And we now have maps!
As I explained in the original post, I retrieved these maps by downloading PNGs of every single room in the game from the UndertaleModTool. The problem is, the rooms in this mod tool are not as game accurate as they might at first appear. In fact, the more I looked at them, the more inaccuracies I noticed. So I kept going back into Paint.NET over and over again to smooth out the imperfections and using screenshots from the PC version of the game itself. This took an inordinate amount of time, especially considering things like waterfall effects in Waterfall and all the background machinery in Hotland.
At any rate, here they are if anyone wants to take a look before I submit them formally. As I said previously, they come in two categories, which I have called labelled and minimalist.
Labelled maps have the following elements:
- In-game objects that are normally invisible during regular gameplay:
• A, B, C, D, and X refer to doors leading to other rooms (the ones in squares are places you enter and those without squares are where you spawn in)
• E for event triggers
• I for interactive objects (i.e. normally things on walls or floors you can check/read)
• the walking heart sprite represents rooms with random enemy encounters
- Labelled maps also include puzzle solutions (where applicable), hidden objects, and late and post-game NPCs (including NPCs that only appear randomly on a save file, such as Gaster's followers)
Labelled maps are meant for those who have already completed the game and want to go back and experience everything.
By contrast, minimalist maps show only what you can actually see in-game (i.e. no dev objects), puzzle solutions and secrets are hidden where applicable, and the only NPCs shown are those that can be found on a first or otherwise early visit (and no randomized NPCs either).
Minimalist maps are meant to keep spoilers to a minimum (as much as is possible with full maps!) for those playing for the first time or so.
Ruins, Snowdin, Castle, and True Lab all have whole maps. Hotland has a full map and is also split into four smaller maps: Floors 1, 2, 3, and the Core.
Waterfall, however, is a very strange case. The rooms for that area don't line up
at all. What I found, though, is that if I excluded a certain sequence of rooms--specifically starting with Onionsan's room and going all the way through to the big bridge where the final Undyne chase sequence is--then the rest of Waterfall lined up almost perfectly. For that reason, in addition to the full Waterfall map (awkward though it is), I have also split it into two smaller maps. The bulk of Waterfall I've called "Waterfall (Lower)" while the sequence from Onionsan's room to the Undyne chase bridge I've called "Waterfall (Upper)". (Onionsan's room conflicts with the little bird over the small gap room, so one can posit that there's actually a bit of distance between the large glowing marshwater room and Onsionsan's seaside room, which already feels like it looks out over a cliffside. Then of course you're definitely on a higher elevation by the time you reach the bridge where Undyne sends you falling into the garbage dump below.)
And without further ado, here are the maps!
LabelledRuins:
https://i.imgur.com/KQBrMha.pngSnowdin:
https://i.imgur.com/6QtCb83.pngWaterfall (whole map):
https://i.imgur.com/Q0pbYmT.png• Waterfall (lower):
https://i.imgur.com/QwhXhMy.png• Waterfall (upper):
https://i.imgur.com/0Ls5rZV.pngHotland (whole map):
https://i.imgur.com/a9qVeID.png• Hotland (Floor 1):
https://i.imgur.com/7ikEpNA.png• Hotland (Floor 2):
https://i.imgur.com/qLMn9uS.png• Hotland (Floor 3):
https://i.imgur.com/XLWgBM7.png• Hotland (Core):
https://i.imgur.com/9115gWC.pngCastle:
https://i.imgur.com/Pb3fEgu.pngTrue Lab:
https://i.imgur.com/qfonkU1.pngMinimalistRuins:
https://i.imgur.com/hOSQaLd.pngSnowdin:
https://i.imgur.com/HTnmGJS.pngWaterfall (whole map):
https://i.imgur.com/Kw2CTNW.png• Waterfall (lower):
https://i.imgur.com/TNJE5LL.png• Waterfall (upper):
https://i.imgur.com/9BNKrgh.pngHotland (whole map):
https://i.imgur.com/xnhIBDC.png• Hotland (Floor 1):
https://i.imgur.com/bbhAYIT.png• Hotland (Floor 2):
https://i.imgur.com/ZzwoHYT.png• Hotland (Floor 3):
https://i.imgur.com/Od8EcTq.png• Hotland (Core):
https://i.imgur.com/j5GTW70.pngCastle:
https://i.imgur.com/ESScCpj.pngTrue Lab:
https://i.imgur.com/BK7eTQ4.pngAt this point, there are only two things left that still stick in my craw and make me dissatisfied, though I don't know how to resolve them.
The first is the room in Waterfall where you walk with Monster Kid in silhouette with a gorgeous view of Asgore's castle in the background. In-game there are "stars" on the ceiling, but the PNG I downloaded from the mod tool has nothing on the ceiling at all, just black empty space. And due to the way the stars move as you walk along, the screenshots I took and tried to paste into the PNG just looked unsatisfactory.
The second are two rooms in the Castle area, where you can see the city of New Home in parallax. There are no fewer than 7 background layers for this! But the backgrounds provided by the mod tool are noticeably off (well, noticeable to me anyway). But I don't know how to fix 7 whole layers for that, nor do I know how to manipulate the background feature in the mod tool to give me what I want. (I was able to do this with sprites in the tool with relative ease, by contrast.)
Those are the only two remaining imperfections I'm aware of in my maps. And due to my autistic perfectionist nature, I almost didn't post these because of those two reasons.