Newsgroups: rec.arts.int-fiction
Subject: Re: Mapping questions
From: Garth Dighton <gdighton@yahoo.com>
References: <aj6mn1$24i$1@venus.btinternet.com> <ab01df60.0208120010.5a8df55b@posting.google.com> <aj8vmq$7rq$1@knossos.btinternet.com>
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"Gary Leighton" <gary.leithon@btinternet.com> wrote in
news:aj8vmq$7rq$1@knossos.btinternet.com:

>> Here's a common method:
>> http://hjem.get2net.dk/gunn/Maps/Colour_of_Magic_map.jpg
>>
>> In particular, look at the named exits in the top left part of the
>> map,
> like
>> sit/stand, trapdoor, out/in etc. It gives great flexibility in that.
>>
>> Personally, I prefer a mix between your method and the one used in
>> the Jpeg image above. I write a number in each box, rather than the
>> room name. Then I write a list on the side with all the rooms, saying
>> room number, room name, which objects I've found in the room and
>> other interesting
> features
>> that I will probably want to investigate further.
>>
>
> Yes, I like this approach. But it must mean quite a bit of rubbing out
> and redrawing for illogical mazes etc. Or do most games tend to have
> logical maps these days?

Most games use logical maps -- mazes are considered Not Nice.

>
>> > Do players generally use mapping tools?
>>
>> Yes. Pen and paper.
>>
>
> I was thinking more along the lines of another computer program that
> runs in parallel with the game (on multi-tasking OS's), that allows
> you to type in map location details and draws a graphical map. Are
> there any programs like that?

There's one for windows, in the mapping section of the IF Archive -- I use
it more as an Author than as a player.

http://www.ifarchive.org/indexes/if-archiveXmapping-tools.html

GUEMap is the one I use.

>
>> > If designing a new game, wouldn't it be better if the game produced
>> > a graphical map itself (maybe a simple plan view) as new locations
>> > are discovered?
>>
>> That'd spoil the fun of discovery. Then again, some games aren't
>> about discovery, so maybe it would be good for those games.
>>
>
> But if it only drew the rooms you had already discovered, then it
> wouldn't spoil the fun of discovery would it?
>

Someone built an automapper for Ditch Day Drifter -- I personally thought
it was rather hideous. Basically, building a generic automapper is what we
call a "hard" problem -- very hard.

--
Garth Dighton
gdighton@yahoo.com



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