Talk:Maze

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Maze map upside down

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Hey I don't know if anyone noticed but the maze map is upside down and doesn't even indicate north.  —The preceding unsigned comment was added by 207.155.78.226 (talk) on 00:22, 5 March 2015 (UTC).

Theoretical maximum score?

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Is anyone interested in determining the theoretical maximum score (%) obtainable for each path?

We would need to know:

  • The least number of tiles needed to run across in order to complete the path for each of the four paths (from the spawn point to the center object).
  • The number of doors for each path.
  • The amount of time (ticks) it takes to run over each tile
  • The amount of time (ticks) it takes to open and pass through each door.
  • The amount of time (ticks) it takes for each percentage to drop of the score.

Then it's simply using this formula: y=100-([a*b+c*d]/e)

Where...

y = theoretical maximum score (%)

a = number of tiles on the path

b = amount of time (ticks) it takes to run over each tile

c = number of doors

d = amount of time (ticks) it takes to open and pass through a door

e = amount of time (ticks) it takes for each 1% drop in score

Feel free to fill in the blanks below as you test:

Path (color from map) Number of tiles Number of doors Theoretical maximum score %
Blue 162 16 80%
Green 213 18 74%
Cyan 150 16 81%
Purple 142 16 81%
Action Time (in ticks)
Running over tile 0.5 ticks (2 squares per tick)
Opening and running through wall door 1.5 ticks (Animation takes 2 ticks total, but it also advances one tile, which saves .5 ticks)
Score percentage dropping by 1% 5.25275 ticks

Zants (talk) 11:03, August 21, 2015 (UTC)

I have updated the tables with the number of doors, and the shortest path from each of the spawn points. Since the paths weave outside of the Ground Marker draw distance, I had to logout hop something like 50 times to reposition to one of the other spawn points to continue each path and piece them together. The purple path is the best, and the green path is hilariously bad. There are 4 spawn points, one for each color, not 10 like the main wiki page currently says. I'm not sure if there was an update that changed it at some point, but If there were more than 4 while I was marking and counting tiles, I am sure I would have found one of them with how many times I rerolled my spawn point. The next time I get a maze random, I'll try to fill in the rest of the tables. I need to check how many ticks it takes to go through a door, and how many ticks it takes for the percentage to drop one point. Skywentblack (talk) 19:59, 10 March 2024 (UTC)

I have been given another maze random, and I recorded my run with my report button displaying ticks, then used that information to fill in the rest of the tables. I was expecting it to take a whole number of ticks for the reward potential to decrease, but after using the recording to verify, it does take more than 5 ticks and less than 6 ticks. In my recording, it took a little over 105 ticks for the reward potential to decrease by 20%, and since it didn't sync up perfectly with the timer, I calculated the rate by converting the actual recording duration into ticks. After filling in the formula for each path, I rounded down to the nearest percent, because 81.91% doesn't provide better rewards than 81.00%.

Logging out and world hopping to reroll the spawn point loses 1% of the reward potential, so it doesn't make sense to reroll unless you are given a green spawn (it's horrendous). If you get a Blue spawn and want to reroll for purple, the best you can do at that point is 80%, that is not even an upgrade, and you run the risk of downgrading to green. Skywentblack (talk) 04:39, 18 March 2024 (UTC)

I just ran a Cyan path, and realized I counted two extra tiles, so I redid the math, Cyan can also result in an 81% maximum score. I updated the table, the correct number of tiles is 150 for the Cyan path. Skywentblack (talk) 21:32, 12 July 2025 (UTC)

April 2018 Prize nerf

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The prizes have been nerfed recently. I completed two mazes today, one at 75% and the other at 76%.

For the first I received 11 nature runes, 2137 coins and some death runes (118?).

For the second I received 240 chaos runes, 722 iron arrows and some death runes (120?).

(Not sure about the number of death runes since I didn't take note of the number after the first one. I just know I got 238 total from the two.)

Could someone extrapolate from this data and update the Rewards section?  —The preceding unsigned comment was added by Bellamybug (talk) on 02:58, 15 April 2018 (UTC).

I can back this up. I had 72% potential at the end and I got 8 nature runes, 9 mithril ore, and an indeterminate number of coins. I definitely should have had more based on the article's current info on rewards potential. --Ioun (talk) 11:20, 18 October 2019 (UTC)

Maze rewards always seem to be multiples of each other

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In my experience, the reward amounts have always been related to each other by some ratio. For example, receiving 1332 Iron arrows, 1998 Feathers and 3996 Coins.

My theory is that a reward potential is generated (based on total and completion percentage?), and then divided based on each item received.

Reward Multiplier
Coins 1
Feathers 1/2
Iron arrows 1/3
Chaos rune 1/9
Steel arrows 1/12
Death rune 1/18
Coal 1/45
Nature rune ~1/182???
Mithril ore ~1/166???
... ?
Reward 1 Reward 2 Reward 3 Total potential Completion percentage Total level
Coins, 3996 Iron arrow, 1332 Feathers, 1998 11988 ? ~1765
Coins, 4410 Coal, 98 Coal, 98 13230 ? ~1765
Iron arrow, 1470 Chaos Runes, 490 Death runes, 245 13230 ? ~1765
Chaos runes, 424 Chaos runes, 424 Steel arrows, 318 11448 ? ~1765
Iron arrow, 1335 Coal, 89 Nature runes, 22 12015 ? ~1765
Chaos runes, 445 Chaos runes, 445 Mithril ore, 24 12015 ~69% 1770
Coins, 4430 Coal, 98 Mithril ore, 27 13290 ~75% 1772

Maddie (talk) 18:19, 4 August 2020 (UTC)

Feedback (Fri, 28 Feb 2025 09:40:23 GMT)

[edit source]
Resolved
maze route image is upside down
—Submitted via Article feedback

Routes to finish (map faces random direction when you enter) Mc (talk) 09:41, 28 February 2025 (UTC)

Reward calculation always uses members total level

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I did not see a good place to add it to the page but incase anyone wants to know. Members total level is always used to calculate reward potential even in F2P. I know because I just did a F2P maze the reward matched the formula using my members total level which is nearly double my F2P level.

BowserF2P (talk) 03:35, 9 March 2025 (UTC)

Feedback (Sun, 14 Sep 2025 05:02:08 UTC)

[edit source]
Resolved
you could mention if maze is not completed you die
—Submitted via Article feedback
Just got a maze random. You do not die, you just get the message You failed to complete the maze in time.. YoshiFan12 (talk) 17:16, 15 September 2025 (UTC)

Feedback (Sat, 10 Jan 2026 00:21:14 UTC)

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Resolved
Maze map is not in the correct orientation
—Submitted via Article feedback
There are 4 different starting points, and the map orientation is randomized each time you enter. YoshiFan12 (talk) 01:28, 10 January 2026 (UTC)

Feedback (Sat, 17 Jan 2026 14:59:45 UTC)

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Unresolved
I somehow got lost in this and touched the shrine with 14% potential... but in case it helps the wiki there's a small accessible hill in one of the corners on the outermost layer with some pretty funky looking textures which I don't see here
—Submitted via Article feedback