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FNV MojaveWastelandMap

Screenshot of the map with all markers revealed.

The following information includes Fallout: New Vegas world maps and lists of locations, as well as other resources: For other maps, see:

Interactive map[]

Location list[]

Caves and mines[]

Caves
Mines
Other

Factions[]

Boomers
Brotherhood of Steel (Mojave chapter)
Caesar's Legion
Fiends
Followers of the Apocalypse
Great Khans
Jackals
New California Republic
Military
Rangers
Affiliated locations
Powder Gangers
Vipers
The Strip

Settlements[]

Towns
Camps and shacks
Infrastructure
Abandoned places
Landmarks
Vaults

Behind the scenes[]

Early concept[]

The following image is an early concept of the Fallout: New Vegas map, explained by Chris Avellone during the Rezzed 2013 developer sessions. It features several locations which were not included in the game.[1]

Earlyfnvmapdraft

Locations mentioned on the map, but not included in-game:

Scale and design[]

According to Joshua Sawyer, the New Vegas map is based on United States Geological Survey data but at 1/25th scale, with some adjustments, as at that scale the Colorado River was narrow enough for one to jump over.[2] Sawyer himself drew an initial design of the map from an overlay of the real-world locations, and followed guidelines from Bethesda Softworks on how to condense a game world. In particular, they ensured that there would be at least three visible landmarks that were actual in-game locations, that the player could use to orient themselves within a grid space on the map. As for the design process of the map's locations, region design constraint documents would be written by a developer like Sawyer, outlining the basic details of the location, before an area designer took over to handle the specifics.[3]

PlexiMap[]

Nv pleximap01-1

Early FNV Map

At Hidden Valley and the Remnants bunker, there is an earlier version of the New Vegas map, with the internal name of nv_pleximap01.

It differs from the final retail Pip-Boy map in a number of ways:

  • The map appears to be derived from height/topographical rather than satellite-style imagery of the actual world.
  • The grid system used is different.
  • The Strip and Freeside are highlighted similar to the Downtown DC ruins in Fallout 3.
  • Boulder City's street layout is represented
  • 188 Trading Post is much further east, closer to Boulder City.
  • Primm's residential area is more expansive.
  • The monorail route is shorter, terminating further south on the Strip.
  • Several roads are absent, possibly because those areas weren't complete at the time of the map's creation.

Gallery[]

References[]

  1. Project Eternity - Rezzed 2013 Developer Sessions - YouTube (18:04)
  2. Fallout: New Vegas 10th Anniversary Charity Stream Part 3 (reference starts at 14:50)
    Joshua Sawyer: "So this actually uses U.S. Geological Survey data, but it's at 1/25th the scale. So everything is obviously much, much, much smaller. The exceptions were that we had to widen the Colorado River, because at 1/25th scale, you could literally just jump over it. So we scaled everything down and then we could literally run over and jump across the Colorado River. So we expanded that, I think we expanded Lake Mead a little bit to get the scale to feel, like, okay."
    (Transcript)
  3. Fallout: New Vegas 10th Anniversary Charity Stream Part 2 (reference starts at 4:57)
    Joshua Sawyer: "'When I was thinking about locations, how did you guys come up with the map?' I drew the map. Um, I drew the map from an overlay of the real-world locations, and we followed Bethesda's kind of density guidelines where, within a certain area - within a grid space on our map, there would be three visible landmarks that were real locations. And I tried to map those as close as possible to actual world locations, and then backed up from there. And then I would write region design constraint docs, and the region design constraint docs would describe the high-level stuff and some of the low-level stuff that would happen in that location, and then an area designer would take over from that point."
    (Transcript)
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