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Let's stop taking good maps for granted

Golden Axe

golden-axe-between-levels.jpg


Okay not really useful but it showed you how the levels were linked and was a good way of telling the story of your journey. It made the world more believable.
 
Silent Hill had great maps. After you would try a door they would mark which ones were locked, which ones couldn't be opened, and which ones were unlocked. They also marked areas of the town you couldn't access because the streets were collapsed, and they of course showed your position on the map.

Totally agree on this, the game also had a dedicated map button, making it fast and easy to check!
 
I really like Guacamelees map. And its awesome on the Wii U when you can play on the big screen and look at the map on oyur gamepad...Nintendo where is our metroid??
 
This makes no sense. What if they implemented a map that was terrible? You have no idea what kind of map they would use.

The level and world-design of the game is so well done, you don't even need a map for this game, even though it's huge. Everything is perfectly connected and memorable.
Still, things could make even more sense and orientation easier, if there was an actual map.
I'm sure, no matter how bad or good it would be, it would help. Even a map with just the names of the locations, geographically positionated.
 
I have a soft spot for Ultima Underworld's:

CWteoMl.jpg


* It's the first automap I encountered (not the first automap created, as far as I'm aware)
* It was fully-annotatable
* You could find map fragments in the game world and apply them to your own map; some puzzles hinged on that. They often came with their own annotations
* If you got disoriented - falling down a pit or teleported to an uncharted area - the map would not update until you found your way back to a previously-mapped region.
 
The level and world-design of the game is so well done, you don't even need a map for this game, even though it's huge. Everything is perfectly connected and memorable.
Still, things could make even more sense and orientation easier, if there was an actual map.
I'm sure, no matter how bad or good it would be, it would help. Even a map with just the names of the locations, geographically positionated.

I know this is me being pedantic, but this thread is about good maps, not well-connected and/or memorable worlds. The game could have a world in which a map isn't really needed, but still have an awful map.
 
I'm sorry, but I thought FFXIV had awful maps. So unintuitive to use. Layers on top of other layers and clicking on things just takes you to another map. I just want to go to the marker.
 
Far Cry 2's implementation was amazing. Was so disappointed that was dropped in the sequels.

The Thief games also had really cool sketchy maps which told you just enough to identify the room or area you're in but left out so much more for exploration :]
 
It looks overly complicated at first, but the detailed map in the Descent games (here: Descent 3) were excellent and pretty much necessary to progress.

I wish we'd get 3D levels as complex as those nowadays....

automap.gif
 
It looks overly complicated at first, but the detailed map in the Descent games (here: Descent 3) were excellent and pretty much necessary to progress.

I wish we'd get 3D levels as complex as those nowadays....

automap.gif

To be honest, I found Descent's maps messy. They needed *something* to make the information they were trying to convey clearer, because they always ran the risk of looking, well, just like a mess of lines.

Also, are you sure that's Descent 3? I didn't play D3, and I'm sure I've seen a map like that on one of the earlier games.
 
I like the map in betrayer. It's simple and forces you to spot landmarks to judge where you are. Same goes for the mapping system in Miasmata which also has you being the cartographer of map. It's pretty unique.

Tv2fcGWl.jpg


CznBHdQl.jpg
 
If Dark Souls had an in-game map, this would probably be my choice.
Otherwise:
Ni-no-kuni-map.jpg

From Ni No Kuni.

I also remember Dead Space 1 to have a very good map system. You could pull it out while still being able to walk and have an eye on your environment. Fully 3D models of it made it very easy to navigate and orientate through the game for me.

DS_5.jpg

What makes you so sure that Dark Souls would have a good in-game map? The out of game map was atrocious!

And Dead Space had a map? I never knew and I Platinum'd it! The light from my hand is the only thing I ever used.
 
Silent Hill had great maps. After you would try a door they would mark which ones were locked, which ones couldn't be opened, and which ones were unlocked. They also marked areas of the town you couldn't access because the streets were collapsed, and they of course showed your position on the map.

The I Am Alive map reminded me of Silent Hill. It was very helpful too. The red lines showing dead ends, landmarks, and dungeons.


I like the Dragon Warrior maps that came with the games because they show exactly what is in the game. Not sure if these images zoom close enough to show that.
Old games like Final Fantasy Legend 2 and later ones like the Dragon Warrior 1&2 re-release came with those paper maps that just showed the world exactly as it looks in game from a birds eye view.
These maps are from DW4 and 3.


Dragon Warrior 9s in game map does the same thing though. The map shows you exactly what the world looks like, landmarks, ditches, puddles and all.
NewidIsle.PNG

material_locations.png
Enlarged and stitched together version of full in game map to show treasure locations.
dq9ds_starflight_overworld_map.png
What the world looks like while flying.
 
A 2D side scrolling game using an overhead map? Are you fucking kidding me with that shit?

Because while the gameplay is 2D, the levels are 3D. Batman moves on a "rail" that can change direction depending on the room. For example, you can enter a room from the west and leave through the north. In many places there are multiple "rails" accessible through grapple points and vents.

The overhead map would work if there weren't overlapping floors, but there are. To make matters worse the map doesn't display the entry and exit points in each room properly, so you have no idea where the "rail" can take you when you enter a room. They really should have done Metroid Prime style maps or at the very least an isometric map.
 
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