UESPWiki talk:Oblivion Map Design

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Feel free to discuss any comments, suggestions or bugs encountered when using the Oblivion Map or Shivering Isles Map.

Archive 1: August 2006 - December 2008
Archive 2: November 2007 - April 2009
Archive 3: June 2009 - August 2010
Problems with the SI Map
Painting the Map Blue

Outstanding Suggestions[edit]

  • Make the map printable
  • Copyright license
  • Proper marker types for all locations
    • More marker types? (guilds, store types)
    • Distinguish between door and map markers (eliminate map markers?)
      • Don't eliminate the map markers, those are useful for somebody filling their fast travel map.
        • Why? The actual locations work just as well for this.
  • Allow multiple separate overlayed searches (eg. Wayshrine, Ayleid+Well)
    • Map types for displaying only certain information (like all Nirnroots)
    • Option to display no locations.
      • This can be done by searching for something like "aaaaa", but an option would still be good
  • Make an alternative appearance button. This would be like Google Maps where you can change between the satellite appearance and just the roads. Perhaps using the in-game map as the alternative?
    • There's no way of generating the in-game map - the entire thing would need to be grabbed through screenshots and then stitched together, unless somebody can figure out how to generate the maps from the game files.
  • It would be great with a grid showing the border between exterior cells.
    • A co-ordinate grid, which could be turned off, to help modders find wilderness areas without spending ages
  • Separate maps for Pale Pass, Mankar Camoran's Paradise, Painted World, Frostfire Glen and the various Oblivion worlds.
  • It would be great with the map suited for cellphones

Completed/Rejected Suggestions[edit]

  • Identify Buildings and give RefID's to everything on the map.
    • Most objects already link to the wiki article. Such information is better covered there.
  • Have it so that you could get directions from one place to another.
    • Offer quickest route between two places, with a approximation of the time it takes to get there as well as what time of day it will be once you arrive.
      • Possible to have basic compass directions/Bearings? (i.e. NE of Kvatch/Bearing of 45°)
      • Maybe (s)he means drawing a line from point A to point B.
      • Cyrodiil has no speed limits, and cross country is as fast as going over the road. All other aspects on speed are not part of the map, but on the character travelling the distance.
  • Make it so that your search will only show you the icons in the window you are viewing, or the ones that are closest. For example, I have been using the map to find Nirnroot, but since there so many, it only shows 50 of them spread out around the map, and I have to go through five or six tabs to actually see the ones I want when I am searching around the Imperial City and other high Nirnroot volume areas.
    • This feature is already part of the map. If you zoom in to the maximum setting, the nirnroots in that region will automatically appear (as long as you don't have any active searches).
  • Make the map downable to use when offline
    • very important on the ps3 internet browser it only shows the top left corner of the map this is a big problem for anyone that wishes to use the ps3 browser for the map please help
    • Not too likely, as it would require a complete rewrite of all the code.
  • Zoom control should only display the valid zoom levels.
    • Looked into this and while its possible there is no easy way of doing (looks like you have to create a custom zoom control).
  • Add locations of the Ectoplasm Most ectoplasm comes from random creatures; eventually a map will be added to Oblivion:Ectoplasm, but not to the oblivion map
  • How about adding the name Ruin (perhaps in parenthesis) to the name of ruins so they will all come up in a search?
    • Not really practical, especially since doing so would break all of the links from the wiki to the map, and all of the links from the map to the wiki.
  • a 3d map and dungeon types in () like atatar (necromancer)
    • Use real model renderings to populate the map where possible.
      • Adding dungeon types to the Oblivion map is pretty unlikely. Many dungeons don't have a single easy-to-identify "type". And other readers are going to be interested in other details. There's no way to add the entire wiki page to the Oblivion map; the link to the wiki page is there so that readers can find all the details.
      • Not feasible to make a 3D map.
  • Put in locations of Unique Landscapes. Just a general spot inside each landscape...you don't have to draw the boundaries of each.
    • Items from unofficial mods don't go on the map.
  • Add general area of major NPCs (trainers,merchants etc.)
    • Not needed and impractical too. Unlike Morrowind, NPCs in Oblivion move around too much to plot their locations on a map. That's one of the goals of the Oblivion NPC Redesign Project - to help people find important NPCs at all times of the day and night.
  • Do street view like of google maps
    • Not a chance. Unlike Google, we don't have specially-designed cars that can just drive around to take pictures.
      • While we don't have special cars we do have users that could do this and I think it would show they want this if any volunteer to go around the all cities and take the necessary screenshots.
  • Add a small ruler in the lower left corner for measuring distances, like what most maps have
    • Not possible since there are no details about what the distances actually are, plus any books are likely to measure "lore distance" rather than "game distance".
      • Make the best guess you can based upon standards you can measure. For instance, the average adult male is 1.75 meters tall. This method can be applied to many other things. It wouldn't be perfectly accurate, but it would be the best guess anyone has right now.
        • No. There's no point in spending time on something guaranteed to be inaccurate.
          • According to the Elder Scrolls Construction Set Wiki, each exterior cell is 192 feet x 192 feet, or 4096 x 4096 in-game units. Why can this not be used to create a scale?
            • You're ignoring the places on that page where it says "approximation" and "assume". It's still a guess and it's not worth spending time on a guess. Apart from anything else, miles and kilometers have absolutely no relevance in the game, so it's a totally pointless suggestion. rpeh •TCE 07:37, 23 October 2010 (UTC)
              • Just to further rpeh's point, at a scale of 192 × 192 feet, the entire map of Tamriel would be 5 × 3.3 miles (or about 8 × 5.25 km, in "real" units ). Having 8 cities in that small an area would be ludicrous, so the approximation fails badly when you start putting it into real-world terms.
  • Add Fort Cuptor on the southern tip of Lake Canulus. It's already there
  • At least one collision box has escaped removal: here.
    • Done. Well spotted.
  • make a downloadable version so we can use it offline

Separate Maps[edit]

Separate maps for each county/region (I.E County Skingrad, The Heartlands etc.) as this would allow more details (especially markers) without slowdown. — Unsigned comment by TheAlbinoOrc (talkcontribs) on 19 August 2010

Impractical. Would increase redundancy and wouldn't really be of any major benefit. The problem of showing few markers isn't to do with speed in any case - it's about cluttering the screen. rpeh •TCE 15:37, 19 August 2010 (UTC)
If you make the map the same size as the regular map then since there are fewer things in it in relation to size you can add more to it can't you?--TheAlbinoOrcany_questions? 16:43, 19 August 2010 (UTC)
Add more what? All important items are already listed, right down to things like the non-random items. What else do you want? If it's important it can be added to the current map. If it's not important, it wouldn't be added to any map - just as we don't list clutter chests on the local maps on the place pages. rpeh •TCE 16:51, 19 August 2010 (UTC)
I'm thinking of things like ingredients since those couldn't be put on the normal map without having it be one large mass of markers - however if instead of (for example) 1 inch = 10 miles, 1 inch = 1 mile we can fit them without clutter.--TheAlbinoOrcany_questions? 18:28, 19 August 2010 (UTC)
Isn't going to work. The tiles are already at their full resolution so we'd need to magnify them. Now, while we did an extra zoom level for the Morrowind map, it already looks slightly blurred. Zooming in any further is going to look really awful. Do you really want every single plant listed on a map though? That's massive overkill. rpeh •TCE 18:31, 19 August 2010 (UTC)
Never mind. Nirnroots are there already and they're the main one. Fly Aminita might be nice though considering the difficulty of picking them.--TheAlbinoOrcany_questions? 18:41, 19 August 2010 (UTC)
FYI, gather ye rosebuds will help tons in regards of picking ingredients, unless of course you're being sarcastic, in which case I don't understand your reasoning. I think having them there wouldn't be hard to do (we got nirnroots didn't we?) and it certainly wouldn't be annoying, so long as you can turn them on and off (default is off). You actually wouldn't have to do anything special either, other than add customizable zoom levels, and have ingredients at zoom level -1 or 17:28, 31 August 2010 (UTC)

() You actually have a point there. I wouldn't mind seeing this happen then.--TAOHuh? 15:11, 15 September 2010 (UTC)


This is where any users that wish to volunteer to take screenshots of some or all of the cities would put their names. The formatting would be: Username, City to take screenshots of, District (if applicable).

So in practice it would look like

User:Barghest, Cheyindhall

User:Leshy, Imperial City, Market District

User:Otyugh, Anvil, Docks

Any thoughts on how to improve this are welcome. Also as far as I know none of those usernames are actually in use right now. If one of them is please change it to something else that isn't.--TAOHuh? 22:30, 26 September 2010 (UTC)

Presumably you've worked out the time of day at which the images should be taken? The prevailing weather conditions? The spacing between shots? The number of shots to be taken at each point / the angle of rotation between each one? And presumably you've worked out how you'll be using the screenshots later?
There are much, much more useful things that need doing to the map. I've got seven items listed on my user page, and I know Nephele has some things she wants to do too, so pointless vanity projects like this are simply not going to happen! rpeh •TCE 08:41, 27 September 2010 (UTC)
"Presumably you've worked out the time of day at which the images should be taken? The prevailing weather conditions? The spacing between shots? The number of shots to be taken at each point / the angle of rotation between each one? And presumably you've worked out how you'll be using the screenshots later?" I hadn't worked any of this out before for the simple reason that I'm not the taking them. I'm not even able to do so. But since you brought this up as an issue I'll work out some of the details.
Time of day: Probably 8-10 AM. This should allow the images to be bright without washing them out. However you are the one that has the most experience with screenshots in Oblivion so you're the one that would know most about what looks good. Why should I who have no experience with them have to work this out.
As for the other stuff I'm not sure on it yet. One thought though: Could someone use the CS to get these like we did for the main map?--TAOHuh? 18:14, 28 September 2010 (UTC)
Why don't I work it out? Evidently I've been too nuanced and subtle in replies so far, so let me be as clear as the etiquette policy allows: because I think it's a bloody stupid idea that will slow down the servers, take up space needlessly, pointlessly take up the time of those who participate and generally serve absolutely no useful purpose. That's why. rpeh •TCE 18:48, 28 September 2010 (UTC)
Apparently I was the one who was too subtle. I wanted to know why you were saying I should have this worked out not saying you needed to do so. Also you seem to have missed my question about whether or not the CS would work for this.--TAOHuh? 22:19, 28 September 2010 (UTC)

() In all honesty I fail to see the benefit that having streetview would bring. I think that the map is fine as it is now, so I se no reason to clutter it with streetview that in the ned would only make the map servers to run very slow, so if you can explain to me the benefits of having such a thing I would really appreciate it.

Also, I think that you need to consider that there are about three active users in the wiki (rpeh, RH and maybe AMM) that have access to the CS and that would be willing to take screenshots (I can't since my game runs very slow and it has horrible graphics) and I think that rpeh and RH are both busy in more important matters that they want to do. Also, from what I know, almost all the users that have cartographer rights are currently inactive, and the only ones who could edit the map and add the streetview are rpeh and Timenn, so it would take them a lot of effort to achieve this while there are more important things on the wiki.

Regarding your question, I'm not that expert on the CS, but I'm guessing that it would be possible to take the screenies from the CS but, as I mentioned before, there are very few users that could take them and two of them are busier on other matters. Short story: I don't see how this could happen without turning into a years-old project. --S'drassa T2M 02:36, 29 September 2010 (UTC)

TAO, the reason I'm saying you should be the one to sort all this out is that you're the one going on about it, and creating sections on this page where people can add their names to volunteer for it. If you haven't sorted all this out, you're wasting time. I didn't "miss" your question about the CS; I ignored it because the answer is [UESPWiki:Oblivion_Map_Design#Creating_the_Oblivion_Map already on the article]] for which this is a talk page. There's a special function for creating maps, but nothing for creating screenshots.
You will also learn on the article that this isn't just a matter of plugging stuff into Google maps, because there's custom code involved. The map editor doesn't have a feature for screenshots either. Neither do we have a way of uploading them at this time. It is not going to happen. rpeh •TCE 05:41, 29 September 2010 (UTC)

Make the water blue/replace tiles[edit]

I'm willing to bluify the water and put in mod specific content. Do I need to do the entire process over again and submit it via mediafire, or can I get half the work done for me and download these files somehow? If I get the pre 20% jpg files, that would be even better. It's not hard to batch stuff with irfanview or even imagemagick, but if someone's already got the method down for joining files, that means less work. I'd also be willing to generate a map (not satellite) view via screenshots. We could also just use something like the color mod map. 14:03, 29 September 2010 (UTC)

It's not that simple. We need to be able to generate the tiles with blue in them so that if the whole map needs redoing (as it did recently), we don't have to go back through the whole lot by hand. That either means adjusting the shaders to change the way the CS exports the maps, or coming up with some external program to post-process the generated tiles and colour the water. Mod content isn't a problem - the CS will generate the necessary tiles if the mods are installed - but we want an option to toggle mods on or off, which means code changes. Thanks for the offer though. rpeh •TCE 14:12, 29 September 2010 (UTC)
After your idea we developed a German Nirn Map last year. We've solved the problem with the water by exporting the maps from Oblivion two times. One time without water displayed and one time with intranparent water set to pink. You can change this with the ini Setting bUseWaterShader. After this we've used automated processing of GIMP to replace all pink areas in all tiles with the default water texture. After this both tile set were combined using GIMP and transparency. The computing took about 12 hours running on two high end computers.
To circumvent the problem with editiong of single tiles I've wrote a programm that simply takes the name of an edited tile and generates all tiles of other zoom levels containing the edited file new. I can't give it to you, because we use a completly different coordinate system but it is not that hard to write. --Killfetzer 12:54, 8 October 2010 (UTC)
I tried the shader ini setting when we last updated the map, and all I got was a white mass for the water. That would let us colour things blue, but in several cases (like Fin Gleam) it's useful to be able to see the rock shapes from under the water, so it's still not the desired solution. Could you let me have the .ini settings you used for the water in case I'm doing something wrong?
Editing a single tile isn't the problem - I already have a program that recombines the tiles into all necessary zoom levels. The problem is if we edit the hundreds (thousands?) of tiles that have water on them. rpeh •TCE 13:27, 8 October 2010 (UTC)
Ah, I just this minute understood what you mean. Sorry - I'm working on other things and have rather less than full attention on UESP. Yes, that might work - I'll have to give it a try. I'm very, very surprised it's taking 12 hours to run, though. My program to post-process the tiles and remove the unwanted colour artifacts takes less than ten minutes, and it has to process every single tile too. rpeh •TCE 14:36, 8 October 2010 (UTC)
First I'm no programmer. The prgram is written in Delphi and not too optimized. I've our tech admin ever sees the code, he will probably delete the map ;) Second we've done it for complete Tamriel (around 100,000 tiles that don't show only water) and we don't have sacled the Oblivion tiles to 256x256 but really used the 241x241 tiles and generated overlapping 256x256 files from them on the fly. You can take a look: [1]
The water texture was the default Oblivion water texture and the choosen transparency was 54,9% (no idea why exactly this value). --Killfetzer 22:23, 8 October 2010 (UTC)
Damn... but that's a thing of beauty. I'm pretty envious of the whole-Tamriel thing, but then we have a higher-level zoom of Morrowind that you don't. Looks like we've prioritised games and you're more Lore-oriented. But I'm still envious! rpeh •TCE 23:32, 8 October 2010 (UTC)

Short Question concerning map markers[edit]

How did you extract the marker locations from Shivering Isles? When I'm trying to load Oblivion.esm with SI installed in ObEdit I get a crah to desktop with or without patch. --Killfetzer 22:11, 12 October 2010 (UTC)

I believe Nephele extracted the locations with custom Perl (yup!) scripts running on the Oblivion.esm. rpeh might have some C# scripts that can do that job as well (knowing he extracted data from Oblivion.esm as well). --Timenn-<talk> 08:38, 13 October 2010 (UTC)
I don't have anything right now but I could easily whip something up - I did the first list for the Morrowind map. What values are you looking for? rpeh •TCE 10:29, 13 October 2010 (UTC)

I'm looking for the teleport and map marker data depicted in UESPWiki:Oblivion Map Design#Exporting Data From Oblivion. I would try to write an own script, but I have no idea how the Oblivion.esm ist structered. --Killfetzer 11:53, 13 October 2010 (UTC)

I just noticed this. I can get you this data, but if you'd rather write your own script, see these pages for details of the format of Oblivion.esm. Let me know if you want a file. rpeh •TCE 10:22, 18 October 2010 (UTC)

Thanks, I've extracted the Data with the beta comment feature and a short tour over the Shivering Isles. We've made the markes for Morrowind the same way so the 180 markes for SI really were not too much work. --Killfetzer 21:31, 20 October 2010 (UTC)

add idea[edit]

hey you might want to consider adding way shrines; and are you going to add the map makers for the knights of the nine expansion? — Unsigned comment by (talk) on 23 November 2010

All those markers are already there on the map. --Timenn-<talk> 07:24, 23 November 2010 (UTC)
For instance, (map), (map) etc. Also Priory of the Nine, Lord Vlindrel's Tower, etc. rpeh •TCE 07:28, 23 November 2010 (UTC)

Another gate[edit]

I found another random gate which isn't on the map but I don't know how to locate, find coordinates, to report it. Suggestions? Sniffles 06:33, 14 December 2010 (UTC)

Zoom in fully on the map, and center it on the location you think an Oblivion gate can be found. Then use the Link To This Location link at the top right corner of the page to find the link that directs you that exact location, and post the link here. --Timenn-<talk> 09:14, 14 December 2010 (UTC)

Making it downloadable for Andriod Tablets?[edit]

Now days alot of people or buying ipads and internet tablets. you can surf but the way they are designed using a map like this can become troublesome. So how about maybe providing a way to download this as a app? — Unsigned comment by (talk) at 22:59 on February 19, 2011

Speaking as one of the three or four people who made the map possible, I'd say that if I'd realised people with more money than sense were going to use the map, I'd have charged for it from the start. rpeh •TCE 04:24, 20 February 2011 (UTC)

Able to add Plug-ins[edit]

For PC users could it be possible to be able to load esp/esms and see the new locations on the map. So if you cannot find a location in a plug-in you can find it on the map. But still have it always load the Oblivion.esm and the official DLCs. — Unsigned comment by (talk) at 21:49 on 5 March 2011 (UTC)

That exact request is never going to happen for the simple reason that any mod really needing the facility would be too large to easily upload. We'd need the server capacity to handle large files, then to scan them and auto-add the results, and it's just not going to happen.
On my user page, I've had the task "External UI: Coming up with some kind of interface so that others can add mod info to our map." for ages now, and although I have some ideas as to how it might work, it's probably the lowest-priority task I have.
If anybody else wants to look at a way of doing this, they should probably contact Daveh directly. rpeh •TCE 21:48, 5 March 2011 (UTC)

Distinguish Plugin/SI markers[edit]

During the level 25-30 jump I thought I should go ahead and find every landmark on the map to make the 30+ leveled quests easier. Places like Sundercliff Watch really threw me off. Stouf761 05:48, 18 July 2011 (UTC)

Sundercliff Watch isn't from SI, it's from a mod. There's no real way to distinguish these without making the map difficult to use for everyone who owns the mod - which is most people these days. rpeh •TCE 08:44, 18 July 2011 (UTC)
I didn't say it was from SI, its from the razor plugin. All that would really need to be done is put (SI) or (Razor) or (Nine) and some sort of disclaimer about what abbreviation goes to what DLC. Stouf761 07:22, 19 July 2011 (UTC)
No. Not gonna do it. Sorry. It's a tiny number of locations and would ruin loads of links. rpeh •TCE 07:34, 19 July 2011 (UTC)

Usage limit for Google Maps API[edit]

Google announced an usage limit for the Maps API: Source Do you think that your map will be affected? If your map isn't affected by this, I don't see promblems for our less trafficed map, but otherwise we must look for alternatives. And with the upcoming Skyrim-Map... --Killfetzer 06:11, 28 October 2011 (UTC)

If it's only going to kick in at 25,000 maps per day I think we'll be okay. Daveh will have more information on the usage stats though. rpeh •TCE 07:19, 28 October 2011 (UTC)
Thanks for the news. Recently the peak usage for the maps is around 11,000 loads/day (this is from Google Analytics which should be the same as map API loads as they describe it). Paying for a small excess usage is fine but the rates they have now can add up quick. For example, at "only" 50,000 map loads/day it would cost $100/day which is more than enough to put the site into the red (losing money). I think we're a bit different than the typical user of the maps API as we only use the JavaScript application and none of the map images or data (which we supply) so I would think there would be a way of just using a static local copy of the maps JavaScript hosted on our servers. There's no hard cut-off and we will be able to tell our actually daily usage shortly so I'll just keep an eye on it for now. -- Daveh 13:20, 28 October 2011 (UTC)
For my reference: Forum Post -- Daveh 13:27, 28 October 2011 (UTC)


There is a wayshrine near Skingrad and its not talos shrine its Mariana and also not tibr sptm — Unsigned comment by (talk) at 13:27 on 17 December 2011

You'll have to be clearer than that, and also provide the exact location of the wayshrine you're talking about. To do that, use the directions from the section you originally posted this in: "Zoom in fully on the map, and center it on the location you think an Oblivion gate can be found. Then use the Link To This Location link at the top right corner of the page to find the link that directs you that exact location, and post the link here." Robin Hoodtalk 18:11, 30 December 2011 (UTC)

Oddity near Bruma[edit]

From Bruma's east gate, follow the road on the map, and go north when the road splits. There is a bird-like form on the map, not far from Bruma, with minor coloring of red, white, and yellow. Almost like a fire. Upon investigation, I did not find anything in this area in my PS3 version of Oblivion. Note that I have not completed the game also, so if something does indeed happen here, I have not reached that point in the game.

There is no waypoint, no map marker, nothing.

So... What exactly is this? — Unsigned comment by (talk) on 10 March 2012

It's the Great Gate, which only appears in-game as part of the Great Gate quest. The map always displays all features; in-game some of those features are initially disabled (such as all the Oblivion Gates), and only become enabled by the appropriate game-play trigger. --NepheleTalk 04:00, 11 March 2012 (UTC)
Ah, that makes sense. I had assumed it was something along the lines of a quest related area, but thanks for clearing that up. Hopefully anyone else with this question will see this.

Wayshrine errors[edit]

they're are no Tiber septim way shrines while doing the pilgrimage

Such as Location: Tamriel (-102951, 2196, 7181),Tamriel (40163, -5004) and Tamriel (51214, 7604) — Unsigned comment by (talk) at 05:48 on 29 March 2012

Maybe you just weren't zoomed in enough? If I click on the following links, I see every last one of the ones you mentioned: (map) (map) (map) Robin Hoodtalk 06:17, 29 March 2012 (UTC)

What is it?[edit]

I hope I am in the right spot... There is a set of steps with a couple of fires on each side and a chest at the top - to the NW of cloud ruler temple... Are there a lot of these little spots on the map? Where could I find history for the them? I have been reading up on the history of the whole Elder Scrolls lands, pretty detailed... Tintellaar(talk) 20:30, 5 December 2012 (GMT)

You probably would've been better off on either the Cloud Ruler Temple talk page, or the Reference Desk, but it's not that big of a deal. There are a lot of these random locations scattered around Oblivion. In some cases, there's some indication of why it's there, but for most of them, like this one, it's left to the player to use their imagination. It could be a ruin, or maybe some old thieves' hideout, or who knows what. I don't believe we have any specific pages that discuss them, and unless there's something at a specific location, there's probably no history for them except perhaps in the developers' minds. Robin Hoodtalk 02:57, 6 December 2012 (GMT)

Missing Map Marker[edit]

Red Lane Camp - Located directly west of Dasek Moor (directly south of Kvatch) 17:07, 12 December 2012 (GMT)

Red Lane Camp doesn't have a map marker, though the map link on it's page could be fixed to point to it. Silence is GoldenBreak the Silence 19:04, 12 December 2012 (GMT)

Houses Links[edit]

A recent project has undertaken to create pages for all the houses in Oblivion, can the map be updated to link to these pages the same way it does for other places. Silence is GoldenBreak the Silence 03:10, 9 June 2013 (GMT)

I just did set the wiki page to the name where the page was missing, this will need a bit of checking for disambiguation pages. But I discovered that some may be missing completely; I just added a marker for Marie Alouette's House and Biene Amelion's House. I'll try to check for other missing doors/houses. But so far the marker used seems to be very inconsistent. Sometimes it is a house symbol, sometimes a door symbol and other times the symbol used by a map marker nearby. I'd lean to using the door symbol, as it is shown that way on the local map. But the house symbol would be ok with me too. Just asking before I go crazy adding stuff. --Alfwyn (talk) 15:20, 23 January 2014 (GMT)

Wayshrine Route[edit]

Is it possible to add a line in-between the wayshrines to show the most efficient root so that people doing the pilgrimage quest have an easier time at it? (the path can be represented as a dotted line, as one option) 13:00, 10 May 2015 (GMT)

Nothing wrong with using an image map. This one shows all the wayshrines and really should be linked from the quest page. Silence is GoldenBreak the Silence 13:47, 10 May 2015 (GMT)

Imperial Sewers North Exit[edit]

Clicking on the link for the Imperial City Sewers - North Exit takes me to a non-existent page. It seems likely that the link could instead take people to Oblivion:The North Tunnel instead, since that page actually exists. --Dragos Drakkar (talk) 19:46, 16 September 2016 (UTC)

Sanguine's Shrine - Shrine of Sanguine[edit]

The map link on the Shrine of Sanguine page does not link to the map marker. Probably because the map marker is called Sanguine's Shrine and not Shrine of Sanguine? —MortenOSlash (talk) 04:57, 23 August 2017 (UTC)

Standard for zoom= parameter on links from the wiki?[edit]

Is there a standard for setting the zoom= parameter on links in the wiki? If so, what is it?

Many of the links in the wiki don't seem to use zoom= at all. This gets you the default fully-zoomed-out map, centered on the linked location. For many location types, you then have to manually zoom in a few levels before the marker for that location appears on the map.

If every link used zoom=16, then you'd always see the marker for whatever the link refers to. However, that's zoomed so far in that it might not help you understand where the linked location is, in relation to something that you probably already know about (like one of the cities). You'd have to manually zoom out a couple of levels to get some context.

If the link has the zoom at the widest level (smallest number) where that marker appears, that might help, but then you're back to the above problem for things that only show up at high zoom levels.

For an example, see the "Wayshrine Locations" column in the table on Nine Divines. You have to manually zoom in a few levels to get any of these to appear.

As another example, I didn't feel bad about adding zoom=16 on the Oblivion Gate locations when I did this edit, because 1) the gates are usually pretty close to town and 2) in Leyawiin, Skingrad, and maybe Cheydinhal, there can be a random gate relatively close to the quest-related gate, so I thought the high zoom level would help point out which one is the quest-related gate.

I gather that the map has gone through a couple of revisions of the Google Maps API and maybe of the underlying data, so possibly this worked differently in the past - people may have landed on a more-zoomed-in version of the map if the link from the wiki didn't use the zoom parameter. Or maybe it's always worked like this without objection.

I looked at things like Help:Links, Template:Map_Link, UESPWiki:Style_Guide, UESPWiki:Style_Guide/Place_Layout, and the archives of this talk page, and I didn't see an answer to this question, but maybe I missed it.

To be clear, I'm not trying to argue about "which features should appear at which zoom levels" - that seems to be settled and working for quite some time. I am just looking for guidance in case I edit a map link on the wiki in the future.

Thanks! 08:41, 10 February 2021 (UTC)