Showing posts with label world map. Show all posts
Showing posts with label world map. Show all posts

Sunday, April 6, 2014

Tales of Maj'Eyal World Map and Walkthrough via Dungeon Order


In order to beat the game, carefully tackle the dungeons of TOME in the follow order:

Trollmire, (Derth Arena), Norgos, Heart of Gloom, Scintillating Caves, Rhaloren Camp, Kor'Pul, Old Forest/Lake Nur, Sandworm Lair, Maze, Halfling Complex, ruined Dungeon, Lumberjack Village, Golem Graveyard, Daikara, Last Hope Graveyard, Dreadfell, Reknor, Unremarkable Cave, Ardunghol, Vor Armoury, Briagh's Lair, Backup guardians, return east (of your choice), orc breeding pit, underwater dungeon, some prides, Eruan, rest of prides, slime tunnels, High Peak. 

With these two valuable tools, anyone can take it to the top. "LukeP" made the list, and "Wayist" made the map.

Friday, April 12, 2013

Ultima World Map



Ultima is a huge motherfucker of a game. Sure, a lot of the towns are carbon copies of other towns, but because space was saved in this way the world itself feels vast and open when you're in the grit and the shit. Notice how they took continents and just spun them 90 degrees to further save space. Overall it was a brilliant tactic. 

However, Ultima II on PC is still my favorite for some inexplicable reason.

Wednesday, August 15, 2012

Ultima III: Exodus World Map


Ultima III: Exodus might look like it has a small map, and it some ways it is, but the developers really squeezed everything they could out of this relatively small space. Because of the line-of-sight feature, you can't always see everything that's on the screen. This makes exploring more exciting because you actually have to walk around the mountains rather than just looking at the edge of the screen. The world loops around the edges, but unlike Final Fantasy 2, you can't just walk around forever.

Towns and dungeons can go unnoticed by players for YEARS, without the help of a guide. The same thing happens inside cities, where the line of site blackout can hide gigantic buildings through clever placement of walls and doors. The towns are almost as big as the world map itself, and overall Exodus is a monster of a quest. 

Final Fantasy and Dragon Quest certainly have bigger maps, but they've streamlined the RPG to the point where those world maps get eaten up quickly by new players.

Also, FF and DQ are rarely non-linear experiences (although they have their moments). Ultima is basically an RPG sandbox, allowing you to go anywhere, visit towns in any order, shuffle your party around, kill townspeople, steal, and generally have a romping good RPG time.

It's also worth nothing that Exodus was released 3 years before Dragon Warrior and 4 years before Final Fantasy. In those years, it's sad to say, Squaresoft and Enix made the world maps bigger, but the gameplay was undeniably dumbed down and the player was forced on a "quest" that was more like a "hallway with occasional doors." Ultima IV, released only 2 years after Exodus (and still before 1 year before Dragon Warrior and 2 years before Final Fantasy) upped the world map to an insane level, easily topping DQ and FF in terms of realism, complexity, and number of locations. Ultima IV also had a text parsing system which allowed the player to talk to NPCs and get clues on solving the quests. So why didn't other games follow suit with legitimate gameplay advances? Why do no games today use text parsers?



Tuesday, May 22, 2012

Ultima II Box and World Map




I beat Ultima today after playing constantly for three days. It's an epic journey which I'm editing and getting ready to be posted soon, but in the meantime I thought I would kick off the Ultima fun with these Ultima II box scans and world map.

Attempting to get Ultima II to run on a Windows 95 machine presented it's own set of challenges--it took me over 2 hours to get the game running properly and patched correctly. In the end I was successful, and maybe I can package my files together to make it easier for others to play this classic.

The early Ultima games blend fantasy with 20th-century technology in a way that wasn't really done again until Final Fantasy 7. It's certainly unique; nothing else feels quite like Ultima.



Thursday, November 3, 2011

The Clash at Demonhead Artwork



You can't play an RPG without a trusty notebook. These are drawings of the characters, the world map, clues, and others notes from playing The Clash at Demonhead, one of my new favorite NES games. I hope you enjoy!







Monday, June 27, 2011

Legacy of the Wizard World Map



I've been playing a lot of Legacy of the Wizard lately, and this map comes in handy.

The scope of the game is pretty obvious from the map.