Before I start, I'd like to give credit to Salazar PT and other members of DGS for their research and contribution to these concepts.

Predicting the map can be described by two different categories: map prediction involving the critical path, and miscellaneous map prediction.

Before you can fully appreciate the complexity of the map and how it's generated, you're going to need to know some basic things.

1) The critical path is a connected line of 19-24 rooms.

2) Doors which need to be boosted by a potion are always bonus.

3) The boss is usually the door closer to home. If there are two (or more) possible places that the boss could be hidden, the general rule of thumb is that the boss will be the door closest to the base.

4) All bonus paths diverge from the critical path.

5) It is important to keep the GGS on the critical path as much as possible, because due to its nature (the fact that it is a connected line of rooms) it cannot randomly hit a dead end, and since all bonus branches diverge off of it, it's nice to have the GGS there so that these paths can be opened and ran.

6) The experience yielded by skill-doors is the level of the door multiplied by 5 with 10 added to it. The equation would be: experience yielded = 5(level of door)+10.

Predicting the map can be described by two different categories: map prediction involving the critical path, and miscellaneous map prediction.

Before you can fully appreciate the complexity of the map and how it's generated, you're going to need to know some basic things.

1) The critical path is a connected line of 19-24 rooms.

2) Doors which need to be boosted by a potion are always bonus.

3) The boss is usually the door closer to home. If there are two (or more) possible places that the boss could be hidden, the general rule of thumb is that the boss will be the door closest to the base.

4) All bonus paths diverge from the critical path.

5) It is important to keep the GGS on the critical path as much as possible, because due to its nature (the fact that it is a connected line of rooms) it cannot randomly hit a dead end, and since all bonus branches diverge off of it, it's nice to have the GGS there so that these paths can be opened and ran.

6) The experience yielded by skill-doors is the level of the door multiplied by 5 with 10 added to it. The equation would be: experience yielded = 5(level of door)+10.

22-Feb-2012 04:53:44 - Last edited on 07-Aug-2013 11:40:57 by Warfare52