Yellow Arrow Indicates Following The Correct Way To The Exit

 

Character Orientation

Focus on the character's direction.

 

Map Layouts

To execute correct map layouts, you must understand your character's orienation to the map. Look at your character's

point of view of what's straight, left, or right. It is never north, east, west, south. The correct direction will be based on

(1) if it exists, the map layout -- (2) the direction your character is facing whenever starting to explore the new area.

Ex #01| The most straight forward map pattern. This is what we hope for every time!

 

Ex #02| If you find the WP before the exit, use that to your advantage.

Ex #03| Stick with the left direction, let it guide you. It will eventually take you to the right way.

 

Ex #04| Another straight forward map pattern.

Understanding The First Tile

Let's take the Underground Passage for example. To understand what is truly "straight" in context of the character's direction, you must consider the map's "first tile." Think of the map as a bunch of lego pieces put together; you want to identify the first one. I've done so in the screenshots below with the purple box. 

The first tile will always have one single exit, and it's that direction that is your character's straight.  You'll want to literally follow that direction as much as possible as seen in the above screenshots. These are your winning map layouts!

But it cannot always be that black and white. You'll have to generally follow that direction at times, which means using your discretion. As seen in the above screenshots, you may have to take a few turns before you can return following the correct direction again.  In a worst case scenario, you may have to pick a direction that's completely perpendicular to what you need.

bottom of page