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Default Legend of Grimrock - Automap Update

January 21st, 2012, 03:09
This week's Legend of Grimrock update eschews patch notes for details about the automap:
Hello again! We’ve 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 you’re just dying to hear more about the local weather, I’m afraid we’ll have to move on to the development update. Since I’m in a storytelling mood now I’ll avoid the usual bulleted list this time! But first, since some of you have asked what our automap looks like, here’s a screenshot. I hope I didn’t ruin the joy of discovering the early parts of dungeon level 2 for anyone! The “N” on the map indicates a note that I’ve 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!
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January 21st, 2012, 03:09
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, 04:17
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, 12:20
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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