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Default Legend of Grimrock - Automap Update

January 21st, 2012, 02:09
This week's Legend of Grimrock update eschews patch notes for details about the automap:
Hello again! Weve survived yet another week, despite being engulfed in a small snow blizzard for the past few days. But at least I find it refreshing since the winter this far has been exceptionally warm here in Finland Anyways, even though I know that youre just dying to hear more about the local weather, Im afraid well have to move on to the development update. Since Im in a storytelling mood now Ill avoid the usual bulleted list this time! But first, since some of you have asked what our automap looks like, heres a screenshot. I hope I didnt ruin the joy of discovering the early parts of dungeon level 2 for anyone! The N on the map indicates a note that Ive left and you can see what is written down in a note when you bring your mouse on top of it. Level three will be displayed on the other page once the player discovers it.
Thanks, Von Paulus!
More information.
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January 21st, 2012, 02:09
Regarding automaps, I used to like to get the graph paper out while playing Dungeonmaster and Eye of the Beholder, however I have got much lazier since those days I remember even back then that the similar Amiga game The Black Crypt had an automap though.

I guess to get that real feel of those classics you could still map it manually - I assume you don't have to use the automap.
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January 21st, 2012, 03:17
With LoG you could easily do your own maps, since it's based on a strict tiled grid system. I had thought this game was going to have procedurally generated mazes, but I must have been mistaken.

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January 21st, 2012, 11:20
Love it how the map looks like it was from one of those old printed D&D adventure modules (even if it's not light blue to prevent photo-copying ).

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