Here are some box-and-line maps for Stormrider, which hopefully don’t discourage players from also making their own!
White dashed lines are connections that require a puzzle of some sort to open. Gray dashed lines are connections that exist on the ship that can never be traversed in the game—for example, the door between Ishme’s Cabin and the Work Area is sealed and can never be opened in play.
Trizbort file: map_complete.json (17.6 KB)
Could you please at some point make an update to the list of available maps, for Codename Obscura, from Tabitha’s drawing to this one: https://2817.play.ifcomp.org/walkthrough/MapAndWalkthroughV1.0.30.pdf
Updated! I will do so once a day.
Citizen Makane below.
Nice, but what does “Nil III Nay” mean? You seem to have used that as the name of some elevators, the library and a lecture room, if I’m not mistaken.
Oooops. Fixed now. Thanks for catching this!
I had that as the default room name, and it’s not even one of my favorites! Trizbort has you pick a default room name, and this was for a Pig Latin game I wrote.
I had a note to check that before posting, since Citizen Makane has more rooms than your average game, and I in fact fixed it some places but not others. I forgot Trizbort could search for text.
These are on the IFComp site, but just to have all things in one place:
Bright Brave Knight Knave map
Trail Stash map
A small bonus not included in the binaries, but maybe I should’ve. It discusses what puzzles rely on what others, though the initials of your companions may be a spoiler.
Bright Brave Knight Knave puzzle flow (spoilers including recruit names)
(Note: now that I posted the flowchart for BBKK, I’d be interested in flowcharts as well, for what to do to solve things in any entry. Those can be at least as useful as maps. Maybe other people would, too.)
I’ll play along. Hope this posts correctly. (Paintball Wizard map)
Adding some of my later maps:
Hawkstone (map fragment only)
Last Vestiges (one-room game)
The Little Match Girl 4
The Put Your Hand Inside The Puppet Head map and strategy guide is here! If you found the navigation and monster movements daunting on your first play, give it another go!
The Long Kill (twine - choice based) map. Beware spoilers!
I’ve loved trawling through this thread and looking at the way each games “physical” space is related here and wondered if I could coherently do something similar for a Twine entry.
It’s come out as a more visual kind of walkthrough (naturally) but for anyone that’s already played my entry it might help sate any lingering curiosity about alternative endings and the paths that lead to them (so be aware, its naturally incredibly “spoilery”).
I see my map is completely different than everyone else. I was visualizing what the actual floor plan would look like rather that what the map of the game is. Would it better to have the game diagrammed out like most of these? I have seen some that are more like a hybrid of both with locations as squares then also trees or mountains or whatnot.
TheFindersCommissionMap.pdf (30.9 KB)
One of the things I’m afraid to ask is how many players didn’t notice this.
I noticed it and used it!
(Mostly complete) map for Have Orb, Will Travel (omits parts of a maze that are not on the solution path).
Little Match Girl also has maps in the walkthrough pdf (although they don’t show the connections between the worlds).
Looks like the mansion in Brett Witty’s Hand Me Down hasn’t been mapped yet. Here it is.
I’ll hopefully get to editing the index at the top in a day or two. Thanks for all who contributed here – it helped to make entries less intimidating for me and probably meant a few more votes and a review from me during the judging period!
Thanks very much! I’ve been meaning to do up the map. It’s pretty accurate although there’s a barely hidden room east of the end of the basement. And teeeechnically a north exit to the foyer, but that’s arguable.
Thanks for that!