
Do so after reading Joel Burgess' excellent post on designing world maps.Ĭomparison Fallout 4 world map files with the correct region borders are provided by FloorBelow.Wabbajack nexus calls remaining 218 is a connection between things.
Commentary is kept to a minimum, to allow you to draw your own conclusions. We excluded DLCs with non-existent or difficult/impossible to analyze world maps from, Operation: Anchorage, The Pitt, Mothership: Zeta, Dead Money, and Lonesome Road, as their structure makes it impossible to make any kind of comparison that would have merit. The Vault does its best to provide accurate comparisons, however, the nature of graphics software and adjusting maps of different sizes makes this a challenge.
Maps have been colored red to signify unplayable or unreachable areas. Each grid square contains a different amount of cells as a result.
Texture files containing the pre-rendered world maps are, however, of a different scale in Fallout 3, Fallout: New Vegas, Fallout 4, and its DLCs. Scale is approximately the same for different generation games: 128 units correspond to roughly a height 1.0 human: Creation and Oblivion. Compare the data for Oblivion's Creation Set and Creation Engine games. Cell size has remained constant ever since Morrowind and NetImmerse. The only exception is Morrowind, as the map cell was 8192x8192 in Net Immerse.
Fallout: New Vegas has been used as reference.
All maps within are standardized to the size of a single cell (4096x4096 units, represented by a square roughly 15x15 pixels the margin of error is roughly 5-7%).
Fallout DLCsīefore we delve into the meat of this article, let us point out a few facts:
2.5 Bonus stage: Elder Scrolls DLCs vs. 2.3 Fallout 4 DLC and other Fallout DLCs.