Map Data, Margins, and Map Packs

Oh, my!

It’s been a minute. But, hey we’re back and we’re refreshed and we’re ready to work! We’ve got a few things to show off today to celebrate our first two weeks back from a hiatus.

Map Data

First up, an update on our progress in collecting data on maps. Over the past two weeks, we’ve been collecting as much as we can. We just passed the 40% mark on total data acquisition. It’s a little all over the place, but we do sort of have a priority system. This data includes:

  • Map ID/world coordinate bounds to image data
  • Transition icons (between zones and other maps) with a clickable action to change maps
  • Travel icons (home points, waypoints, etc)
  • Unity, Voidwatch, and ZNM spawns
  • Chests and Coffers
  • Gathering (logging, harvesting, and mining, as available)
  • and various others!

Another change to the map data is behind the scenes. We’ve moved from storing the data in a lua format to the JSON format. Lua was very convenient because we didn’t need a library to read the data. But with some of the features we’re planning, having map data in a more accessible format is important.


Okay! Boring text part is over, time for some visual goodies! We’ve added a new feature to the Megamap: edge margins. The map textures have the row/column identifiers on their own edges, but when the map is moved partially off-screen, they become occluded. This feature snaps them back into view!

These margins are built for style as well. The shadowreign, dynamis, escha, and abyssea maps all have a different style to differentiate them from present time maps, and so the intent is to have multiple sets of margin textures to layer over the other style maps to match their look. There’s a little bit of texture work to get this fully set up, but the code is ready for it.

Map Packs

One of the features we needed the JSON map data for was an ImageMagick script to generate usable map images with only the most important icons composited over. We created a list of icons that we thought were important to see, and cut out the clutter. Because the data is already there, we can generate as many maps as we want. Some examples might include: a treasure map with just coffers and chests, or a gathering map with just the gathering items.

Then we decided on a few resolutions that we thought would be useful to the community. We landed on 512×512 for compatibility with in-game maps, native 2048×2048 for the crispest, freshest maps available, and 1024×1024 for a very readable compromise suitable for wikis and other projects.

Here are some sample images to display the differences. These are not final, as we plan on checking the maps individually and adjusting icon placement and size to ensure the best readability possible.

Please look out for our first map pack announcement here. We have a bit of work to go on it, as there’s some logistics to manage. We still need to learn how to automate adding the maps to the DAT files, and we need to check each map for usability.

Well, that’s it for now. We’ll try to update more frequently. 2 years is a little bit of a stretch to wait for news.
– Akaden

Layers Like an Onion

One of the core features we’ve always planned for was the ability to hide the onslaught of icons in groups so you can focus on what’s important right now. Now that I have some time to sit down and write some code, it was what I wanted to focus on first.

We settled on Eastern Adoulin as our first map to put to the test. And it turned out to be quite the challenge. We quickly realized that the direction we were taking with the icons was a little optimistic. For the icons to live harmoniously onscreen with others, we were going to have to downsize. Spalose managed to redraw the important icons to be more consistent in size and read better at scale. I think they turned out beautiful.

Redrawn icons

The next step was placing these icons in a reusable way. Since we plan on making the maps available for wiki use once they’re complete, we’ll have to “bake” the maps into a single image. The goal is to bake them using the image data we use in the addon itself. We’ll have to write a script to do so, so the icon location has to be readable and easily applied to the baked map. So the icons are located in pixel space relative to the map’s maximum resolution.

Now that the icons are placed, we can show off the work all this was for. ZOOMING.

It’s amazing! You can see what’s going on by zooming in.

And now, the most important feature. The ability to hide groups of unwanted icons. We spent some time trying to come up with catch-all categories, and I don’t think we’re close to a full conclusion, but for now, these will do.

Who’s cutting onions? I’m not crying, you’re crying. Can we get a round of applause for those layer toggle buttons?

Next on the list is the ability to change maps easily. Quite a few zones have multiple maps that would be fun to cycle through. I guess it’d be useful too.

So long for now,

Adoulin, Yorcia Weald, & Lots of Gates

It’s been a busy month, but that doesn’t mean I wasn’t able to find some downtime and crank out a few more maps!

I’m continuing to prioritize maps that see a lot of use by today’s playerbase, so I thought it would be a good time to tackle Western and Eastern Adoulin, as well as several of the Gates maps.

I also took a stab at actually making Yorcia Weald usable.


  • All of my maps so far are “base level” maps, meaning that aside from some text, pointers, and general terrain arrows, they’re pretty blank. I’m doing this primarily so that we can, in the addon, make all icon types able to be toggled on and off at the user’s discretion. A major issue I have with some community maps is that they are so cluttered it’s hard to make sense of them.
  • With regard to Yorcia Weald in particular – I did use a combination of several community-made maps to try and get the actual navigable areas represented in the illustration. But because those source maps were themselves pretty small, there may be some inaccuracies and I may have drawn a passage or wall where there isn’t one. Unfortunately, I don’t have a ton of time to also go scout the zones and make sure these are pixel-perfect. If you DO and you manage to find something inaccurate in my maps, please do not hesitate to let me know by leaving a comment!

On with the show!

The San d’Oria Suite and Yuhtunga Jungle

I wrapped up the San d’Orian collection of maps a day or so ago, and glad I did, because it was actually really boring and time-consuming to make. Turns out hundreds of vertical and diagonal lines aren’t fun to draw. Add that to list of things I don’t like about San d’Oria already. 😛

One thing you may note is that it’s missing home points, etc. As the addon develops, I’m drawing these items on separate layers. Current plan is for them to be toggled on and off at the player’s discretion, so what you’re seeing is the very “base” level map asset, and icons/markers will layer above it.

As a “break”, I tried out Yuhtunga Jungle because I wanted to tackle yet another proof of concept: a map with lots of underground tunnels. I gathered some community maps and tried to include everything I could that would help the most amount of people:

  • showing the tunnels
  • showing the zones it connects to that didn’t have labels before
  • showing one-directional cliff drops

Hope you’re all enjoying the progress so far!

The Giddeus Experiment

One of the goals of Remapster is to dig into the excellent community resources that have been created over the life of FFXI and utilize them to render extremely useful maps that don’t detract from the “legacy feel”.

I felt Giddeus was a great subject for pulling some of those resources into something that looked official, because it had a number of things that can create a frustrating game experience if you don’t have a good map:

  • One-way cliffs
  • Holes
  • Multiple maps
  • An exit to another area that was never clearly labled (Balga’s Dais)

Below, you’ll find the remastered versions of the Giddeus maps, labeled to help you travel between them:

As you can see, I utilized arrows and fonts that look intentional and communicate where the one-way cliff dropoffs are. I also clearly label Map #1 and Map #2, and where each of the various lettered paths take you.

I’m very much looking forward to remastering more of these kinds of zones in particular.

Project Kick-Off + First Map

I kicked off the remapster project yesterday in a reddit post, and showcased the first HD map, Bastok Markets. I got a lot of great feedback and enthusiasm, and I’m excited to start this journey. I’ve always wanted to contribute to the FFXI modding community, and this provides me a great opportunity to improve my skills.

While details regarding how to use these maps in the game are still being determined, please keep checking back!

Below is the legacy version of Bastok Markets, and underneath that, it’s remastered version.