Games with notable maps

General software. From trouble with the Banyan Tree to OCP Art Studio, post any general software chat here. Could include game challenges...
Post Reply
User avatar
Juan F. Ramirez
Bugaboo
Posts: 5133
Joined: Tue Nov 14, 2017 6:55 am
Location: Málaga, Spain

Re: Games with notable maps

Post by Juan F. Ramirez »

Another cool maps of castles are the ones from Sir Fred and Phantomas 2 (Vampyre). Very well designed.
User avatar
PeteProdge
Bugaboo
Posts: 3572
Joined: Mon Nov 13, 2017 9:03 am

Re: Games with notable maps

Post by PeteProdge »

Einar Saukas wrote: Mon Jan 29, 2018 10:27 pm I always liked the layouts of Saboteur and Saboteur 2. They make perfect sense, as if you were exploring real buildings!
Ah yes, getting to the underground trams was a really nice touch. As are all those murky tunnels with convenient spaces.
Reheated Pixels - a combination of retrogaming, comedy and factual musing, is here!
New video: Nine ZX Spectrum magazine controversies - How Crash, Your Sinclair and Sinclair User managed to offend the world!
User avatar
Juan F. Ramirez
Bugaboo
Posts: 5133
Joined: Tue Nov 14, 2017 6:55 am
Location: Málaga, Spain

Re: Games with notable maps

Post by Juan F. Ramirez »

Erik Phantom of the Opera show an interesting map of the Paris Opera with the stage, backstage, stalls, box seats, stalls, ... graphically is not a good game but the whole map is very well designed.
User avatar
Morkin
Bugaboo
Posts: 3266
Joined: Mon Nov 13, 2017 8:50 am
Location: Bristol, UK

Re: Games with notable maps

Post by Morkin »

Juan F. Ramirez wrote: Tue Jan 30, 2018 7:00 am Another cool maps of castles are the ones from Sir Fred
Juan F. Ramirez wrote: Mon Jan 29, 2018 7:08 am I've always loved the map of Cauldron 2. Wonderfully designed. One of my faves. Not just a collection of screens to play.

http://maps.speccy.cz/map.php?id=Cauldron2
Definitely agree with both of those..! Games that really had you playing, wanting to explore and see the other screens.
My Speccy site: thirdharmoniser.com
Nomad
Manic Miner
Posts: 600
Joined: Thu Dec 28, 2017 12:38 pm

Re: Games with notable maps

Post by Nomad »

From a technical standpoint I was always amazed how they packed in so much data into 'the forest' Given that its a mix of basic and assembly. I figure a similar technique could be used to make a 'crapper no-mans sky'.

https://spectrumcomputing.co.uk/index.p ... 96&id=1843

Granted its probably about as interesting as watching paint dry being a orienteering simulator for a 8 bit machine but back in the day I spent hours playing this :lol: Its one of the reasons I went into programming as an adult.

Saboteur like others said - whoever designed that map really thought it through. It was a great example of a logical map. That is one of my fav games. (and the sequel)

Maps I thought sucked.. while I like the game for nostalgic reason Mailstrom had a really repetitive map, it was so brutal if you made one mistake you screwed up the game. I can remember getting to day 6 and making a single mail drop mistake and having to go back to the very start. Saying that the graphics were very nice. I think with some more development time this could have been really good.

N.O.M.A.D had some good map design, but some of the physics used on the screens was a bit on the unfair side. But overall the game was solid. I always wanted to ask the creator how he wrote the game but I later found out he had passed away in the 90s.

Gift of the Gods had a nonsensical map, I could never figure out what was going on. But the graphics were good, Later I found out this was the tech that was going to be used in Bandersnatch and it makes you wonder if it would have had similar problems.
User avatar
Morkin
Bugaboo
Posts: 3266
Joined: Mon Nov 13, 2017 8:50 am
Location: Bristol, UK

Re: Games with notable maps

Post by Morkin »

Nomad wrote: Mon Feb 05, 2018 11:04 pm Gift of the Gods had a nonsensical map, I could never figure out what was going on. But the graphics were good, Later I found out this was the tech that was going to be used in Bandersnatch and it makes you wonder if it would have had similar problems.
Gift from the Gods and Robin of the Wood both had the triple-whammy of illogical/wrap-around maps (GFTG including the added confusion of being able to walk into the screen through doorways), very similar screens and random teleportation. Enough to drive you mad... :evil:
My Speccy site: thirdharmoniser.com
Nomad
Manic Miner
Posts: 600
Joined: Thu Dec 28, 2017 12:38 pm

Re: Games with notable maps

Post by Nomad »

Morkin wrote: Tue Feb 06, 2018 10:47 pm Gift from the Gods and Robin of the Wood both had the triple-whammy of illogical/wrap-around maps (GFTG including the added confusion of being able to walk into the screen through doorways), very similar screens and random teleportation. Enough to drive you mad... :evil:
Yes you are right I had forgotten about Robin of the wood. :lol: ah memories. I don't think its controversial to say Robin of the wood was a better game :D

When I first started playing Tir Na Nog and later Dun Darach I found finding my way round a bit confusing but that was a time when a fella would think nothing of mapping out stuff with paper and pencil lol one rainy Friday afternoon later I had a workable map. 8-) I think that is one of the issues that will come up more and more as people find these games for the first time. The mindset is different, nobody has time any-more or the patients to sit down and do stuff like that. The games were written under the assumption that the player would invest that kinda time into them.

We had a family friend who had compiled what was an unofficial walk through for castle master lol she had laid out the whole game, monsters, puzzles all on graph paper and the solutions in a little note book. It took her weeks. I can remember at the time thinking 'wow she really was into the game' but now I would probably consider the person a mental case. :lol:
User avatar
Morkin
Bugaboo
Posts: 3266
Joined: Mon Nov 13, 2017 8:50 am
Location: Bristol, UK

Re: Games with notable maps

Post by Morkin »

Nomad wrote: Wed Feb 07, 2018 12:06 am

When I first started playing Tir Na Nog and later Dun Darach I found finding my way round a bit confusing but that was a time when a fella would think nothing of mapping out stuff with paper and pencil lol one rainy Friday afternoon later I had a workable map. 8-) I think that is one of the issues that will come up more and more as people find these games for the first time. The mindset is different, nobody has time any-more or the patients to sit down and do stuff like that. The games were written under the assumption that the player would invest that kinda time into them.

We had a family friend who had compiled what was an unofficial walk through for castle master lol she had laid out the whole game, monsters, puzzles all on graph paper and the solutions in a little note book. It took her weeks. I can remember at the time thinking 'wow she really was into the game' but now I would probably consider the person a mental case. :lol:
...At least with GFTG you had the tears you could drop to track your route back, but I think even them they could get (re)moved by Clytemnestra...

Yeah, there are a few games that I reckon I could potentially complete without POKEs/snapshots if I had a decent map - the trouble is, I've got a thing where I don't really like using maps I haven't made myself, feel like I'm cheating somehow (but that's just me). It's not cheating, just that I don't get the same satisfaction from finishing something.

I remember painstakingly mapping Bard's Tale on the Amiga - it was fiddly (especially when you got teleported/spun round) but ultimately quite satisfying, especially the bit where (minor spoiler) you have to look at a bit of your map to find a clue how to proceed to the next section.

I've been meaning to spend some time trying this again, maybe picking a game and mapping it through to completeness. But I guess nowadays you're right, it's about having time to do it...
My Speccy site: thirdharmoniser.com
Post Reply