Quote (jaybomber @ Aug 25 2023 08:23pm)
Wat algorithm for organs, Is it always nearby Wps in act 3?
I usually tele around edge of trees in act 3 until I find spider cavern or flayer dungeon from nearest waypoints.
Maggot lair in act 2 is hard to find too hehe :D
First, check out jymnasium's video on general speedrunning
https://www.youtube.com/watch?v=M0KmbfElX_Q and worship it 5 times a day. It teaches you how to read map tiles in D2. Maggot lair is usually close to far oasis wp, so the most efficient algorithm for finding it quickly is expanding concentric circles about the waypoint. Once inside, the exit tile for levels 1 and 2 is 90 degrees clockwise ("right") from the entrance tile. Level 3 to coldworm is always "straight". For organs, first know the possible layouts of spider forest / great marsh / flayer jungle. The key thing is these are all arranged on 2x4 grids pointing northeast. From spider waypoint, if you can see town, first try jumping wall northeast. If you can't see town, try jumping wall southwest. If can't jump the wall, still head that direction first. Once you leave the waypoint tile, you'll know which side of the passageway to check for camps, since it's arranged on a 2x4 grid. There's always a fake camp and a real camp, plus the waypoint camp. ALSO, if spider cavern is southwest of spider waypoint, then flayer dungeon is southwest of flayer waypoint. And vice-versa. So, after finding spider cavern, you know what direction to head in from flayer waypoint. For sewers, lvl 2 will be on a tile oriented right from the sparkly chest tile. Therefore it's most efficient to scout lvl 1 going clockwise about the perimeter. Then, if you run into the sparkly chest tile, you know to reverse course for the lvl 2 tile. It's demonstrated here:
https://youtu.be/AywYNPIGV-M and llamasc also has some great vids on it.