A NCART metro map for Cyberpunk 2077 based on In-Game Stations, Tracks, and also included in the Metro Mod.
(Scroll down if you just want the maps!)
Originally created for my CP2077 story, Running Dark… but I kind of just like maps, so maybe I spent a bit more time on this than was strictly necessary for storytelling purposes.
No restrictions on personal use if you e.g. want to get a printed poster — but do tell, that’d be super cool! If you want to use the maps or content in your own works or mods or something like that, just let me know 🙂 Check License below for more detes and contact info. If you need a different format or resolution or something — again, just let me know!
TL;DR
Metro map created based on stations and tracks in the Cyberpunk 2077 video game, augmented with in-game and lore locations, in the style of the game. The map is also included in the newest version of the Metro System mod.
Longer background
Cyberpunk 2077 takes place in Night City, CA, a near-future cyberpunk setting (…I guess that’s kind of self-explanatory). Around 7 million people live in the city, so it’s roughly the size of Hong Kong.
The game is actually excellent all around, but Night City is a real accomplishment. An amazing place, and the only thing that was missing was a usable metro system that was teased in the launch trailer if not actually promised. The map at the beginning was a visual reference for me, but it’s filled with pretty much random data so it’s not actually useful as a map basis.
In writing my CP2077 story, I ended up needing to create a better sense of scale — the game is mindblowing, but creating and rendering a city for 7 million is too much to ask especially at this level of fidelity. So I started mapping out what the real transit system would look like.
There are actually tracks and non-accessible metros that zip across town. You can see them here in a google/apple maps-style city map… which is what I did, in addition to tracking things by playing the game itself and riding around on my bike. Fun and educational!
So I got the basic ingredients from the game itself: a handful of metro stations (19) and tracks all around the city. I spent way too long on figuring out a set of metro lines that would make sense in the lore and current demographics etc. of the city. I did not actually have to add much tracks at all, it’s almost all existing network.
The easiest way to make the city big enough for the 7 million was to expand between what exists already. So if you have two streets on the map, let’s assume there are actually several blocks between them, right? Based on places of importance and streets etc., I added an assortment of stations along the tracks, and a few creative but hopefully reasonable extensions e.g. continuing from where current track ends. You can assume the usual roughly 45 seconds minimum between any two stops (although in Night City the trains are a bit faster).
There’s a whole lot of detail that went into creating the map, I’ll skip even trying to recount it, but feel free to ask if anything strikes your interest!
Anyway, I created my map in a very simple but pretty good-looking format on metromapmaker.com and was quite happy with it. It helped me with my story which was the important part. I didn’t have the time to finish the map the way I really wanted.
Fast forward a few months, and one of the ever-amazing modders released the Metro System mod a couple weeks back. It’s seriously an absolutely amazing experience — youtube videos are fun, definitely check them out, but they don’t do it justice.
I hoped that them having used the actual in-game stuff (and witchcraft) meant that my map — also based on the game! — would be able to accommodate the mod… and it does. Due to the implementation, there aren’t strictly defined metro lines in the mod, so I didn’t need to make any major changes. One line (M8) rerouting to a wider loop plus adding a point-to-point (M9, Stadium Express) allowed me to support all the possible transits in the mod. (I had originally missed one crucial stretch of track, from Wellsprings to Pacifica, because it’s not on the official map! I had never charted that one corner.)
In addition to my map simply accommodating the mod, I also created a simplified version that only includes the stations (those 19) and lines that exist in the mod. In this rendition, it’s presented as a major disruption of normal services.
Anyway, this was all I needed to finally finish my map. So I’ve spent way too long to come up with what’s presented here, complete with suitable branding and watermark. And I guess it’s never actually finished, but I really need to stop tinkering with it!
It takes visual vibe cues from the trailer map but in order to actually be useful for anything unlike the pretty mess of the original art, I’ve tried to strike a balance between style and substance (or form and function, if you like).
These are essentially meant to portray semi-interactive screens currently locked to a static view only. There’s a ton of little detail added, and again feel free to ask if there’s anything interesting that catches the eye.
The map is completely vector-based and layered, so that I can easily produce and toggle different versions (like the Lore and Mod versions) or different colors, different levels of detail and additional stuff like the warnings or the infoicons. Which is nice, that was a good decision.
Thank you for using NCART services for your traveling needs, we wish you pleasant day! Please maintain safe distance.
Latest versions
Full ‘lore’ version (created for Running Dark)
In-game version (created for Metro System mod as a ‘reduced service’ map with only in-game stations and lines)
Licensing & Copyright Info
The maps are licensed under the Creative Commons BY-NC-ND license. If you want to use them for your own works, just let me know 🙂
You can contact me by email, Twitter (@AuskaWorks), or on Discord (Auska#6039, e.g. on the Modding Community Discord).
The maps contain some logos recreated by Valency Graphics, and some recreated by me.
This is a fanwork strictly for non-commercial use. Trademarks and copyrights belong to their respective holders. CD PROJEKT®, Cyberpunk®, Cyberpunk 2077® are registered trademarks of CD PROJEKT S.A.
Changelog
6.5 changes
Mostly small quality fixes, except:
- The mod map’s M3 line now loops directly from Glen North to Glen South to enable that in-game transfer
- The metro line numbers and warning icons have cutout lettering instead of black
- Using opacity rather than recolor for the disabled lines, unserved megabuildings, and some icons
- Simplified the AuskaWorks logo
- Removed some strokes, e.g. from the M and NCART logos.
- Cropping the source closer to final size
6.4 changes
- Relined M3 and M8 to turn to Glen North before Market as they’re supposed to be. It’s a little fussier than I’d like, but we’ll go with it.
6.3 changes
- Added corporate logos to HQ/major campus location stations
- Using logos extracted by Valency Graphics
6.2 changes
- Vista Del Rey changes: Vine renamed to Merchant St, Skyline East renamed to Vista Del Rey – Mercado Sonora (Pajaro St now just that), Skyline added as riverside M5 M8 stop
- Added MB 01 (served by M3 and M8), 05 (M1), 09 (
6.1 changes
- Pacifica advisories
6.0 changes
- M2 listing fixed to indicate H 4 availability (and warning)
- The Sants stop combined to indicate M6 does go all the way there and M2 goes through as well (even though the two stops are not fully connected)
5.6 changes
- Bus connection from Almunecar/Pacific HWY to Night City Solar Array for employees (to be connected to the industrial line from H 7).
- M6 goes all the way to Sants/Arasaka
- M6 line changed to Business Star Line (to parallel M4 Star Line, and to remove one ‘Express’)
- Zócalo stop separated visually from Ellison lines
5.5 changes
- Moved Megabuilding H 4 to only being served by M2. This is more consistent with the game map
- Clarified the M2 routing by renaming stations: from H 4 it first goes slightly SE, but then turns northward toward the Arasaka campus. The Sants stop (Santo Anna and San Amaro) serves Arasaka, too, and then the line goes straight down Almunecar first crossing the Pacific Highway before going all the way east to Sequoia Street aka. Rancho Coronado East — it doesn’t go into the cul-de-sac part in the small valley underneath the dam.
Alternative versions (cleaned up, light, etc.)
None atm., see below for very basic light-colored versions.
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