Local Pip maps

Post » Sat May 28, 2011 1:04 pm

Here's an example, first image shows a clearly defined crossroads of narrow corridors in the Memorial sub-basemant:

[img]http://img695.imageshack.us/i/corridor.jpg/[/img]

This is what it looks like on the map:

[img]http://img713.imageshack.us/img713/756/mapoj.jpg[/img]

Rarely do they show a clear path somewhere and are generally only good for finding a general direction to a goal. I understand that showing maps for multi level environments is difficult but the solution, just show the level you're actually on with the marker showing the way to the next one. Plus they should just show the walls and not random clutter in rooms.

In my opinion.
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Sian Ennis
 
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Post » Sat May 28, 2011 1:53 pm

I understand that showing maps for multi level environments is difficult but the solution, just show the level you're actually on with the marker showing the way to the next one.


Well ... why not just show a freely rotatable/zoomable 3D map, like in Daggerfall? Optionally limiting it to "levels" where appropriate, of course.
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Nicole M
 
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Post » Sat May 28, 2011 7:52 pm

Never played Dragonfall but a freely rotatable 3d map sounds good to me.
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Charlotte Buckley
 
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Post » Sat May 28, 2011 5:31 am

This is how I navigate inside:

1. Go by memory only. It's too damn confusing looking at the map. Whenever I look at a map in my pip boy, I get lost.
2. Bring some mines. I put mines at the beginnings of passages that I have not gone down yet. When I get to that mine from the opposite side, I know I have cleared that level. So in your example, I put a mine in front of me, and another on the right corridor, and go left. (I tend to go left a lot.)
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Elisabete Gaspar
 
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Post » Sat May 28, 2011 8:17 pm

I'd have to use something else, Fawkes tends to blunder into mines.

(Would they blow up for a companion?)

I recently blew up a baby carriage bomb he was standing near and he turned on me. It was a very short and one sided fight.
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Rude_Bitch_420
 
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Post » Sat May 28, 2011 5:21 am

I agree that they are not very good maps. I think it is intentional to give a sense of the level of information technology of the 1950's style futuristic world. There are nuclear cars and ray guns but no one imagined back then that we would have wizzo displays in full colour video rate using fancy silicon chips rather than valves or whatever.

Also think that they are meant to be a bit confusing so as to add to the challenge.

I do use the maps though, especially if I need to know if I am heading in aprroximately the right direction.
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Jeneene Hunte
 
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Post » Sat May 28, 2011 7:34 pm

I'd have to use something else, Fawkes tends to blunder into mines.

(Would they blow up for a companion?)

I recently blew up a baby carriage bomb he was standing near and he turned on me. It was a very short and one sided fight.


Your mines won't be triggered by companions, that is, except one: Sticky. He automatically blows up mines. Make a save, and throw a mine down near Sticky, watch your arms fly off.
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I’m my own
 
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Post » Sat May 28, 2011 6:03 pm

Rarely do they show a clear path somewhere and are generally only good for finding a general direction to a goal. I understand that showing maps for multi level environments is difficult but the solution, just show the level you're actually on with the marker showing the way to the next one. Plus they should just show the walls and not random clutter in rooms.

Agree - this was one of my biggest bugbears with Fallout.
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joannARRGH
 
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