I was so proud of mapping and getting through it, I never considered investigating the text you spoiler-blurred. I saw it, but I just didn’t check up in the end. I’ll want to go back and look, now. I can probably edit the map pretty quickly–I noticed a flow that’s not quite right. (ETA: done!)
My game (we, the remainder) has a map within the game itself, which you get access to fairly early on. Still… about half of my playtesters missed it entirely.
My game, D’Arkun, offers a map in the feelies, but you need a password. Don’t worry you get on the second day when you find the map as an item in the game (this is the time when the map extends). I just wanted to add some more atmosphere.
I’m not spoiling what’s at the end. It was a very nice surprise for me (but it made sense) and was definitely worth fighting through the tough monsters.
The Library has only 12 rooms, but its left/right/back mechanic makes for a change in navigational style. Here is the map. The game starts as if you’d gone from Stevenson to Carroll.
I’m pretty sure you need at most 3 steps to get from any one room to any others. I should write a script to find out.
My game (“Cygnet Committee”) has a map that updates in real-time. There’s no point in saving it since it’s in the game itself, but maybe showing it here will persuade someone to play the game.
@pbparjeter that’s very well done and I like the line drawing against the color that gives a clear idea of where we can go.
I still feel like I am picking off the short games, myself, because I don’t have the endurance (yet) to tackle longer and possibly more profound ones. And my hope for this topic was to get maps for the longer games, so people would ease into them.
Anyway, now that I said that, I’m promptly making a u-turn to present a map of another relatively short game, What Remains of Me, which is relatively short.
The author requested I spoiler/detailify an actual Trizbort map of we, the remainder, and from how the game unfolds, that makes sense, because finding certain things is part of the game’s emotional impact. For those who want to find certain things on their own, I recommend the redacted map.
This is not as aesthetic as their cool ASCII map (also in-game,) but I hope it adds value to this thread.
we, the remainder trizbort map with critical notation redacted
Another game with split maps, the north and south areas. If I didn’t, it would be too tall and wide for most screens. I hope/don’t think the blurred colors showing the map layout spoil anything–they just give you an idea of how big all the studios are.
These aren’t fully annotated with who is where. I may add that later. It’s a tough, long game. The south lot and north lot, though I didn’t explicitly show it in the separate maps, are indeed south and north of each other.
This is technically just a collection of 11 rooms from 10 feet below to 110. This is in Ink, so no specific directions, but there are east and west ways up the iceberg. Sometimes there will be two ways up. In that case, I labeled the connectors to disambiguate.
The ship has five levels, so I went with a rainbow theme to describe top (red) to bottom (blue). The map won’t spoil much, but just in case, I put it behind a tag.