Interactive maps
Not screenshots or hand-placed pins: every marker is at its real in-game position, and each map passes a self-check against the game's own map before it goes live.
Palworld2 maps

The Palpagos Islands
Every marker is placed with the bounds the game’s own world map uses; 99% of surface markers land on painted land in the game’s map art, and every spawn area is the game’s own.

The World Tree
Every marker is placed with the bounds the game’s own world map uses; 99% of surface markers land on painted land in the game’s map art, and every spawn area is the game’s own.
Elden Ring4 maps

The Lands Between
21 Sites of Grace measured in in-game map screenshots land within 0.6 px (0.6 m) of where the game draws them; every marker is placed with the game’s own map coordinates.

The Underground
21 Sites of Grace measured in in-game map screenshots land within 0.6 px (0.6 m) of where the game draws them; every marker is placed with the game’s own map coordinates.

The Realm of Shadow
21 Sites of Grace measured in in-game map screenshots land within 0.6 px (0.6 m) of where the game draws them; every marker is placed with the game’s own map coordinates.

Stormveil Castle
Drawn by us from the castle’s own map geometry, one plan per level; 99% of markers stand on a walkable floor of their level at their exact position in the map file.
Baldur's Gate 34 maps

Act 1: the Wilderness
All 8 of the region’s waypoint shrines and 100% of its main level’s containers land on the game’s own painted map; each sub-level is shown only at ≥90%.

Act 2: the Shadow-Cursed Lands
Every shown level has ≥90% of its containers on the game’s own painted map (the Ruins battlefield and the main level: 100%); interiors and underground levels are left out.

Act 3: Rivington and Wyrm’s Crossing
Every shown level has ≥90% of its containers on the game’s own painted map (Wyrm’s Crossing 99%, Rivington 100%); interiors and underground levels are left out.

Act 3: the Lower City
Every shown level has ≥90% of its containers on the game’s own painted map (the Lower City 100%); interiors, basements and underground levels are left out.
Sekiro9 maps

Ashina Outskirts
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Hirata Estate
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Ashina Castle
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Ashina Reservoir
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Abandoned Dungeon
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Senpou Temple, Mt. Kongo
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Sunken Valley
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Ashina Depths
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).

Fountainhead Palace
Drawn from the area’s own map-piece geometry; every marker is checked against that geometry at its exact position (at least 98% within 1 m of a surface).
Clair Obscur: Expedition 3325 maps

The Continent
The level’s own geometry, drawn over the capture rectangle the game converts positions with, lines up with the painted map art; every marker is placed with the game’s own world-map conversion.

Lumière
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Spring Meadows
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Flying Waters
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Ancient Sanctuary
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Gestral Village
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Esquie's Nest
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Stone Wave Cliffs
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Forgotten Battlefield
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Monoco's Station
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Old Lumière
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Visages
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Sirène
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Inside The Monolith
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

The Manor
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Yellow Harvest
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Falling Leaves
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Crimson Forest
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

The Reacher
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Frozen Hearts
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Dark Shores
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Endless Night Sanctuary
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Flying Manor
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Verso's Drafts
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).

Renoir's Drafts
Drawn from the level’s own geometry; every marker is checked against that geometry at its exact position (at least 95% within 1.5 m of a surface).
Elden Ring Nightreign6 maps

Limveld
Placed with the game’s own map tiles (one pixel per metre): every marker lands on the painted map, and the terrain from the map files lines up with the painting to within 5 m.

Mountaintop
Placed with the game’s own map tiles (one pixel per metre): every marker lands on the painted map, and the terrain from the map files lines up with the painting to within 5 m.

The Crater
Placed with the game’s own map tiles (one pixel per metre): every marker lands on the painted map, and the terrain from the map files lines up with the painting to within 5 m.

Rotted Woods
Placed with the game’s own map tiles (one pixel per metre): every marker lands on the painted map, and the terrain from the map files lines up with the painting to within 5 m.

Noklateo, the Shrouded City
Placed with the game’s own map tiles (one pixel per metre): every marker lands on the painted map, and the terrain from the map files lines up with the painting to within 5 m.

The Great Hollow
Placed with the game’s own map tiles (one pixel per metre): every marker lands on the painted map, and the terrain from the map files lines up with the painting to within 5 m.
Star Trek: Outposts Unknown3 maps

Daegus
Placed with the terrain grid’s own coordinates (one pixel per metre); the terrain render lines up with the game’s own minimap capture within 8 m.

Kourou
Placed with the terrain grid’s own coordinates (one pixel per metre); the terrain render lines up with the game’s own minimap capture within 8 m.

Neral
Placed with the terrain grid’s own coordinates (one pixel per metre); the terrain render lines up with the game’s own minimap capture within 8 m.
More games

Seed map
Drawn by the official server’s own world-map renderer for each seed; every zone, biome and height sample matches an independent run of the generator.

Pharloom
61 benches matched to the developers’ own map pins; every marker placed by the game’s compass code.

Hallownest
71 of the developers’ own bench and grub pins match our positions to within a pin’s width; every marker is placed by the game’s compass code.

The castle and Paris
All 58 of the game’s save-room map icons land exactly on their rooms (0 cells off); every room drawn as the game’s own map cells, in its area’s map colour.
How these maps are made
- The map art is the game's own: its room map sprites, or a render of its rooms' collision data.
- Markers come from the scenes and rooms themselves, each with the record it came from. Content that only appears later is in its own layer, and cut content is left out.
- A build fails if any marker has no source, a duplicate id, an unknown category, or a position outside the map, or if the game's own map icons don't line up.
- "Found" ticks are saved in your browser only. Export them to move them to another device.