How D2R builds its maps
D2R uses the same map generator as classic Diablo II, so the classic generator can be run on any game seed and its maps measured. Five facts explain almost every rule below:
- One seed per game. All five acts are built from the same game seed.
- Every act draws the same first numbers. The rolls that link the outdoor levels of Acts 1, 3, 4 and 5 are identical in every act, so one roll places a level in Act 1 and another in Act 5. That is where the cross-act rules come from.
- Each level gets its own seed (the act's start seed plus the level number), so neighbouring levels get neighbouring seeds.
- The random number generator is weak. Two levels with nearby numbers start almost in step, so their first choices are linked. That is why Spider Forest predicts Flayer Jungle and some dungeons seem to copy each other.
- Mazes pick special rooms from the newest dead ends. Stairs, waypoints and quest rooms are always dead ends. Each level rolls one door direction and turns it a quarter turn per special room, and the newest rooms sit at the edge of the maze, so the stairs are almost always the farthest fitting dead end.
Which way is the exit, level by level
3,000 generated maps per level, measured from where you arrive. Directions are on your monitor (up = top of the screen); a level's edges are top-left, top-right, bottom-right and bottom-left, its corners top, right, bottom and left. In mazes, left / straight / right is relative to the way you face when you arrive. One screen is the default 1080p view. "Follow the open ground" means the target is within 45° of the way the open floor runs around you. "Matched real saves" = the generated layout was checked against explored maps from real D2R single-player saves.
| Level | Where the exit is | Matched real saves |
|---|---|---|
| Act 1 | ||
| Blood Moor | Cold Plains at the far end of the strip, never on your entry edge (100%). Entered on the top-right edge: Cold Plains is left (100%). Entered top-left: down-right 50%, down-left 34%. About 14 screens. | yes |
| Cold Plains | Waypoint next to the Blood Moor entrance (97%, within 2.5 screens). Stony Field never on your entry edge (100%): edge to your right 49.5%, ahead 25%, left 25%. About 13 screens. | yes |
| Stony Field | Cairn Stones (about 6.5 screens) and the Underground Passage (about 10.6) are always in the half in front of you (100%). Entered on the top-right edge: passage left (100%), Stones left 76%. The open ground on your first screen points to the Stones 92% (passage 73%). | yes |
| Underground Passage 1 | Dark Wood exit to your left (45%) or right (42%), rarely straight (6%). Guides say "straight"; they probably count the first tile you step on, this counts a straight line. | yes |
| Dark Wood | From the passage exit: Inifuss Tree in the lower half of the screen 89% (about 7 screens), waypoint lower half 88%, Black Marsh exit lower half 75% and never on the passage exit's edge (100%). | - |
| Black Marsh | Tamoe exit never on the bottom-left edge and never on your entry edge (100%). Entered on the top-right edge: Tamoe always top-left (100%). Entered bottom-left: right 67%. | - |
| Tamoe Highland | Monastery Gate always on the top-right edge (100%), about 11 screens. | - |
| Act 2 | ||
| Rocky Waste | You enter at the left or right corner. Dry Hills never on your entry edge (100%); toward the open ground 87% (2 screens). | - |
| Dry Hills | Far Oasis never in your entry corner (100%). Halls of the Dead about 9 screens away, toward the open ground 85%. | - |
| Halls of the Dead 1 | Halls 2 never to your right (100%): left 53%, straight 38%, behind 9%. | - |
| Halls of the Dead 2 | Halls 3 never to your right (100%). Waypoint straight ahead 88%. | - |
| Halls of the Dead 3 | Cube chest never to your right (100%). | - |
| Far Oasis | Lost City never in your entry corner (100%). Maggot Lair toward the open ground 83%. | yes |
| Maggot Lair 1 / 2 | Next level rarely to your left (92%): straight 46-48%, right 34-35%. | yes |
| Maggot Lair 3 | Staff chest up-right 90%. Guides disagree here (one says left). | yes |
| Lost City | Valley of Snakes exit never in the bottom corner (100%); toward the open ground 76%. | - |
| Valley of Snakes | Claw Viper Temple straight ahead, about 2 screens (100%). The valley is tiny. | - |
| Claw Viper Temple 1 | Level 2 never to your right (98%): left 42%, straight 41%. | - |
| Claw Viper Temple 2 | Fixed room: the altar is 1.3 screens down-left. | - |
| Canyon of the Magi | Fixed map. From the waypoint in the middle, the 7 tomb doors are up, up-left, left and right, 5-8 screens away. The real tomb is 1 in 7: use the quest-log symbol. | - |
| Act 3 | ||
| Spider Forest | A long strip running up-right from the docks. Cave (about 21 screens), waypoint (about 20) and the next jungle (23-28) are all between up-right and right (100%). The next level is Great Marsh 49% of the time, Flayer Jungle directly 46%. | - |
| Great Marsh | Flayer Jungle is up-right (100%). | - |
| Flayer Jungle | Lower Kurast up-right, about 31 screens (100%). Flayer Dungeon in the upper half 76-77%; toward the open ground 80-90%. | yes |
| Lower Kurast | You enter in the middle of the bottom-left edge. Bazaar exit at the top or the right corner, 50/50, about 14 screens. Nothing in the level tells them apart, but Act 1 does (see the cross-act rules). | - |
| Kurast Bazaar | Upper Kurast in the corner opposite your entry (100%). | - |
| Upper Kurast | Causeway in the middle of the top-right edge (100%). | - |
| Causeway / Travincal | Fixed. Travincal up-right, 2 screens. Durance entrance up-right about 7 screens from the Causeway side, right about 6 from the waypoint. | - |
| Durance of Hate 1 | Level 2 never to your right: 98% Normal, 96% Nightmare/Hell (left 33%, straight 59%). | - |
| Durance of Hate 2 | From the entrance: level 3 straight 83% Normal, 73% Nightmare/Hell. From the waypoint: never right 96.5% / 94%. Nightmare/Hell maps are bigger (about 16 vs 9.5 screens). | - |
| Durance of Hate 3 | Fixed: Mephisto about 6 screens to the left. | - |
| Act 4 | ||
| Outer Steppes | You always enter on the top-left edge. Plains of Despair never on that edge (100%): top-right edge 50%, the other two 25% each. | - |
| Plains of Despair | City of the Damned never on your entry edge (100%). Izual toward the open ground 84%. | - |
| City of the Damned | The River of Flame stairs are a random spot inside; the waypoint is always within 1 screen of them. From the entrance the stairs are toward the open ground 87%. | - |
| River of Flame | Chaos Sanctuary up-right (100%; about 26 screens from the entrance, 10 from the waypoint). Hellforge never in the down-left half (99%). | yes |
| Act 5 | ||
| Bloody Foothills | Frigid Highlands straight left along the strip, about 37 screens (100%). | yes |
| Frigid Highlands | Waypoint at the entrance. Arreat Plateau at the far end, up-left or up-right 50/50 (about 24 screens). Act 1 tells you which. | yes |
| Arreat Plateau | Crystalline Passage at the far short edge, up-left or up-right 50/50 (about 22 screens). Act 4 tells you which. | - |
| Crystalline Passage | From the waypoint: Glacial Trail never left (98.5%). From the entrance: rarely right (82%; left 42%, straight 37%). | - |
| Glacial Trail | From the waypoint: Frozen Tundra straight (79%). From the entrance: rarely right (86%). | - |
| Frozen Tundra | Ancients' Way at the other end of the long axis (about 21 screens): go the way the open ground runs from where you arrive (100%). | - |
| Ancients' Way | From the waypoint: Summit straight or right (97%). From the entrance: rarely right (82.5%). | - |
| Worldstone Keep 1 / 3 | No rule: every direction 21-29%. | - |
| Worldstone Keep 2 | From the waypoint: level 3 straight or right, never left (94%). From the entrance: no rule. | - |
Rules that cross acts
Cold Plains: the Stony Field exit edge decides four later maps
The same roll puts Cold Plains on one side of Stony Field and sets these later maps. Every row held in all games it covers, in Normal, Nightmare and Hell. Runners already found the Lower Kurast and Frigid / Tundra part by hand in 2019.
| Stony Field exit in Cold Plains | Black Marsh: Tamoe exit | Lower Kurast: Bazaar exit | Frigid Highlands: Arreat | Frozen Tundra: Ancients' Way |
|---|---|---|---|---|
| top-left edge | top-left edge | top corner | up-left | up-left |
| bottom-right edge | bottom-right edge | top corner | up-left | up-left |
| top-right edge | top-right edge | right corner | up-right | up-right |
| bottom-left edge | top-left edge | right corner | up-right | up-right |
Kurast Bazaar's exit is then in the opposite corner, as already known. In Act 4 the same roll only shifts the Outer Steppes a bit along the edge you enter by.
The edge you entered Cold Plains by
A second shared roll places Plains of Despair next to the Outer Steppes and sets Arreat Plateau's orientation. In Act 1 it is only the first try for Cold Plains and Black Marsh, and Act 1 sometimes rejects that try, so the Act 1 view shows it most of the time, not always.
| You entered Cold Plains by its | Dark Wood: Black Marsh exit | Outer Steppes: Plains exit | Arreat Plateau: Crystalline |
|---|---|---|---|
| bottom-left edge | top-right (100%) | bottom-left (76%), else bottom-right | up-right (76%) |
| bottom-right edge | top-left (100%) | bottom-right (75%), else top-right | up-left (75%) |
| top-left edge | bottom-right 48%, bottom-left 26%, top-right 25% | top-right (75%), else bottom-left | up-left (75%) |
| top-right edge | bottom-left (76%), else top-right | top-right (100%) | up-right (75%) |
- Add Dark Wood: after a top-left entry into Cold Plains, a Black Marsh exit on Dark Wood's bottom-left or bottom-right edge means Plains of Despair on the top-right edge; a top-right one means bottom-left (both 100%). Overall 88% instead of 82%.
- Arreat Plateau from Act 4: Plains of Despair exit on the Outer Steppes' bottom-right edge means Crystalline Passage up-left; bottom-left edge means up-right (100%, found by runners in 2019). After a top-right Plains exit the Cold Plains entry edge settles it: top-left entry = up-left, bottom-right entry = up-right (both 100%), top-right entry = up-right (75%). Overall 94%.
What is not linked
- The real Tal Rasha tomb: nothing in Act 1 predicts it (best guess 14.5%, pure chance 14.3%).
- The old hint that the Stony Field entrance decides Lut Gholein's exit does not hold (51%).
- Lut Gholein's exit says little about Act 4, and the City of the Damned exit edge stays a guess (54% even when you know the Plains exit).
Maze levels: the stairs are a dead end, and you know which way its door faces
In every maze level (Jail, Catacombs, Tower Cellar, Halls of the Dead, Maggot Lair, Flayer Dungeon, Durance of Hate, the Act 5 ice caves, Worldstone Keep) the stairs, the waypoint and the quest rooms are always dead ends with one door. X is the door of the room you arrive in; "+ 1 turn" is a quarter turn clockwise on screen. These held in 100% of 6,020 games.
| Level | You arrive in | Waypoint door | Stairs / exit door |
|---|---|---|---|
| Underground Passage 1 | a dead end, door X | - | to Dark Wood: X + 2 turns (to level 2: X + 1 turn) |
| Tower Cellar 1-4 (Countess) | a dead end, door X | - | X + 1 turn |
| Jail 1 | a dead end, door X | X + 1 turn | X + 2 turns |
| Jail 2 | a dead end, door X | - | X + 2 turns |
| Jail 3 | a dead end, door X | - | Inner Cloister: X + 1 turn |
| Catacombs 2 | a corridor (no link) | W | W - 1 turn |
| Halls of the Dead 1, Claw Viper Temple 1 | a T room, closed side C | - | C - 1 turn |
| Halls of the Dead 2 | a T room, closed side C | C | C - 1 turn |
| Maggot Lair 1-2 | a dead end, door X | - | X - 1 turn |
| Flayer Dungeon 1-2 | a dead end, door X | - | X + 1 turn |
| Durance of Hate 1 | a dead end, door X | - | X + 1 turn |
| Durance of Hate 2 | a dead end, door X | X + 1 turn | X + 2 turns (= waypoint + 1 turn) |
| Crystalline Passage | a dead end, door X | X - 1 turn | Glacial Trail: X + 1 turn |
| Glacial Trail | a dead end, door X | X | Frozen Tundra: X + 1 turn |
| Ancients' Way | a dead end, door X | X - 1 turn | Arreat Summit: X + 1 turn |
| Worldstone Keep 2 | a T room (no link) | W | W - 1 turn |
| Catacombs 1 and 3, Worldstone Keep 1 and 3, Kurast Sewers 1 | no link: random direction | - | - |
And the stairs are the farthest dead end with that door, seen from where you arrived:
| Level | Farthest dead end with the right door | The only dead end with that door | Farthest dead end of any kind |
|---|---|---|---|
| Underground Passage 1 (Dark Wood exit) | 99% | 98% | 63% |
| Tower Cellar 1-4 | 98% | 96% | 54% |
| Jail 1 (stairs / waypoint) | 94% / 94% | 87% | 54% |
| Jail 2 / Jail 3 | 91% / 89% | 82% / 76% | 52% / 34% |
| Catacombs 1 | 93% | 77% | 40% |
| Catacombs 2 (stairs / waypoint) | 88% / 88% | 74% | 30% |
| Catacombs 3 | 84% | 68% | 31% |
| Halls of the Dead 1 / 2 | 98% / 99% | 90% / 92% | 58% / 45% |
| Claw Viper Temple 1 | 91% | 78% | 39% |
| Maggot Lair 1 / 2 | 84% / 89% | 69% / 78% | 31% / 37% |
| Flayer Dungeon 1 / 2 | 100% | 100% | 100% |
| Kurast Sewers 1 | 87% | 76% | 27% |
| Durance of Hate 1 | 96% | 92% | 47% |
| Durance of Hate 2 (stairs / waypoint) | 94% / 94% | 88% | 55% |
| Crystalline Passage / Glacial Trail / Ancients' Way | 97% / 98% / 91% | 93% / 96% / 80% | 26% / 26% / 23% |
| Worldstone Keep 1 / 2 / 3 | 94% / 95% / 94% | 85% / 86% / 83% | 45% / 36% / 44% |
How to use it: on the automap, ignore every dead end whose opening faces the wrong way, then head for the farthest of the rest. Where the door direction is random (Catacombs 1 and 3, Worldstone Keep 1 and 3), the stairs are still the farthest dead end of their own door type: once you find a far dead end that is not the stairs, its door type is ruled out for every dead end nearer than it.
- Catacombs 1: you arrive in the middle of a 4-way room. Stairs = farthest of its door type 93%, farthest dead end of any kind 40%, one of the two farthest 68%.
- Catacombs 2: you arrive in a straight corridor. Stairs door = waypoint door turned a quarter turn counter-clockwise (100%), farthest such dead end 88%. That is the root of the old "from the Catacombs 2 waypoint, go right" advice.
- Catacombs 3: random door direction, stairs = farthest of their door type 84%. Catacombs 4 is fixed.
- Worldstone Keep 2: from the waypoint, the level 3 stairs door is the waypoint door turned a quarter turn counter-clockwise (100%), farthest such dead end 95%. No other level predicts the Worldstone Keep stairs.
- The room just before a dead end tells you nothing. Its look (torches, braziers, decoration) is picked independently of whether the dead end is the right one, so the "3 torches versus 2 torches" idea does not hold.
Fixed rules (always true)
- Spider Cavern: always the same loop of four rooms. You arrive in the right-hand room (the only one with the way back to Spider Forest). Khalim's Eye and Sszark are always in the bottom room, so take the bottom-left exit; the top-left exit goes the long way round (top, left, then bottom). The chest sits in the left half of the bottom room.
- Arachnid Lair: the same loop, but only a consolation chest, in the left room.
- Palace Cellar: the same four-room loop. Cellar 1: the waypoint is always in the bottom room. Cellar 3: the Arcane Sanctuary portal is always in the top room.
- Chaos Sanctuary seals: each arm is one of two layouts, and you can tell which from the wall shape as you walk in (also on the automap). Infector (bottom-right arm): always the seal nearest the left of the screen. Grand Vizier (top-left arm): the upper-right seal in one layout, the lower-left in the other. De Seis (top-right arm): one seal at the far end, left side in one layout, right side in the other.
- Canyon of the Magi: fixed map, the real tomb is random (1 in 7). Use the quest-log symbol.
More on the jungle clearings
- Each jungle has 2 or 3 clearings. The three map pieces are dealt at random: waypoint (plus Arachnid Lair / Swampy Pit), quest cave, and an empty decoy. With only 2 clearings there is no decoy. The clearing's name (Webby W, Pygmy NS, ...) only says where its gaps are.
- Out of every multi-piece map spot on the route, only these 30 jungle clearings decide right versus wrong by their look. Tomb entrances, Kurast sewer and temple entrances, the River of Flame entrance, Worldstone Keep pairs and the Chaos bridges all do the same job in every variant.
- Cocoons: the two cocoon types use the same HD model (only the idle animation differs), so swapping one for the other is no tell in HD. A cocoon starts already broken 1 game in 14.
- HD-only tells (webbed corpses, HD ponds, torch decoration, the log bridge) do not exist in legacy graphics. The pond, torch, cocoon and altar tells work in both.
The weak ones: the decoration at the foot of the entrance torch (HD only, and it even swaps between clearings):
| Clearing (gap) | Spider Cavern | Decoy |
|---|---|---|
| Webby EW (bottom-right) | rock pile + web | spider eggs |
| Webby SW (bottom-left) | rock pile + web | bare torch |
| Webby SE (bottom-left) | rock pile | spider eggs |
| Webby SE (bottom-right) | spider eggs | rock pile |
| Webby NE (bottom-right) | spider eggs | leafy plants |
Arcane Sanctuary
The Summoner's arm is picked after the whole sanctuary is laid out, and nothing you can see before that depends on it. Tested against hundreds of visible features in all five acts and against every possible arrival view: no clue, as the classic runners already said. The arm layout (which arm has the teleport pads, stairs, walkway) echoes the Halls of the Dead 2 entrance room 91% of the time, but you see the layout on arrival anyway, so it saves nothing.
How this was made, and the catch
- Game data: D2R 3.1.2; the map pieces are unchanged in 3.3. Nothing was tested in the running game: it all comes from the map files and from running the classic map generator on random seeds (3,000 maps per level for directions, 6,020 full games for the links).
- D2R builds the same maps as classic from the same seed: the generated layouts matched explored automaps from real D2R saves in all five acts. The jungle rule and the maze rules inside Catacombs, Durance and Worldstone Keep were not checked that way.
- "100%" rules follow from how the generator works and held in every generated game. Other percentages are measured, give or take 1-2 points.
- The screenshots are brighter than the game; lit torches and braziers only show as small glows, and monsters and animations are not drawn.
- Credit: some cross-act links (Stony Field to Lower Kurast and Frigid / Tundra, Outer Steppes to Arreat, Halls of the Dead to the Arcane layout, and "no Act 1 clue for the Summoner") were found by hand by d2lod runners in 2019.
Open questions for runners
- Can you spot the small HD corpses (Webby W / E, Pygmy NS / SW) at game brightness and speed?
- Do the Pygmy W / N ponds show on the automap? Then the pond tell works before you even see it.
- Underground Passage 1: on real runs, is the exit "straight" from the first tile (guides) or left / right?
- Clearings with two gaps: which side you arrive from depends on the river. Worth noting on runs.
Back to the Act 3 Map Tells article.