Contour Map Creator 0.402improvement ideas
Sampling
North West corner
Latitude: Longitude:
South East corner
Latitude: Longitude:
Sampling Poinst:
N-S axis: step size: W-E axis: step size:
Plot Options
  Units:
Rounding for legend (decimal places):  
Save/Load Cookie
Other Options

Instructions

Go to the desired location in the map, set two markers by clicking the map to define a rectangle (or enter coordinates manually). Click the button [get data]. Optionally you can change the number of elevation samples you want in each direction, the more the better (max 400). You can also change the number of contours or set custom contour values. You can save some data in cookies, however there is a limit. Use the manual saving text areas below alternatively.

This service comes without any warranty whatsoever, including but not limited to functioning or correctness.

Resources: This service uses ArcGIS Map by Esri, the OpenStreetMap, Geocoding by Nominatim, Mapzen, Leaflet, jQuery and the CONREC contouring algorithm by Paul Bourke and Jason Davies.

Created by Christoph Hofstetter (christophhofstetter (at) gmail.com) 2013-2025

Visit my other projects at urgr8.ch and Living in Natural Harmony.

Elevation Data

min:
max:

Save Data


Copy data and save somewhere

Load Data


Paste data back here and click button below

Save Contour Map as an SVG file

If you want to have the contour maps as an individual layer (e.g. to create overlays) you can copy the code underneath the image below and save it as an svg file. Please note, as for now, the drawing below is square and you may want to stretch it to cover the actual area in a map.

Download SVG file
Download KML file

Helloneighborupdatev112codex [top] Review

Since its launch, Hello Neighbor has been a polarizing journey through suburban paranoia. While the game’s core concept—breaking into your suspicious neighbor's house to uncover a dark secret—was an instant hit with streamers and fans, the early builds were notorious for bugs and inconsistent AI.

Minor tweaks were made to the user interface and control sensitivity. These "quality of life" changes helped bridge the gap between the frantic nature of the stealth gameplay and the precision required for the game’s platforming segments. The Role of CODEX in Game Archiving

The "Neighbor" (Mr. Peterson) is the heart of the game. In earlier versions, he could sometimes get stuck in geometry or behave predictably. The v1.1.2 update tweaked his decision-making scripts. The goal was to make him feel more like a hunter—someone who learns from your previous attempts and sets traps more effectively in the areas you frequent most. 2. Optimization and Performance

Hello Neighbor relies heavily on physics-based puzzles (stacking boxes, throwing objects, interacting with levers). Previous versions suffered from "physics freak-outs" where items would clip through floors or fly across the map for no reason. v1.1.2 addressed several of these collision issues, making the puzzles feel more intentional and less like a battle against the game engine. 4. UI and Control Polishing



Since its launch, Hello Neighbor has been a polarizing journey through suburban paranoia. While the game’s core concept—breaking into your suspicious neighbor's house to uncover a dark secret—was an instant hit with streamers and fans, the early builds were notorious for bugs and inconsistent AI.

Minor tweaks were made to the user interface and control sensitivity. These "quality of life" changes helped bridge the gap between the frantic nature of the stealth gameplay and the precision required for the game’s platforming segments. The Role of CODEX in Game Archiving

The "Neighbor" (Mr. Peterson) is the heart of the game. In earlier versions, he could sometimes get stuck in geometry or behave predictably. The v1.1.2 update tweaked his decision-making scripts. The goal was to make him feel more like a hunter—someone who learns from your previous attempts and sets traps more effectively in the areas you frequent most. 2. Optimization and Performance

Hello Neighbor relies heavily on physics-based puzzles (stacking boxes, throwing objects, interacting with levers). Previous versions suffered from "physics freak-outs" where items would clip through floors or fly across the map for no reason. v1.1.2 addressed several of these collision issues, making the puzzles feel more intentional and less like a battle against the game engine. 4. UI and Control Polishing