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Incline Dungeon Map Porn

CryptRat

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The castle (Faerghail) :
m0t72kA.jpg

8kwYkGm.jpg
vGUVHBx.jpg
2Oo5gsv.jpg
qdM9sp3.jpg
 

Doctor Sbaitso

SO, TELL ME ABOUT YOUR PROBLEMS.
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Grid cartographer maps unwelcome? Any hand drawn maps from me were thrown out 30 years ago.
 

thesheeep

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I honestly do not in the slightest understand your fascination with this stuff.

But, boy, some of you guys are very dedicated which is always :obviously:!
 

aweigh

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(below) Wizardry Empire 2 (windows PC):
20160110_150601_zpsbc2a8v56.jpg


(below) Wizardry 5 (SNES remake):
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(below) Wizardry 5 (PS1 remake):
20160110_150301_zps3u35rjsh.jpg


(below) Wizardry 3 (PS1 remake):
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(below) Wizardry 3 (PS1 remake):
20160103_231103_zpsgqhoca7y.jpg


(below) Wizardry 3 (SNES remake):
20160102_190922_zps14y7kkpw.jpg


thesheeep

more so than fascination i would say that mapping by hand is required by early Wizardry (and I mean literally "early portions of a Wizardry playthrough") before your characters have ample amounts of DUMAPIC spell castings and/or magical items which reveal the map.

also the act of mapping by hand helps cement the "spatial" knowledge of the maze level in the players mind and while this is a fairly obvious point to make it is also one that cannot be understated. to this day I could navigate with a blindfold on, just by counting my steps, the first levels of all Wizardry titles due to the time I spent mapping them / drawing them by hand.

on the other hand i could not say the same thing for later dungeon levels in each wizardry game, i.e. once my characters have access to plenty of castings of DUMAPIC and/or access to magical items which grant map access, since i did not map them by hand and instead relied on the magical / auto-mapping.

it is tedious to draw a whole dungeon level out by hand and i actually am an avid advocate of a 'crawler implementing a sensible auto-mapping function and i think the perfect balance is the one struck by traditional Wiz-clones:

- beginning portions of the game limit the party's access/resources to either magical mapping or to mapping items which therefore necessitate hand-drawn mapping by the player.
- mid-way through the game (or earlier) the player's resources are ample enough, and/or the player's access to mapping items is ready enough that it is no longer a necessity for the player to draw the dungeon level by hand unless the player wants to do it.

i believe that is the best "balance" of allowing players the unique pleasure of learning to love 'crawler cartography while at the same time guaranteeing that it doesn't wear out its welcome.
 
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Grauken

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interesting choice not using grid paper

also agree on the mapping by hand helps with memorization, old school trick
 

aweigh

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Grauken

i use whatever's on hand. in fact, you can tell in my very last image (b1f of wiz 3) that i started mapping out the level on the pages of a book i was reading.

book was from a library too, so whomever reads it from now on will get a nice easter egg ;)
 

Grauken

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I'm not sure whether I should call that insane or brilliant

I don't think I could ever draw into a book, feels like a sacrilege
 

CryptRat

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Note to self: Break out Grid Cartographer for Quest for Glory 2.
There are in-game maps to buy (although I don't know how they look like yet) but by the time I found the money changer this map was almost finished. I'm not sure I'll have to map the rest of the world.
Mapping the world map of QfG1 (I played the VGA remake) was really quick and very useful.

Start using rulers boys, your maps are not neat at all :argh:.
No, there's no squares so I have to cheat through the proportions (not mentioning a few iterations) to get something usable anyway.
 

CryptRat

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The problem with GoG versions of the games is that they mix every kind of maps, cluebooks, etc...and I've no idea about what I'm meant to use to play the game "as intended" so I use nothing but the manual.
 

Unkillable Cat

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The problem with GoG versions of the games is that they mix every kind of maps, cluebooks, etc...and I've no idea about what I'm meant to use to play the game "as intended" so I use nothing but the manual.

:retarded:

Usually when a map is printed in the MANUAL OF THE GAME...it's safe to use.

The only difference between the manual map and the one in the hintbook ("Sierra 3-D Hintbooks" are pretty much official) is that the hintbook one tells you where the important locations are.

To save yourself some time, I suggest you use the Raseir map in that one for when you get there. Raseir is mostly just a barebones version of Shapeir anyway.
 

Wayward Son

Fails to keep valuable team members alive
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a3d04efdbb869a163ce36cb0a130654d.jpg

Legends of Grimrock II, the area that you go to after shipwreck beach.


Sent from my iPhone using Tapatalk
 

Sigourn

uooh afficionado
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Feb 6, 2016
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It's not much and not as pretty as everyone else's pictures, but here's the first four levels of an Akalabeth dungeon I've mapped, as well as the section of floor 5 (which I'm mapping). The bottom image is a fairly barebones map of the overworld, with the treasures representing shops, and the little guy representing Lord British. Exclamation marks denote pits. It took me a short while to understand why my first maps weren't working, and it was because doors themselves act as an extra square.

Akalabeth_1992.png
 

Grauken

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Grid Cartographer, I work on a tracking profile to further the decline, for that I'll have to play through it completely, world is made of 8x8 grids that have to be adjusted manually
 

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