01

Use landmarks before coordinates

Start with the object you can see: a ruined gate, bridge, tower, stone path, or arena entrance. Add direction, elevation, danger, and the reason to visit.

Coordinates can support a route, but they should not be the only way to recognise it while fighting or carrying a full inventory.

02

Build four useful map layers

Keep Shells and weapons separate from bosses, upgrade materials, and progression gates. One pin should answer one decision. Add a regroup pin for co-op planning only when the mode is officially supported.

03

Map fragments should lead somewhere

A fragment page explains what the fragment reveals, where the next piece sits, what can interrupt the route, and which nearby reward is worth collecting on the same trip.

04

The map is a route planner, not a pin dump

Start with three map layers before adding detail: progression gates, repeatable reset points, and collection routes. A player looking for a Shell should not have to decode a boss marker or a material icon first.

For a new route, record the landmark, nearest Beacon, access gate, danger on the approach, and the reason to return. When the Beacon page says 19 markers, use that as the cleanup target; when the fragment count is still a community lead, keep the status visible.

The useful finish to every marker is a next action: open the Shell page, clear the dungeon, return to Tarforge, or postpone the route until the required gate is open.