Hello!
I would like to help build your interactive map by performing a review of its data and correcting missing information. My main strengths I bring are being very precise and detail-oriented, reviewing for accuracy, and other general editorial skills.
I have worked on an interactive map before: Zelda Dungeon's one for BotW. If you google "Breath of the Wild map" ZD's is the first result, and I like to feel like I helped get it that way! I was one member of a team, of course, but I was one of the biggest contributors.
Part of the reason I think ZD's map still ranks first to this day is because it
was first up, first to be accurate, and stylistically matches the game as much as possible. You're already winning on some of those!
Here's some pointers/suggestions I think will help you perfect the experience:
- The actual map layer itself is incorrect and seems to be based on the prologue before "the storm clears", especially southwest of Kyovashad.
- Altar of Lilith icons should be updated to match in-game visuals. As the icons only appear on your in-game map in a 'completed' state, you may need to photoshop an 'uncompleted' state for use on your map.
- It's great to include a screenshot from the game with each icon on the map, especially for Altar of Lilith locations which may be a bit sneaky
- Dungeons currently don't indicate the aspect you get for completing them, and they should.
- Being able to filter dungeons by class would be very helpful. Also should apply class filter to quests and anything else applicable.
- Being able to 'mark as complete' would be helpful. Even better if you allow us to have multiple 'characters' (up to 10 like the game does) and mark as complete for each!
- 'Region' should be called 'Area' and update icon to match. The red outline it currently has stands out too much to others. Alternatively, you could draw polygons around the areas. The areas themselves are a collectible so should be treated as such.
- The ALL CAPS NAMES on each pin are big and in caps; stylistically it would be better to match in-game font, size, and case, as much as possible.
- Blue exclamation mark should not be NPC, it should be reserved for side quests.
- If you must map NPCs (they aren't a collectible or related to any challenge so far as I know yet), I suggest the in-game 'has dialogue' icon, the rectangular speech bubble. But honestly I don't currently see a need to map NPCs.
- You need a new category for super-rare enemy sightings and world bosses. I would use the in-game 'skull' icon used to represent a boss.
- Your "event" icon should be updated to match in-game icon. It's like an orange-and-white triangle.
- Note that 'events' are always in the same spots but not always the same event, so, some event markers need to be able to list the multiple possible events that occur in that spot. (I'm pretty sure of this fact, maybe I'm wrong.)
- You should group all the town 'services' into a category called...services, and be able to filter for those.
- Your town/waypoint icons should list the 'services' for that area just like in-game does.
- The 'Quest' icon should be separated to better match the three types of in-game quest (yellow, white, blue).
- Main campaign quests should indicate which 'step' of the quest they are, when applicable.
- Side quest 'objective' locations should use the in-game blue diamond icon. Even better if you can also paint regions like in-game.
- When you have a quest or objective selected, highlight the other related pins on the map (like the start of the quest or its objectives, if you select one or the other) by dimming unselected items.
And so on and so forth, gotta get to work.
I plan to play all next weekend and will be able to help with data collection and review at that time if you wish, which should give us a good headstart for when the game actually launches in June. If you don't want to let me join the team and give me direct access to do the reviewing and editing, then I'll submit what I can through this forum channel, but it could be a lot and a bit spammy.
I hope you consider my suggestions! See you next weekend!