Interesting game maps?

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5MinuteRetro
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Interesting game maps?

Post by 5MinuteRetro »

Pavero's recent thread about his/her excellent maps got me thinking about Spectrum game maps generally.

Some of them seemed to have little to no real logic while others were crafted to create a specific layout -- the shape of the Alien 8 map, for example, represents the spaceship (I believe). Jet Set Willy is another obvious one, representing Willy's mansion and grounds.

So, what other maps are worth looking at purely for their interesting layout?
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Not sure if it's the done thing to be the first to reply to one's own post but... I've just remembered one of my favourite maps (and favourite games): Sir Fred. I think the map is every bit as beautiful to look at zoomed out, as the game itself is when playing.


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Post by Manu128k »

Cauldron 2 map represents the witch palace and, coincidentally, also the company logo from Palace Software
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Post by Ersh »

Cauldron II's map is my favourite, it's absolutely huge and each room is unique, the castle is clearly resembling the Palace logo as well. https://maps.speccy.cz/maps/Cauldron2.png

Edit: got sniped. :lol:
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Post by ZXDunny »

Sabre Wulf. It's just beautiful.

Also Knight Lore. Love it or hate it (I hate it) the map is lovely.
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Post by druellan »

I love how Gyroscope maps look when you composite the screens. Last level is my favorite.

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Ersh wrote: Thu Jan 16, 2020 5:40 pm Cauldron II's map is my favourite, it's absolutely huge and each room is unique, the castle is clearly resembling the Palace logo as well. https://maps.speccy.cz/maps/Cauldron2.png

Edit: got sniped. :lol:
That’s a corker!
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DD2 is pure eye candy, but the Sabs both have really interesting maps.
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ZXDunny wrote: Thu Jan 16, 2020 8:01 pm Sabre Wulf. It's just beautiful.

Also Knight Lore. Love it or hate it (I hate it) the map is lovely.
I have the Crash KL map as a poster on my office wall. :)
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ZXDunny wrote: Thu Jan 16, 2020 8:01 pm Sabre Wulf. It's just beautiful.
I can't recall where I learned this but not so long back I found out that the SW screens have forced perspective, where the plants at the bottom of each screen are bigger than those at the top. This applies even to the mountains at the very bottom and very to of the map. Nearly blew my little mind.

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My Map! Gawd, did I really make that 19 years ago?

But you can see that it's the details that make the Sabre Wulf map - perspective gave you a subconscious feeling of climbing the screen. The layout is also quite lovely with lots of places to explore. All in all, my fvaourite Speccy game ever.
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Post by Juan F. Ramirez »

Another vote for Cauldron II & Sabre Wulf. I got shocked first time I saw the map of Sabre Wulf in the spanish mag Micro Mania.

As to Cauldron II, once you start to play and when later you see the map you realize in that moment that it's no worth keep playing! :mrgreen:
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I thought it interesting how Space Monsters Meet the Hardy had levels that are played separately, but arranged onto one complete map, so you can see levels adjacent to the one you're currently playing.
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ZXDunny wrote: Thu Jan 16, 2020 11:04 pm My Map! Gawd, did I really make that 19 years ago?

But you can see that it's the details that make the Sabre Wulf map - perspective gave you a subconscious feeling of climbing the screen. The layout is also quite lovely with lots of places to explore. All in all, my fvaourite Speccy game ever.
Spectacular work! And yeah, now that you mention it I do remember that feeling of 'climbing' the screen, but I certainly didn't at the time realise why that was. Never much liked the game though, truth be told. I just don't much like mazes, especially in the real world.
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djnzx48 wrote: Fri Jan 17, 2020 9:03 am I thought it interesting how Space Monsters Meet the Hardy had levels that are played separately, but arranged onto one complete map, so you can see levels adjacent to the one you're currently playing.
Never played it, or even heard of it. I've just taken a look at a YouTube playthrough, and the map, but I'm afraid I'm not really sure what you mean. Colourful though, for sure.
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Post by djnzx48 »

What I meant was a lot of games that are divided into separate levels will have them completely apart from each other, so you complete one and move onto the next, and they don't have any particular spatial relation to each other. In Space Monsters Meet the Hardy, the levels have been designed so they neatly fit onto a (mostly) rectangular map, taking up all the available space. And when you're playing the game, you can see parts of other levels adjacent to the current one, that aren't reachable until later.
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I like maps where each room is clearly part of an overall picture. Fantastic Voyage is a good example. Astronaut Labyrinth is another one, if a bit samey.

I never realised until I read 5minRetro's first post that Alien 8 was a similar example. Also never spotted the Sabrewulf scaling before.
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djnzx48 wrote: Fri Jan 17, 2020 9:37 am What I meant was a lot of games that are divided into separate levels will have them completely apart from each other, so you complete one and move onto the next, and they don't have any particular spatial relation to each other. In Space Monsters Meet the Hardy, the levels have been designed so they neatly fit onto a (mostly) rectangular map, taking up all the available space. And when you're playing the game, you can see parts of other levels adjacent to the current one, that aren't reachable until later.
Ah, I geddit now. I did kinda think that's what you meant but perhaps it wasn't so obvious from the playthrough before I'd had my morning coffee. ;)
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R-Tape wrote: Fri Jan 17, 2020 9:40 am I like maps where each room is clearly part of an overall picture. Fantastic Voyage is a good example. Astronaut Labyrinth is another one, if a bit samey.
Yep, me too -- those are both great examples of exactly what I find interesting. Maps even from a distant glance catch your eye. Thanks.
R-Tape wrote: Fri Jan 17, 2020 9:40 am I never realised until I read 5minRetro's first post that Alien 8 was a similar example. Also never spotted the Sabrewulf scaling before.
...it's a memory I've retained since seeing this Alien 8 map, which I'm pretty sure was originally published in Crash.
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5MinuteRetro wrote: Thu Jan 16, 2020 9:32 pm
ZXDunny wrote: Thu Jan 16, 2020 8:01 pm Sabre Wulf. It's just beautiful.
I can't recall where I learned this but not so long back I found out that the SW screens have forced perspective, where the plants at the bottom of each screen are bigger than those at the top. This applies even to the mountains at the very bottom and very to of the map. Nearly blew my little mind.
Maybe here on WoS forums?: https://worldofspectrum.org/forums/disc ... ent_956660

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Daren wrote: Fri Jan 17, 2020 11:01 am Maybe here on WoS forums?: https://worldofspectrum.org/forums/disc ... ent_956660
Not that it really matters but very unlikely, as I've not frequented the WoS forums in any meaningful way since... well, the ZX Vega+ debacle and because of the people in charge of WoS, then as now. Your linked post was from September 2019 so I certainly didn't learn it at that point, but I suppose it might've been from a similar post two or three years ago.

(Oh, and I know I said 'not so long back' but heck, I'm nearly 50 so 'not so long back' is open to interpretation!)
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R-Tape wrote: Fri Jan 17, 2020 9:40 am I like maps where each room is clearly part of an overall picture. [...]
So I presume you'll like Mojon Twin's Viaje al Centro de la Napia: ('Voyage into the centre of the nose')

https://maps.speccy.cz/map.php?id=Viaje ... odelaNapia
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Juan F. Ramirez wrote: Fri Jan 17, 2020 11:37 am So I presume you'll like Mojon Twin's Viaje al Centro de la Napia: ('Voyage into the centre of the nose')

https://maps.speccy.cz/map.php?id=Viaje ... odelaNapia
Oh yeah - that's awesome!
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