The following information includes Fallout 3 maps and external resources including interactive maps in varying formats.
Contents
- 1 List of locations
- 2 High-resolution maps
- 2.1 Capital Wasteland
- 2.2 Chevy Chase
- 2.3 Dupont Circle
- 2.4 Takoma Park
- 2.5 Vernon Square
- 2.6 Pennsylvania Avenue
- 2.7 The Mall
- 2.8 L'Enfant Plaza
- 2.9 Georgetown
- 2.10 Seward Square
- 2.11 Falls Church
- 2.12 Mason District
- 2.13 Arlington Cemetery
- 2.14 Megaton
- 2.15 Tranquility Lane
- 2.16 Paradise Falls
- 2.17 Metro map
- 3 Add-on maps
- 4 High-resolution Capital Wasteland map
- 5 Behind the scenes
- 6 See also
- 7 External links
- 8 References
Click on a location to go to the respective article.
Black =Vaults
Blue =Major settlements
Green =Metro stations
Orange =Unmarked locations
Purple =Locations added by add-ons
List of locations
High-resolution maps
Capital Wasteland
Chevy Chase
Dupont Circle
Takoma Park
Vernon Square
Pennsylvania Avenue
The Mall
L'Enfant Plaza
Georgetown
Seward Square
Falls Church
Mason District
Arlington Cemetery
Megaton
Tranquility Lane
Paradise Falls
Metro map
Add-on maps
The Pitt
Anchorage
- Anchorage - Battlefield
Broken Steel
Point Lookout
Mothership Zeta
High-resolution Capital Wasteland map
Behind the scenes
- The downtown D.C. area in Fallout 3 was over twice the size at one point, with 26 enclosed areas rather than the final game's 12. The team decided it was too large and confusing and cut over half the zones.[1][2]
- Originally the Capital Wasteland was significantly smaller, before being expanded relatively late in development in early-to-mid 2008:[3]
This is because we were using the same POI density that had served us well for Oblivion. There’s no secret playbook at Bethesda that tells us what to do. We simply learn from what we’ve done before. POI density wasn’t something we really had a name for back then.
The trouble was that Oblivion and Fallout 3 are very different games. The sightlines in Fallout 3 are much larger, and you don’t have the major visual blockers of Oblivion’s forests and hilly terrain. Aside from all that, it’s a game where you’re supposed to occasionally feel lonely, and we weren’t achieving the tone we wanted.
So we made a decision. We could have pared back, but we decided to add a significant amount of new area to the North and West ends of the map. Remember that we were in alpha, and a lot of this work was supposed to be done. If you’re a producer, you should be squirming in your seat right now. This took our entire environment art and level design teams offline for the better part of two months. It was a painful decision, but we felt it was the best option to make the game what we wanted it to be.”— Joel Burgess' blogSee also
External links
- Fallout 3 World Map at NMA