UESPWiki talk:Oblivion Map Design

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Feel free to discuss any comments, suggestions or bugs encountered when using the Oblivion Map or Shivering Isles Map.

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[edit] Outstanding Suggestions

  • Make the map printable
  • Make water a 'blue' color (it looks like desert currently)
  • Copyright license
  • Proper marker types for all locations
    • More marker types? (guilds, store types)
    • Distinguish between door and map markers (eliminate map markers?)
  • Allow multiple separate overlayed searches (eg. Wayshrine, Ayleid+Well)
    • Map types for displaying only certain information (like all Nirnroots)
    • Option to display no locations.
      • This can be done by searching for something like "aaaaa", but an option would still be good
  • Make an alternative appearance button. This would be like Google Maps where you can change between the satellite appearance and just the roads. Perhaps using the in-game map as the alternative?
    • There's no way of generating the in-game map - the entire thing would need to be grabbed through screenshots and then stitched together, unless somebody can figure out how to generate the maps from the game files.
  • It would be great with a grid showing the border between exterior cells.
    • A co-ordinate grid, which could be turned off, to help modders find wilderness areas without spending ages
  • Separate maps for Pale Pass and Mankar Camoran's Paradise. Map images are here for Pale Pass and here, here, here, here, here for Paradise. Painted World too while I'm at it.

[edit] Completed/Rejected Suggestions

  • Identify Buildings and give RefID's to everything on the map.
    • Most objects already link to the wiki article. Such information is better covered there.
  • Have it so that you could get directions from one place to another.
    • Offer quickest route between two places, with a approximation of the time it takes to get there as well as what time of day it will be once you arrive.
      • Possible to have basic compass directions/Bearings? (i.e. NE of Kvatch/Bearing of 45°)
      • Maybe (s)he means drawing a line from point A to point B.
      • Cyrodiil has no speed limits, and cross country is as fast as going over the road. All other aspects on speed are not part of the map, but on the character travelling the distance.
  • Make it so that your search will only show you the icons in the window you are viewing, or the ones that are closest. For example, I have been using the map to find Nirnroot, but since there so many, it only shows 50 of them spread out around the map, and I have to go through five or six tabs to actually see the ones I want when I am searching around the Imperial City and other high Nirnroot volume areas.
    • This feature is already part of the map. If you zoom in to the maximum setting, the nirnroots in that region will automatically appear (as long as you don't have any active searches).
  • Show markers for major cities at low zoom levels. (All that is shown at low zoom levels is a terrain map, it is difficult to orient yourself) (Done)
  • Make the map downable to use when offline
    • very important on the ps3 internet browser it only shows the top left corner of the map this is a big problem for anyone that wishes to use the ps3 browser for the map please help
    • Not too likely, as it would require a complete rewrite of all the code.
  • Wayshrines, ayleid wells, doomstones, and runestones
    • All have been added to map; they just need more appropriate marker types
  • Proper caching of locations when zooming/panning the map (no need to reload locations still in the map area)
    • Map was made smarter and keeps locations in the common area and only updates any areas currently without location data.
  • Map markers displayed only at certain zoom levels. (Done)
  • Zoom control should only display the valid zoom levels.
    • Looked into this and while its possible there is no easy way of doing (looks like you have to create a custom zoom control).
  • Link back to a wiki page for each location (accessible via popup or on the sidebar).
    • Added links back to the Wiki for each location in the popup window when the location is clicked. Initial value for the wiki link is the location name.
  • Locations from official plugins.
    • Done
  • Add Morrowind to the North East.
    • Not likely. The two maps are at very different scales, and are thus not likely to be compatible. However, making a Morrowind map separate from the Oblivion map would be a good idea. Separate Morrowind Map now exists.
  • Add one-of-a-kind items such as Fin Gleam. (Done)
  • Zoom in/out linked to mouse scroll wheel. - already does this
  • Add locations of the Ectoplasm Most ectoplasm comes from random creatures; eventually a map will be added to Oblivion:Ectoplasm, but not to the oblivion map
  • How about adding the name Ruin (perhaps in parenthesis) to the name of ruins so they will all come up in a search?
    • Not really practical, especially since doing so would break all of the links from the wiki to the map, and all of the links from the map to the wiki.
  • Adding the underwater marker to Veyond Black Waters
    • It's already there: link
  • a 3d map and dungeon types in () like atatar (necromancer)
    • Use real model renderings to populate the map where possible.
      • Adding dungeon types to the Oblivion map is pretty unlikely. Many dungeons don't have a single easy-to-identify "type". And other readers are going to be interested in other details. There's no way to add the entire wiki page to the Oblivion map; the link to the wiki page is there so that readers can find all the details.
      • Not feasible to make a 3D map.
  • Put in locations of Unique Landscapes. Just a general spot inside each landscape...you don't have to draw the boundaries of each.
    • Items from unofficial mods don't go on the map.
  • Please add Items location and a reference note about actions to be taken.
    • Non Random Loot is already on the map, but other items are random so cannot be included. As for "reference note about actions to be taken" - I have no idea what that means.
  • Add a marker to show where Tooth-In-The-Sea is in the sea, as he is often very hard to find.
    • Done
  • Add a case sensitivity feature.
    • What on earth is "a case sensitivity feature"? You can already use any casing in the Search box.
  • Clean up map image artifacts from the CS
    • In progress, but see this.
      • Done
  • Higher detail map of cities
    • Done

[edit] Missing Oblivion Gate On The Map

There's one that occasionally spawns on the City Isle, past the Arcane University. --Merco 08:19, 2 November 2007 (EDT)

None of the Oblivion Gates are missing from the map. The one on City Isle is clearly visible at this location. If you're not seeing a gate or any other feature where you expect to see one, first make sure to click "Reset Search". If you have an active search, then the map will only show the icons associated with that search. Also note that links such as this one that do a search for Oblivion Gates only show 50 icons at a time, whereas there are 99 gates in all. That should be pretty apparent when you first pull up the map, given that half of the map contains no icons. Or from the text in the search box that says "Results 1-50 of 99 matching locations for gate to oblivion." To see the other 49, you need to click on the "Next" link at the bottom of the list. Please try using a little common sense instead of immediately assuming that there's a bug with the map. --NepheleTalk 11:51, 2 November 2007 (EDT)

[edit] Note to editor

If you search for the Ayleid ruin "Hame" and then manouver to the right a bit there appears to be some sort of mark or deforimty very similar to a Swastika on your map. Either this is a bug, or someone made a very bad joke.

On a map of this size I'm surprised there aren't more things like this. Of course it's not intentional - it's just the sort of area markings that the construction set adds in. Eventually we're going to try to remove those as we did for the Shivering Isles but it's a long process. --RpehTCE 02:41, 11 December 2007 (EST)

[edit] Map Improvements

I now have the ability to help a lot more with improving both the Oblivion and SI maps, so I wanted to get some feedback on what can be done and also recruit some help. There are already a fair number of ideas at #Suggestions, but I wanted to prioritize them and flesh a few of them out. There are a few natural groups that ideas fall into:

  • Updating map tiles, in other words changing the primary map image (separate from the map markers and labels that get superimposed on the image). I'm counting on others (hopefully Timenn and Rpeh; anyone else is welcome to volunteer!) to create the tiles. I'll help mainly just by transferring the tiles to the server. In roughly decreasing order of priority:
    • Merge city interior maps (i.e., the more detailed maps) with main world maps. Done for SI
    • Remove artifacts from maps. Done for SI
    • Blue water
    • Create a second set of Oblivion map tiles that includes all updates from official mods? Just an idea, but I think it would be nice
  • Adding/deleting/tweaking locations on map. In other words, the markers and names that appear on the map.
    • As far as I know, the Oblivion map is in pretty good shape. Also, the site's other cartographers have the ability to make these types of changes already.
    • I'm the only person at the moment (other than Daveh) with the ability to alter the SI map locations. If anyone knows of missing locations, incorrect locations, or ones that need to be deleted, let me know and I'll work on them. When I get a chance, I'll also try scanning the map for issues.
    • I also need to give the other cartographers access to do this.
  • Improving map markers. I'd appreciate both feedback on what markers to add/modify and help with creating the markers. I can then get them added to the server and get them displayed for appropriate places.
    • One list of potential markers already exists at #New Marker Types: they just need to be created ;)
    • We probably also need a better miscellaneous marker (right now the "default" is a door icon, but that's not the best default for items like Fin Gleam).
    • In addition, there are possibly SI-specific markers (for example, Obelisks of Order and Crystal Chests)
    • Another question is whether to have a second set of markers in a different colour (but same image otherwise) that are specifically used for mod-related places
  • Other changes will require modifying the code, and that's not something that I'm too keen on tackling right now. For example, a printable option or an option to add a cell grid. I'd prefer to stick to data changes rather than software changes ;)

--NepheleTalk 01:07, 12 January 2008 (EST)

OK, I did some revamps of the SI map markers today, as detailed at Data Updates. Although many of the tweaks were straightforward, a few probably need a bit more explanation:
  • I disabled all doors that are in the "Mania Garden" and "Dementia Garden" worlds. These two areas are essentially "invisible" at the top level map. They don't have low-resolution approximations that appear on the general map, and where they supposedly exist (based on x/y coordinates), there is regular map terrain, that can be accesssed if you explore outside New Sheoth. The upshot of which is that all of those doors appeared completely out-of-place on the SI map. So I eliminated the confusion by disabling them (the info is still in the database, but it will never appear on the map, even if you search on the place names).
  • I experimented with map markers for houses that have multiple doors. Previously, the New Sheoth maps were just chaos, especially at zoom=15 but also at zoom=16, because of all the overlapping labels. Now by default only one map marker appears for each building. At zoom=15, only the stores appear. At zoom=16, the house entrances are also shown. Although only one door marker appears on this map, all of the other markers are still in the database. So, for example, if you do a search on Rendil Drarara, both of her house's doors appear. The way this was done was by setting DisplayLevel=17 for the upstairs door (i.e., saying that by default the door only shows up when you increase the map zoom level to 17). Since the maximum allowed zoom is 16, it's impossible to zoom in far enough. But when you do an explicit search, all relevant map markers appear, regardless of the zoom level.
I've used this DisplayLevel=17 zoom trick throughout the SI map; I'd be interested in hearing feedback on whether it seems to work reasonably well. If it seems popular, then I'll probably also apply it eventually to the Oblivion map (for example, all of the Skingrad houses that have upstairs balconies). If it doesn't seem to work, there are probably other ways to tackle excessive labels, although the other options probably require software tweaks. --NepheleTalk 00:28, 14 January 2008 (EST)
  • If it will be of any assistance, I can have a look at some of the code not data changes - I spend a fair portion of my working life writing javascript and have played with the Google maps API before (although not in-depth, I admit). I'm relatively new here so I'm a little unsure of the protocol - apologies if I'm stepping on anyone's toes.Basiclife

[edit] Morrowind Map

I've posted some examples and questions about the above on here. Please can people take a look and let me have their thoughts. –RpehTCE 07:07, 27 January 2008 (EST)

[edit] Map does not work properly for me

Hi there!

I am running Firefox 2 on Windows Vista, and have a problem with the map. It opens and then displays just the text on the map, ie Skingrad Imperial City etc, but there is no terrain and instead i get this message all over the place: No Data Avaible.

Could this be a firewall related problem? If so why does the normal google maps work as well as some other API implementing pages?

I would be gratefulf or any advice.

Thanks Jerome

What link specifically are using to access the maps? There are a couple of different possible URLs that can lead to the Oblivion maps, so knowing which one you're using would be helpful. --NepheleTalk 14:09, 3 March 2008 (EST)
I am using this link http://www.uesp.net/oblivion/map/obmap.shtml thanks for teh quick answer!
Hmmm... I'd thought that there were some other possible links you could try but two of them are actually just redirects, so you'd end up at the exact same link (obmap.uesp.net and maps.uesp.net if you're curious). And a couple of other options I'd thought you could try to help pinpoint what's going on won't work either.
Which leaves me basically with the standard types of suggestions. You may want to try emptying out your cache. And then try using the map during the week (rather than the weekend) to make sure there isn't a problem with the site just being overloaded when you're trying to access the map images. In theory, yes, it could be a firewall problem, although it isn't one that's been previously reported. I'm not coming up with any other ideas at the moment. --NepheleTalk 23:06, 3 March 2008 (EST)
Ok cache did not work, basically the situtaion is as follows, im at Uni in a Student residence hall, no one else here can open the map either(checked with a couple of friends), so therefore i assume that somhow the connection that gets the image data and icons from your server is blocked, does it use any special ports? if so is there a way to hange the ports or circumvent the blockage?
I just tried from work and get exactly the same problem. The main map page loads almost immediately and then sits there doing nothing - occasionally a "No Data Available" tile appears and eventually (after about 2 mins) the page stops loading. During this time, FireFox is trying to load from content1.uesp.net according to the status bar. A quick play hasn't found an obvious solution. I know it all works from home so I'd guess something is being firewalled. –RpehTCE 08:09, 4 March 2008 (EST)
If you find out how to work around this or what is being blocked, please let us know because the map would be very helpful for me.cheers for the help so far
Image data is retrieved from our image server http://www.uesp.net:81/ which uses the non-standard port of 81, which is possibly why you aren't seeing anything. I'll think about possible solutions to get around this and see if any work when I get some time to play with it. -- Daveh 11:52, 27 March 2008 (EDT)
FWIW, I believe some FF versions have a bug in javascript which causes it to ignore proxy config rules when using AJAX - it's possible the requests to update the map tiles are not being routed through the uni servers properly. Of course, Daveh's solution is more probable, but it's a thought - does it work in other browsers? Basiclife 15:50, 20 April 2008 (EDT)

Map does not work for me, either, and I have tried it many times over several months. I have tried it both with the latest beta of Firefox, and with a current version of IE. I get the same thing, titles, but no map in the background. I, too, am trying to access it from work (during the week), and am behind a firewall. (I don't have the password for the firewall, so opening a non-standard port is not an option here. Could anything be done to make the data available on a more commonly used port?) —The preceding unsigned comment was added by 69.15.164.226 (talkcontribs).

I'm not behind any sort of firewall that blocks port 81, this map is quite simply broken. I'm using Firefox 3 on Ubuntu linux as well as WinXP and it doesn't work on either. I know this map is a "work in progress" but don't fool yourselves into believing that the problem is due to port blocking at the clients end because it's not. It's is just broken at your end. —The preceding unsigned comment was added by 124.180.101.58 (talkcontribs) on 24 November 2008.

No it isn't. The map works for the vast majority of people in the vast majority of cases. There are known issues with some browsers but if you can't view it at all then the problem lies with you and your setup. –RpehTCE 07:30, 24 November 2008 (EST)
Given the source of this latest comment, I think it's safe to give it zero credibility. --NepheleTalk 11:08, 24 November 2008 (EST)
And it had been so quiet lately... Evidently my DUMG auto-recognition system had switched itself off... –RpehTCE 12:38, 24 November 2008 (EST)
The squid proxy server blocks port 81 via the proxy by default. When I reconfigured squid to allow port 81 the map worked. Squid is fairly common, and most end users won't have access to change its settings, perhaps if you can put it on another port. Anything above 1024 would be accepted by squid by default. 202.154.105.237 02:01, 27 March 2009 (EDT)

The map doesn't work if you have Norton Internet Security for some reason. Disable the firewall and then re-enable it (may work). Or just configure it to allow port 81. Further, PeerBlock or Peerguardian may also disrupt the map.

Thanks for this! The server has a blocked ip ("iWeb Dedicated|Anti-p2p", 67.205.76.81:81), so PeerBlock was preventing me from loading the map.

[edit] Map features or symbols I don't find a definition for.

There are four specific items that I have been unsuccessful in finding a definition of.

The first is at the site "Temple of the Ancestor Moths". There are a number of red rectangular outlines at this location. I would like to know what they represent.

The next is a series of yellow rectangular outlines that show up in "many" places throughout the map. They don't seem to be at or over any single type of feature that I can see.

Third is a number of very tiny pink colored marks that appear to be roughly a "v or Y" shape. They are very tiny even at maximum magnification. Most of them are single marks but I have seen places where there are 5 or 6 in a straight row close together.

The last is a very distinctive symbol that is located just to the NE of Bruma. It is cleaarly a "created" symbol and not an accident of graphic symbology. It has some features similar to an Oblivion Gate but I am not able to identify it.

If any of the folks who put the map together could tell me about the meaning of these items I would be grateful. At the same time hats off to the same people as this is a superbly useful map tool.

oldwest 19:46, 4 March 2008 (EST)

All the maps are exported from the construction set and most of the lines, boxes and spots on the map are things like patrol areas and creature locations. The thing NE of Bruma is the Siege Crawler. If you don't recognise it, I'm not going to spoil the surprise! At some point we hope to go through and remove the boxes and lines but it's a big task. –RpehTCE 02:00, 5 March 2008 (EST)

[edit] Amazing Map!!!

Thank you so much for making this! I could find all the Nirnroots I was trying to find for the Seeking your Roots quest. I also can find anything I was trying to find by walking around on the map. I didn't find any glitches or mistakes with it so great job! Thanks again for all your hard work!

[edit] moths! moths everywhere!

The Ancestor Moth sanctuary is swarmed with red boxes that represent the trajectories of swarming moths. The red stain is visible "from space" and looks like lava. Could it be removed on the pixel level?Temple-Zero 21:27, 29 July 2008 (EDT)

Rpeh has put together some tools to automatically remove most of the construction set artifacts from the map tiles, including artifacts such as these red boxes. At some point hopefully we'll have a chance to upload a complete new set of "clean" images for the Oblivion map. --NepheleTalk 23:47, 29 July 2008 (EDT)

[edit] Crystal Chests

I'd like to disable the inaccessible Crystal Chests on the map - the list of accessible ones has been updated at Shivering:Crystal Chest. Once that has been checked, it seems silly to include the ones you can only access using console cheats. –RpehTCE 14:50, 14 August 2008 (EDT)

Makes sense. --NepheleTalk 11:17, 16 August 2008 (EDT)
Done. I've disabled the chests that aren't accessible. –RpehTCE 03:11, 22 August 2008 (EDT)

[edit] dead links

http://www.econym.demon.co.uk/googlemaps/custommap.htm for the map tutorial is dead, and it links to this page:

http://www.econym.googlepages.com/index.htm which is also dead.

I did find an archived version which I changed the link too. Travb 22:43, 12 September 2008 (EDT)

http://econym.googlepages.com/index.htm works, with no www. I changed the tutorial link to this web page. Travb 22:55, 12 September 2008 (EDT)

[edit] Idea to enhance Interactive Maps

OK, I was thinking that it might be possible to mimic the "Street View" feature of Google maps (seeing as the Interactive Maps are already based off of Google software) by walking a character down roads, paths, enterances to dungeons & settlements, etc., and meanwhile, about every 15-30 in-game ft., taking a screenshot with view boundries set to maximum (if possible, to create a 360-degree image that might be able to be used to "wrap around", allowing viewers to seamlessly and indefinetly rotate the "camera", like in Street View). I realize that a feature like this would require extremely large amounts of server space (for images), time/effort (set-up, programming, picture-taking, implementation, de-bugging, as well as other tasks associated with the process), and organization (getting each picture to correlate correctly with the map), however, despite these possible obstacles, I think the feature would be immencely valueable as it would allow users to get a representation of the area from a perspective that one could relate to. It would also allow for phenominally more detail directions, allowing for the use of definate lankmarks, rather than something like, "look SE and walk forwards until you see a fallen log on the ground to your right and a cluster of rocks that resembles a turtle", which is basically the directions from the official Oblivion guide for the hidden wilderness stash connected to the note at Fort Coldcorn. As you might have guessed, these directions are very obscure, personally causing me to have to spend over five minutes looking for that one stash. With piture directions, however, one could give much more detailed directions, saving people time and frustration. Additionally, having this as an online feature allows people to check directions or locations without having to start up an application, which can't be looked at at the same time they are editing or contributing in some fashion. The same goes for console gamers, who additionally have the problem of their computers often being out-of-sight, or in a completely different room, from their console. Sorry for the long post and thank you for taking the time to read it, as I definately think you should consider all the possibilities surrounding this purposed addition, as well as how we as a community at UESP could accomplish this goal, even if it requires thinking "outside of the box" or personally requesting permissions from where they might be needed. Once again, thank you for reading, and please respond back with a message as detailed as your schedual allows for and as soon as your schedual allows for. Thank you, and have a great day! -Adoring Fan 00:14, 15 September 2008 (EDT)

While the ability to view individual screenshots is something I've been considering for a while, the idea of a full 360 degree view is way, way over the top. The game map is (very roughly) 16 miles on each size. I'm not even going to work out just how many images that would need because there is no way it's ever going to happen. –RpehTCE 01:06, 15 September 2008 (EDT)

[edit] Missing Nirnroot

There is a Nirnroot just SE of the lady stone / NW of the Anvil Lighthouse that has a red dot as if it had been marked to recieve an icon but never did. —The preceding unsigned comment was added by 24.182.163.56 (talkcontribs) on 16 September 2008.

All the nirnroot are on the map. If you look at your search results you'll see that you're on page one and that there is another page. Alternatively, zoom in. –RpehTCE 00:44, 16 September 2008 (EDT)

[edit] Icons Missing?

It seems that all the icons for the map are missing. Several people have noticed this as well. I'm not sure if this has just started happening today or if it might be a server problem. --Vargon 16:15, 11 November 2008 (EST)

Thanks for pointing out the problem. A server change was just implemented this morning, which effectively made all of the map data unavailable. I've been able to semi-fix the problem (for users, all of the maps should again be fully functional, the "semi" is just because the current solution isn't optimal). --NepheleTalk 18:08, 11 November 2008 (EST)

[edit] Test Cells

Would it be possible to get maps of the Exterior Test Cells if only for completenesses sake. I understand that the number of conflicting or unconnected cells could make this difficult but it would still be nice.The-manta 17:48, 15 November 2008 (EST)

[edit] Cell Grid

It would be absolutely fantastic if there was a way of checking which cell you are viewing. Again, I understand that this might be hard (although I honestly have no idea what it would entail), but it would make location scouting for modding and to allow xbox users to find out which cell is which.The-manta 17:48, 15 November 2008 (EST)

I would also love this feature as well, but a more simpler and easier suggestion would be to just add the cell grid at the end of each label like Apprentice Stone (-41, 52) for example, it would make modding much easier. Mightylink

[edit] Missing Location(s)

Hi!

Great map. I use it a lot.

By the way, I can't find Wenyandanwik in it. It's an Ayleid ruin south of The Inn of Ill Omen. —The preceding unsigned comment was added by 81.37.67.49 (talkcontribs) on 27 November 2008.

Never heard of it. However, there's a place called Wenyandawik that's already marked ;) –RpehTCE 08:49, 27 November 2008 (EST)

Just wanted to inform you that there is one missing spot that is quite important missing: Pale Pass, the Akaviri fortress in a valley north of Bruma, the serpent cave and the sentinel. It's not that I have problems finding it and need a map, the walkthrough worked just fine, but if you want to make the map 100% correct, you should probably take look at it. Thanks for the awesome map(s) though! —The preceding unsigned comment was added by SwedishBerzerker (talkcontribs) on 11 February 2009.

Yeah we know. Painted World too, and Mankar Cameron's paradise. We've already done the maps (see the bottom of the Suggestions list at the top of this page) - but there's still quite a bit of work to do. Those areas are different because they aren't part of the main world map. –RpehTCE 10:04, 11 February 2009 (EST)
Oh, I meant an icon on the world map ;) The painted world is unnaccessible after completing the quest, as far as I know, so an icon showing that place wouldn't be necessary. Never done the Mankar Cameron's paradise-quest. But an icon for Pale Pass, just like with all other dungeons, ayleid ruins etc. —The preceding unsigned comment was added by SwedishBerzerker (talkcontribs) on 12 February 2009.
The only location that appears on the standard world map is the cave leading to Pale Pass, namely the Serpent's Trail. That already has an icon on the map. --NepheleTalk 09:57, 12 February 2009 (EST)

[edit] Google Chrome

The main Cyrodil map appears not to work with the Google Chrome browser. A lot of the ground textures are not displayed or are out of place and place markers are not shown, either on the map or on the sidebar list.

Fairly minor problem I guess (at last count, only 0.73% of browser traffic was by Chrome), and I can of course simply view via Firefox, but it's a pain nonetheless.

Any ideas what may be causing the problems? —The preceding unsigned comment was added by 86.24.251.49 (talkcontribs) on 1 December 2008.

Yes. Google Chrome is still in beta and still has bugs. When I view the map with chrome it works fine after I maximize the window. –RpehTCE 03:23, 3 December 2008 (EST)
Ah, excellent (I was the original bug submitter pre-registration), that works for me too. If I've already got the window maximised, I need to minimise and maximise to get it to work. I also notice that if you go to a place from a wiki page via a map link, the map doesn't often centre correctly, although it's close enough to find what you're looking for. Any ideas why Chrome is causing the bug?

[edit] This Map is Awesome. You are Awesome.

Will this be downloadable like the Morrowind map was? I love you.

Archeopterix 01:12, 30 January 2009 (EST)Archeopterix

Thank you. We try :) I've always previously said that, whilst it's technically possible, copyright concerns make it unlikely. Any program would need to duplicate the map in its entirety, which is probably a bit of a no-no. If somebody wants to check with a Bethesda Dev and they say it's okay, I wouldn't mind taking a crack at writing a downloadable version. –RpehTCE 02:58, 30 January 2009 (EST)

[edit] Cities

Since I play Oblivion on the PS3, I'm not too familiar with modding for this game (although I have done some modding for PC games in he past, so I'm not completely unfamiliar with this) so forgive me if this is a dumb question: Would it be possible to superimpose image layouts of the cities onto the main overworld map? That way it can look more like a satellite photo of Cyrodiil as if it were a real place as opposed to just being a zone in the game seperate from the zones that each individual city is located in. –168.91.255.100 16:38, 8 April 2009 (EDT)

I'm not exactly sure what you mean by that. We already have "Higher detail map of cities" on the task list, but that just means using the higher-res versions of each city world from the CS as opposed to the low-res Tamriel world version. –RpehTCE 17:26, 8 April 2009 (EDT)

[edit] Problems with the SI Map

In a nutshell, the SI map isn't showing a full picture of the Shivering Isles. Compare this from our map to this taken directly from the CS. Our map is missing most of the trees and bushes shown on the CS version.

This is the same problem that has prevented me regenerating the Oblivion map and running my artifact removal program over it to get rid of the nasty lines and blobs. Compare this from our map to this that I get when I use the "Create Local Maps" option.

It seems therefore that we have two options:

  1. Ignore the problem. Leave SI as it is and regenerate OB using the treeless tiles.
  2. Get whoever did the original OB maps to do them again, and also do the SI ones.

In favour of option 1 is that nobody has complained about the lack of detail on the SI map, but I did once get a little confused while trying to match up my in-game surroundings to the map give the lack of trees.

In favour of option 2 is that we really ought to be trying to fix things if we know they're wrong, and I'd rather not mess up the OB map either.

So what does everybody else think? –RpehTCE 08:46, 10 April 2009 (EDT)

Does nobody else have any thoughts on this at all? –RpehTCE 04:34, 14 May 2009 (EDT)
Yup I do. It's just that I missed this one, but we have discussed this before on IRC. I'll get back to this later, have to hurry this reply. Just to let you know I haven't missed it this time ;) --Timenn < talk > 10:47, 14 May 2009 (EDT)
I tried creating the [-1,1]-[1,-1] tiles on my computer and at first, same thing: no trees. But then I explored the CS options. Under File->Preferences->LOD, there's a check box "Force Full Tree LOD", which was not originally checked. Checking that box, then regenerating the maps, I get the trees. I tried the [-1,-1] cell a few times, with/without checkbox, and it seems to pretty reliably control whether or not trees appear. However, the check box seems to behave a bit weirdly: it always seems to reset itself to off after you create a set of maps (is it even possible it resets itself during a set of maps, thus causing inconsistency?) I also experimented minimally with some of the other settings under Preferences (LOD for Items, Objects; clipping distances under Render Window). Notably, something I did appeared to turn off some of the red outline artifacts, but instead added some black blob artifacts, but I'm not immediately sure what ;)
Any chance those settings have an effect for you, too? If not, I could see whether my luck with [-1,-1] extends to other cells. It also raises questions about what the other settings do and whether there's some combination that minimizes (or even eliminates?) the various artifacts. --NepheleTalk 18:37, 3 June 2009 (EDT)
I've just spent much too long fixating over what I did in my earlier tests that changed the artifacts on the map (turned off red outlines; turned on black blobs), and then just as mysteriously reversed them again. As a result, I've continued to experiment, finding out for example that the options under the View menu are also important. Some of the things I've found out:
  • Under the View menu, both Leaves and Trees need to be selected.
  • Turning Markers off gets rid of some unnecessary artifacts, but not many.
  • Definitely do not turn on Wireframe or Collision Geometry -- all the extra overlays will appear on the map tiles, too!
  • The control that seems to influence the artifacts the most is fade mult for objects (under Preferences->LOD). As you decrease the value of fade mult, more and more objects disappear from the map. At low enough values, artifacts such as red outlines disappear (but so have a lot of useful objects). And at various intermediate values (not at max or min), black blobs appear in place of certain objects, as the items transition from visible to missing. I've come to the conclusion that it's best to keep fade mult set to the maximum, because that provides the most detail. Plus, rpeh already has a better way to remove the red outlines.
The effects of all these options are clearly visible in the render window (even the tree LOD, in particular if you scroll out in the render window and get a broader view: the trees don't disappear, but they do become flattened/distorted if tree LOD is off). What seems to be the most unpredictable is whether or not the options take effect on any map tiles I generate. Sometimes, the map tiles match my currently selected options; other times, they seem stuck on old set of options, and won't update. Whether updates occur seem somewhat related to what cell is displayed in the render window, and whether or not I refresh that window, but there's something random going on too (or something I don't understand). Whether that has implications when you're generating thousands of cells at a time, instead of just 1-10 cells, I don't know.
Finally, under World->World Testing, there's an "Update Distant LOD Data" menu, where it states "You must export LOD for all worldspaces in order to be able to see objects such as trees and buildings in the distance". Clicking the export option causes some type of lengthy computation, but I have no idea what it actually did; map tiles did not appear any different afterwards FYI, I did this after nearly all my other tests. --NepheleTalk 21:09, 3 June 2009 (EDT)
Looks like you've got the same problem I have - able to get to the point where some trees appear but not all.
The "Markers" option turns on and off the door / north markers on the map, but most artifacts come from collision boxes, activators and creature markers that are actual objects on that map. The only way to remove them is to manually hack the map to remove them all or to do the kind of post-processing I did for the SI map.
I must have spent hours playing around with the LOD settings. Everything appears perfect on the render window of the CS but generating local maps doesn't show all the trees. I've tried it on big sections, small sections, vanilla and SI, and everything else I can think of. Looks like we'll need Daveh to re-export the tiles. –RpehTCE 00:41, 4 June 2009 (EDT)
Or another idea: have you tried using the original (1.0.x) version of the construction set? Which in turn also means digging up an unpatched version of Oblivion.esm (I already had one that I use to check what data has changed). I just started the full map set using the original construction set, and so far I'm getting trees (I last checked [-52,1], after starting from the default -64,x). If that's the solution, then there'll be some extra complications trying to figure out what to do for the SI map, but it's at least some progress. --NepheleTalk 01:19, 4 June 2009 (EDT)

I've played around with those settings in the past too, but I noticed the trees appear quite random. In other words, it's very hard to make a complete tree coverage. But I might have another idea.

Instead of trying to make the CS export all trees correctly, we can pick up what we have, and add the trees ourselves. I believe it's possible to extract all tree locations from the SEWorld and their scale. Then we use a script to add the various tree images to the various map images, based on the location and scale data we retrieved. Take a look at Image:Tree_PasteIn_Example.png to see what I mean with tree images.
Considering a tree type always looks the same (apart from difference in size) in the CS, we need not worry about losing diversity in the map images. --Timenn < talk > 06:00, 4 June 2009 (EDT)

Using CS 1.0.303, I seem to be getting complete tree coverage (now at column 17, i.e., everything from Bravil west done). Every tile I've looked at looks good: either it has trees, or it matches the tiles that Daveh originally created. Actually, in many cases better than Daveh's tiles: I just checked the area around Wellspring Cave, and I don't have any black blobs, but instead I've got the correct rocks. So worst case, even if I'm the only person who can get it to work in the old CS, I think we'll have one set of good tiles. --NepheleTalk 12:37, 4 June 2009 (EDT)
Yes! I get the same result. I never thought to try the old version of the CS... (curses).
Unfortunately, hacking an SI version of Oblivion.esm so it's loadable in the old CS doesn't work - the local maps come out in an incredible lurid purple. In the worst case, this at least means we can have a clean Oblivion map with full detail and the current clean SI map without some trees. Best case is that we can hack things somehow so that the SI version has trees added - perhaps using Timenn's method.
I'm going to spend some time tweaking my artifact remover to make sure I'm getting as much as I can without impacting the map (the reason I found this problem in the first place was that I thought I was smoothing out the red trees...) Once I've got a good version we can work out whether it's going to be easier for me to run and upload, or give you the code so you can do it. –RpehTCE 13:59, 4 June 2009 (EDT)
Take a look at this ZIP file. It contains 45 JPGs showing tiles before and after artifact removal. I think it's worked pretty well - especially around the Temple of the Ancestor Moths. There's a bit of blurring in a few placed, however, so I wanted to see what people thought before going forward.
A couple of other points: first, these are the tiles before resizing so several of them have weird black borders: just ignore those. Second, there are a few pinkish dots to be found. I spent quite some time trying to remove those without destroying everything else before nipping into the CS and discovering that they're mushrooms so should probably still be there.
I'm going to try to do higher-res versions of the cities next, but please tell me if you think these are okay. –RpehTCE 04:42, 6 June 2009 (EDT)
You already convinved me earlier with the cleanup program. ;)
Now that we are busy with these tiles, should we consider adding water? I realise this will require much work, but it would make the map look better. We might be able to use the typical greyish brown color to define the water areas. Only Blackwood has a different ground texture. --Timenn < talk > 07:17, 6 June 2009 (EDT)
I'd love to fix the water, but I've spent a long, long time trying to do so and it's horrible. As far as I can see there are three basic approaches:
  1. Post-processing based on colour. Adjust the shade of every pixel withing a certain range of colours (roughly what I do for artifact removal). This doesn't work because there are just too many colours that represent water. "Greyish brown" somewhat oversimplifies the range of colours used in water - even just the water in the River Niben. The main problem is that the colours are very similar to roads, farmland and even buildings. Take a look at the area near Barren Cave, for instance. Without knowing, can you tell which areas are road, which are path, which are water and which are shore? A variant of this approach would be to "flood fill" areas of water - ie, start with a pixel known to represent water and scan the surrounding pixels to see if they are similar. This is slightly less vulnerable to the problem described above, but introduces a new one: the number of "seed" points required. Look around Fort Doublecross and try to work out how many would be needed.
  2. The other method is to delve into the game data, calculate the height of each pixel, compare it to the height of the water in the cell and colour accordingly. The trouble is that this requires not just looking at the terrain (in which case it would be fairly easy) but the objects in the cell. In that Fort Doublecross example, for instance, all the trees would end up shaded blue if objects aren't considered.
  3. The other approach would be to do it all manually. That's possible... but it's way beyond one person. We'd need to package up groups of cells for download and get a project going.
Unless someone can come up with a better idea, I imagine we'll end up doing #3. That's going to take a long time, though. For now I'm intending to get the cleaned-up map with hi-res cities in place and we can look at further improvements later. Now we can generate the tiles at least the whole thing isn't on hold any more. –RpehTCE 16:06, 6 June 2009 (EDT)
I agree completely: I'd love to fix the water, but I can't see an easy way to do it. So I just curse Bethesda for not making it possible to simply add the water to the maps, given that the render window is already doing such a nice job of calculating where the water exists ;)
I think it is completely impossible to do it based on colour, because the colours simply have no true relationship to where water exists. Look closely at shorelines and compare the map tiles to the CS waterline: there are cases where the map tile is essentially monochromatic, but the water line cuts diagonally through the tile. One example I noticed this week is CamoranParadise [-5,2] -- it took me 5 minutes just to convince myself the map tile and CS were the same cell. I also remember much too clearly that all of the little islands in the northwest and northeast sections of Random Oblivion World 2 are impossible to map out by colour (the strange bright contours around the lava islands on Image:OB-Map-OblivionRD002.jpg were one attempt to map out the islands, but it was all done manually). Therefore, even if you overcome the problems pointed out by rpeh to create a colour-based algorithm, the result will be misshapen islands that bear no resemblance to the actual in-game islands.
One semi-alternative to rpeh's #2 is to use the CS Heightmap editing window to create a mask with all of the water in blue and the rest of the map in white. (To get a crisp line, it helps to set three contours right at the water line, e.g., at 4095, 4096, and 4097). However, I don't know how to export the resulting mask (other than screenshots), the mask is "blocky" (no diagonal lines when you zoom in, just vertical/horizontal), and it still doesn't fix the trees-above-the-water problem pointed out by rpeh. Colours might help to identify trees/rocks above water, but probably not terribly well. It's more likely that any automatically-generated overlays would best be used as a starting point for subsequent manual review/correction.
In the meantime, rpeh's new tiles are unquestionably a huge leap forward from the existing tiles, especially if hi-res cities can be superimposed -- scanning through the examples, they all look amazing (especially the yellow invisible walls on top of castle walls... and temple of the ancestor moths is so much better!) So I'm all in favour of proceeding with these tiles.
However, I do get the same hideous purple problem with back-versioned SI: there's nothing useable in those tiles right now. For some reason, the old CS isn't loading any of the SI textures. Possibly it's something as ridiculously trivial as the fact that the SI textures are in texture subdirectories? It's possible that if we could figure out how to get SI textures to load into the old CS, then we could then unleash a script on the .esm and do any necessary revamping. Otherwise, I think we're looking at either adding trees as suggested by Timenn, or exporting tiles a handful at a time and checking each tile to see whether the trees are there. --NepheleTalk 17:05, 6 June 2009 (EDT)

(outdent) Right. Here are zoom-15 level hi-detail images of the cities. I'd be grateful if somebody else could look them over to see what I've messed up. I promise this isn't a fishing-for-compliments "Yes Rob those are great" exercise - it's just that I've been staring at these things for the best part of a day and I really can't see them any more. For instance, having already gone over all the images to make sure there wasn't anything too glaringly wrong, it's only now that I notice the huge error on the Cheydinhal map (top center). Please, if there are any areas of the maps that have big discontinuities like that one, or if there are low-res areas or anything else that might need fixing, let me know. Right now I'm very tired and want to finish my beer and go to bed.

Incidentally, is there a way in which we can test a new set of tiles? Nephele has mentioned the testmap area for map code, but does it reference the live map data or a separate set of tiles? It would be useful if there was a way of seeing the map "as live".

Also incidentally, we did a "zoom17" zoomout for the Morrowind map. I don't think it's as necessary for this one, but could easily be done if people want it. Thoughts on that? –RpehTCE 19:39, 6 June 2009 (EDT)

A quick note about the water. When I originally output the Oblivion map tiles I tried playing with getting blue water but ran into the same issues you've found. I started playing with actually modifying the water texture/shaders to make them blue in game and seem to recall having some success but never followed up on it. I don't remember exactly what I was playing with but another possible option if someone has some time to play around with things. -- Daveh 20:19, 6 June 2009 (EDT)
From a quick scan of the maps: are the Skingrad Castle Courtyard and Anvil Castle Courtyard worlds being used? Or perhaps those areas are just blurry anyway? Other than that, I didn't notice anything -- but I'm sure our helpful readers will be very quick to point out anything we overlook :P
Yep, it's possible to create a set of testmap directories -- and one little side benefit of creating those directories is that you (rpeh) should be able to put files directly into those directories. This link takes you to the test version of the oblivion map, which is coming up completely gray because the /home/uesp/maps/testmap/zoom* directories are all empty, waiting to be filled with test tiles.
At the moment, I don't think a zoom17 is needed -- IIRC, with MW part of the issue was that MW cells are 4 times larger than OB cells. --NepheleTalk 20:36, 6 June 2009 (EDT)
I thought I was using the Anvil Courtyard but I'd forgotten to include it. Skingrad's castle courtyard is actually an interior cell and I wasn't using it, but I am now - after a little tweaking. It doesn't fit brilliantly but it's good enough.
I've uploaded everything into the zoom directories on content1, but something's not working. Even before I did the upload I wasn't getting a grey map: I got a copy of the existing map. After the upload, I get the same thing. I'm also getting old versions if I go direct for the tiles ([1] and [2] for instance).
Anything I do at this point is more likely to break everything than fix it so I'll leave it to the experts :)
Doing the water by changing the shaders sounds interesting. The concept is completely new to me, and the Shader Editor I just downloaded crashes rather than doing anything helpful but I might play around if I have time. –RpehTCE 08:33, 7 June 2009 (EDT)
Have you tried ctrl+F5 on the testmap to make sure your browser is using the current versions of all the javascript files? Because it's definitely working for me.
As for the individual tiles, it seems there's something strange with the zoom16 tiles you uploaded: they're the non-artifact but low-res city versions. zoom15/14/13/12 have high-res cities, but not zoom16. You can see it on the Anvil tile you pointed to: there's no cyan outline over the bridge on that tile, but the courtyard is blurry; similarly near the Imperial City (no green dots outside Chestnut Handy Stables [3], but blurry inside the walls). --NepheleTalk 10:05, 7 June 2009 (EDT)
Okay, I win a prize for idiocy. I'd managed to upload the hi-res cities into a zoom16/zoom16 directory due to various zip-related problems. Now works fine - I hope. I still can't persuade FireFox to clear its cache, but given that it works fine in IE, Opera and Chrome (inasmuch as Chrome's buggy engine works with our map) it's obviously a problem at my end. –RpehTCE 11:33, 7 June 2009 (EDT)
Yeah, now Firefox has gone screwy on me, too. Earlier I had the testmap and obmap up side-by-side in two separate windows, and was able to simultaneously view the two different versions of the map. Now FF is showing the old map tiles on the testmap :| One way to probably force FF to realize that the two are different is to rename all of the testmap tiles (e.g., rename tamriel-18-69-16.jpg to tamtest-18-69-16.jpg). I can quickly do a batch rename of all the tiles -- but it would make updating the tiles much more complicated. Is it worth it, or are you OK with testing in IE (I'm FF-only at the moment, but I'm not the one doing the work!) --NepheleTalk 12:21, 7 June 2009 (EDT)
I'm happy with what we've got. Since I did the stitching together of Tamriel and City namespaces I know exactly where to spot the dodgy joins and I can see them if I look. Ditto, I know where to look for slight tree blurring. Other than that, I think this set of tiles is okay and I'm having fun smashing the server my scrolling around an unblemished map :) –RpehTCE 12:31, 7 June 2009 (EDT)
Actually, I just found another way to force Firefox to figure out the correct filenames. I renamed the GetTileUrl function and hard-wired the correct directory name into the function. Some combination of those changes forced Firefox to recognize the correct directory names after another ctrl-F5. --NepheleTalk 12:38, 7 June 2009 (EDT)

\=> How about VMWare, Nephele? ;)

The city worldspaces and the Tamriel world space don't always match, which makes sense since we are only given the idea by the context that they should fit together. As for the method of adding water. Method #1 may be used to save time, but not necessarily mean we have to do everything automatically. Blackwood is going to be a serious problem, and since the map won't look right with most of the major water elements added we have to agree to finish it before we start. --Timenn < talk > 12:46, 7 June 2009 (EDT)

The city/Tamriel non-matching is what took me an extra day. I have already contacted the Dark Brotherhood with regards to the designers of Anvil and Cheydinhal (the other cities had minor problems, but those two were painful). In cases where I had to make a choice, I went for the city-space. Hence, in Cheydinhal you'll see some dark spaces north of the city where the Tamriel map had rocks and bushes. There was a huge difference between the two sets of images and I had to go for one. I decided on the city-space since there was nothing external that would be of any interest.
For real geeks, you should also look at the joins between districts in the IC: the towers sometimes have two outlines. The adjacent districts (eg Elven Gardens/Market) don't properly match up, and things get worse when the Tamriel image comes into play. In all those cases, I fudged, blurred and tweaked and given that nobody has spotted it (or at least, has said anything!) so I think it'll do.
Having spent several minutes checking out the new map, I can't spot any problems caused by the new tiles. Having said that, I've spotted several problems with the existing map. Nothing serious - just a matter of tweaking. For instance, Cloud Ruler Temple's only marker is its map marker rather than the doors or the courtyard. Hermaeus Mora's Shrine is another example. I know these are map markers but this is one case where I think strict, CS-based accuracy could be sacrificed for more comprehensible information. I think we should look at taking off the map markers (already suggested on the list of tasks) or shunting them around where no sensible door marker exists. –RpehTCE 13:41, 7 June 2009 (EDT)
OK, just to be really obnoxious :P Is it worth doing Fathis Aren's tower (aka TGTempleOfTheEmperorZero world)? I think that's the only other "world" that superimposes on the Tamriel map. --NepheleTalk 16:15, 7 June 2009 (EDT)
I just realized one major problem with the testmap: it only works when www.uesp.net forwards your request to content1. I think that's probably the root cause of our earlier frustrations with the testmap. However, you can't directly link to content1, because the license only works with www.uesp.net. But I also can't fix the testmap on content2 right now because of some technical issues. So whether or not the testmap will work is probably hit-or-miss right now. --NepheleTalk 21:16, 7 June 2009 (EDT)
Daveh to the rescue! The testmap should now work no matter which server ends up doing the behind-the-scenes work. --NepheleTalk 22:34, 7 June 2009 (EDT)
Argh! I'd forgotten about Fathis Aren! Okay, I've fixed the tile and my code is running on the tiles now. I'll do the upload this evening. I'd discovered the content1 problem earlier. Good to know that's fixed too. –RpehTCE 00:57, 8 June 2009 (EDT)
Okay, That is now done. I'm going to spend a while scrolling around to make sure there's nothing else to be fixed, but I think we're pretty much done. –RpehTCE 12:17, 8 June 2009 (EDT)

[edit] Mods Map?

Hey, great map! I can't tell you how much I've used it. I'd like to develop a map like this that shows mod locations, specifically for OblivionRealEstate.com. How much help or resources would you guys be willing to offer to make this happen? -- Unisigned comment by 75.70.19.85 09:29, 28 April 2009

Just adding new locations is not a problem if we wanted to as its just another entry in the database. Currently, however, we're just listing official locations. I'm not sure what thoughts, if any, have been given to include unofficial mod locations. Worst case would have you create and host your own map. The map tiles are just output from the CS and similarily the locations can be output from the master and mod plugins with some basic programming. While the map source is not officially open source I doubt there would be an issue with sharing it (would have to check with the other admins first).
It might be worth discussing the possibility of including unofficial mod locations on the map (or on a completely seperate map), either here or on the Admin Board. -- Daveh 12:57, 7 June 2009 (EDT)
Overlays for mods in the existing map-space is doable, and is already being considered for official mods. Expanding the map causes problems with tile naming, but it's something that would be good to add. –RpehTCE 13:41, 7 June 2009 (EDT)
Well I have seen mod locations being suggested for this map but those are usually dismissed due to a number of good reasons. Over at ORE we were discussing creating our own copy of this map specifically for the mods listed there and it would just save a ton of work if we could share some resources like the map images - which I read seem to have required extensive effort to get clean and uncluttered. I'm sure we'd be willing to give credit and post appropriate copyright notices if it would help :) --75.70.19.85 10:31, 18 June 2009 (EDT)
I'm willing to share the map code and map data but you'll have to check with the other admins for permission as well. I did the original map code but Nephele updated it extensively last year. The original map images were just a plain export from the Construction Set as detailed on Oblivion Map Design. I believe Rpeh and a few other admins/users did all the clean up work so you'd have to get their permission to reuse those images.
Worst case I can just give you the original map code and you can export the images yourself. -- Daveh 11:25, 18 June 2009 (EDT)

[edit] New Map Tiles

While I'm testing I'm going to update this section with oddities I notice. Feel free to add to it in either section, or in a new section if there's something you'd like somebody to check with the CS. –RpehTCE 13:21, 8 June 2009 (EDT)

I think this is ready for prime time. The non-rendered trees are a pain, but since they're no worse than we have at the moment I think we can live with it. I'll fix those at some point in the future. So would anybody have any objections to my copying these to the live map directory (assuming I can overwrite Nephele's files)? –RpehTCE 07:51, 21 June 2009 (EDT)
I've just put them live. All looking good so far! –RpehTCE 17:16, 25 June 2009 (UTC)

[edit] Things that look odd but are accurate

[edit] Actual problems

  • This red dot is a nirnroot noise marker that somehow hasn't been removed. I'll do this one manually at some point. fixed
  • This is another. Very annoying. fixed
  • Darn it. One more. I don't know how I didn't spot these before. fixed
  • Some of these trees haven't rendered properly and look like straight lines instead. That's what usually happens when the high detail flag isn't checked in the CS, but I definitely did have it set, and it also appears that Daveh had the same problem. I'll play around with it, but we may have to paste the trees on manually (or ignore it).
  • Generated one by one, these tiles look fine. There seems to be something about them that always resets the High LOD flag though. I'll fix these when I have time.
  • More flat trees too. Looks like the v1 CSS isn't quite the panacea we hoped.

[edit] fin gleam

it would be awesome to add fin gleam to the map its over by the abeacen sea you can look it up elsewhere67.224.73.15 12:40, 21 June 2009 (EDT)

It is on the map; it is found here. --Mr. Oblivion(T-C) 12:46, 21 June 2009 (EDT)

[edit] missing areas

i noticed that some places are missing from the map, i know there is a quest that includes going to weatherleahn and its not on the map..its a lil to the north east-ish of the elven ruin of elenglynn. additionally to the west of that same ruin there is 2 spots also not on the map. Brindle home and gottiesfont priory. just trying to help out ^_^ —The preceding unsigned comment was added by 75.111.92.51 (talkcontribs) on 8 July 2009.

Thanks, but Weatherleah, Brindle Home and Gottlesfont Priory are already on the map. –rpehTCE 17:12, 8 July 2009 (UTC)
I'm finding that Weatherleah is not visible as a marker until you get down to zoom level 15 or 16. At further distances such as Weatherleah at zoom level 14, I'm shown 12 different locations surrounding it, but Weatherleah and The nearby Wayshrine of Julianos aren't marked, until you get as close as zoom level 15. I feel that these should be visibly marked from a further distance than they currently are. Pmw57 06:13, 19 August 2009 (UTC)
I agree. I've updated Weatherleah to show a little earlier (at zoom 14), at the same level all Inns start to become visisble. --Timenn-<talk> 11:16, 19 August 2009 (UTC)

Blankenmarch is missing, it's just northwest of the Veyond ruins to the east of Leyawiin

It's there: (map) --Timenn-<talk> 14:30, 29 October 2009 (UTC)

[edit] Wayshrines

Your missing the wayshrines used in the pilgramage. Add them please; amazing map! —The preceding unsigned comment was added by 68.82.3.201 (talkcontribs) on 18 July 2009.

No, just search wayshrine and they will all be pointed out... --Elliot(T-C) 00:56, 19 July 2009 (UTC)

[edit] Great!

Sorry for the spam, couldn't help it... The idea of using Google Maps for TES is ingenious! Keep up the great work :) //You might wanna delete that, I wouldn't care :D

[edit] The great oblivion gate

not sure if its just my computer but the great oblivion gate the shows up outside of Bruma is not marked. you can clearly see the the gate itself with the giant doom machine sticking out of it it just doesn't have a map marker. just found that sort of surprising seeing as its a pretty major part of the main questline. —The preceding unsigned comment was added by 74.97.252.56 (talkcontribs) on 28 October 2009.

It's not you, the marker doesn't exist on the map. I'm not sure whether we should add it though, it's only a doorway on a very specific part of one particular quest. Similarly, there is no marker for the portal Boethia creates for you on the map either.
The visuals of the Great Gate are there because of the method how the map was created, and were not intentional. --Timenn-<talk> 12:37, 30 October 2009 (UTC)

[edit] Building the map - ??

I have my own wiki I am working on (none elderscolls) and I would love to deploy a google map like this, so was it very hard building a map like this, and could anyone make something like it or would I have to have some external hosting and difficult stuff like that

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