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/vr/ - Retro Games


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File: 3.58 MB, 340x300, torus.gif [View same] [iqdb] [saucenao] [google]
3602868 No.3602868 [Reply] [Original]

Post interesting /vr/ maps, from levels to world maps, single rooms to all of Super Metroid pixel by pixel.

>> No.3602920

Fuck this, video game maps made me believe the North Pole and South Pole were connected when I was a child.

>> No.3602978

Bullshit. If it were true then Porre and Choras would be closer together due to being on the inside of the torus/donut.

The world would appear to be more narrow at the waist (inside of the torus again). It's not. It takes the same amount of time to do a lap around the planet as everywhere else.

These stupid fan theories only spread retardation.

They aren't.

>> No.3603028

>>3602978
This is true, but like >>3602920 alludes to, it doesn't make sense how rpg maps tend to have a south pole that wraps around to the north pole, so they're not spherical either. If anything they're flat with warp points around the edges.

>> No.3603037

>>3603028
Because we're trying to make sense of something that can't be represented in our physical world. It's digital, we believe it has to follow the rules of the world we know. Video games, regardless of 2D, 3D, VR, etc etc are still represented on a 2D plane, a screen, things can be done in that perception that shouldn't be possible. Our sense of understanding doesn't apply. It's not that deep or difficult to get that it's just different.

Easiest way to think of it then is a 2D map that either repeats infinitely or teleports you from one edge to the opposite one on the same X or Y coordinate depending on which edge you hit.

>> No.3603045

>>3602920
>>3602978
>>3603028
>>3603037
Something even more fucky is the world map of Final Fantasy VI (III US) when you get the airship and do loops.

The only reason old games like this don't make sense is because if you cross the north pole and keep holding that direction, you should then be heading south.

Because everything is a pixel they didn't allow for structures and landscape to be shown as upside down, hence the strange looping.

But in FFVI, you get an airship and everything can rotate. When you cross north, do you head south then? Is the world a sphere?

>> No.3603050
File: 394 KB, 1024x1024, terranigma_underworld_by_gpuronen-d8xwq9m.png [View same] [iqdb] [saucenao] [google]
3603050

>>3603037
>Easiest way to think of it then is a 2D map that either repeats infinitely or teleports you from one edge to the opposite one on the same X or Y coordinate depending on which edge you hit.

Which is topologically identical to a torus.

*runs and hides*

>> No.3603081
File: 1.53 MB, 256x238, underworld.gif [View same] [iqdb] [saucenao] [google]
3603081

>>3603050
Terranigma's underworld was some crazy shit.

>> No.3603087
File: 2.60 MB, 8575x7875, fullmetroid.jpg [View same] [iqdb] [saucenao] [google]
3603087

>>3603081
I thought my emulator was buggy at first.

I wish this map was 1:1.

>> No.3603108
File: 5 KB, 256x224, gameover.png [View same] [iqdb] [saucenao] [google]
3603108

Game Over screen proves it's intended to be a sphere.

>> No.3603114
File: 382 KB, 7120x3136, F-ZeroMap08RedCanyon1.png [View same] [iqdb] [saucenao] [google]
3603114

>>3603108
The game play indicates otherwise

>> No.3603126
File: 214 KB, 4096x4096, UltimaIV-QuestOfTheAvatar-Britannia.png [View same] [iqdb] [saucenao] [google]
3603126

>> No.3603127
File: 492 KB, 2281x2710, star_control2_map.jpg [View same] [iqdb] [saucenao] [google]
3603127

>> No.3603129
File: 901 KB, 7680x7200, Metroid-Zebes.png [View same] [iqdb] [saucenao] [google]
3603129

>>3603087

>> No.3603132
File: 396 KB, 2560x2048, LegendOfZelda-Link'sAwakeningAdvance-Koholint.png [View same] [iqdb] [saucenao] [google]
3603132

>> No.3603137
File: 584 KB, 1718x1613, sd3worldmap-raw.png [View same] [iqdb] [saucenao] [google]
3603137

>>3603126
I really like this one.

Btw, SoM did some on the fly coordinate transformations to generate a spherical looking submap from the planar data. It's honestly pretty cool, but I doubt many people recognize it for what it is and understand why it's impressive. Nassir was a great programmer.

>> No.3603141
File: 91 KB, 800x892, infocom.jpg [View same] [iqdb] [saucenao] [google]
3603141

>>3603127
Oh snap, this reminded me of old text adventures for some reason, like Station/Planet Fall, a Mind Forever Voyaging, and Hitchhiker's Guide.

>> No.3603142
File: 478 KB, 2535x1616, Zork_map_1982.jpg [View same] [iqdb] [saucenao] [google]
3603142

>>3603141

>> No.3603165
File: 879 KB, 512x448, 1454498725693.webm [View same] [iqdb] [saucenao] [google]
3603165

>>3603137
What?

>> No.3603175
File: 45 KB, 450x350, SFworldmap.jpg [View same] [iqdb] [saucenao] [google]
3603175

>> No.3603179
File: 3.94 MB, 3101x3050, U7MAPBIG.png [View same] [iqdb] [saucenao] [google]
3603179

>>3603126

>> No.3603185
File: 8 KB, 512x446, 1-SoM_16_1.png [View same] [iqdb] [saucenao] [google]
3603185

>>3603165
In Secret of Mana, while riding Flamie press start or select or something on the world map and a sub screen will appear as shown with a globe. You can move it around in different directions, and see how it calculates the mapping on the fly. What's funny is there is a second rectangular projection that takes a LOOONG time to render, even though no fancy coordinate transformation is involved.

>> No.3603252

>>3603028
The only reason why they worked like that back in the day was it was easier to program the game like that, later games made when hardware was better and could do a spherical world map probably just kept it due to convention and again it's easier to do. It's also easier for the player to understand if the maps loops infinitely in all directions.

>> No.3603468
File: 55 KB, 150x150, output_L7IvDd.gif [View same] [iqdb] [saucenao] [google]
3603468

>>3603081
Does the game get any better after the underworld? I played the game sometime ago and thought it was only dungeon after dungeon.
>>3603126
I always liked how they designed the map to be visited in any order (at least in U7). I think that gave the game a modern touch.

>>3603137
Ey, i'm interested in how it is done. Any programming tutorials?

Picture is for me the most epic world map for rpgs, only rivals with FF V

>> No.3603471

>>3603132
If only they actually did update links awakening with lttp's spritework.

>> No.3603728
File: 1.08 MB, 1183x817, dragon_quest_iiib.jpg [View same] [iqdb] [saucenao] [google]
3603728

>> No.3603731

>>3603028
>If anything they're flat with warp points around the edges.
Which is precisely what a torus is, topologically speaking.

>> No.3603732

>>3603731
>>3603050
KEK! Hivemind!

>> No.3603736
File: 85 KB, 1024x1024, u3_worldmap.gif [View same] [iqdb] [saucenao] [google]
3603736

>>3603468
> 150x150 map
what is this, a world map for ants?
Here have an Ultima III map.

> does Terranigma get any better after the underworld?
dude. Dude dude dude. you're cheating yourself out of one of the best trilogies for the SNES. Soul Blazer, Illusion of Gaia, and Terranigma are three games I replay every few years.

>> No.3603742

>>3602920
In X-COM Enemy Unknown, the poles ARE connected. If you try to go somewhere reaaaal south and you're really up north, you'll fly to the north pole and teleport to the other side of the world.

>> No.3603746

>>3603468
>I always liked how they designed the map to be visited in any order (at least in U7)
You start in Trinsic and have to move to Britain/Paws and even then you are limited until you get the boat/flying carpet. Skara Brae is off limits until you get deeper into the story.
Even the dungeons have an order you're supposed to go.
If anything the linearity was the modern thing compared to the older open approach.
SI and Pagan were even more streamlined.

>> No.3603750
File: 330 KB, 153x960, exhumedpcmap.png [View same] [iqdb] [saucenao] [google]
3603750

Exhumed/Powerslave DOS version

>> No.3603751
File: 345 KB, 640x512, exhumedconsolemap.png [View same] [iqdb] [saucenao] [google]
3603751

Exhumed/Powerslave console version

>> No.3603762
File: 564 KB, 1262x1277, U9_map_topographical.jpg [View same] [iqdb] [saucenao] [google]
3603762

>>3603746
Being locked in Trinsic at the beginning was like the tutorial level, except it was in-game instead of pre-game. This was when instruction manuals were being phased out. I'm okay with this. There was an optimal order for achieving story goals like dungeons but not a forced one, and you could do the three (four if you count Forge of Virtue) really important dungeons in any order, and

Ultima 7:SI was linear until endgame yeah okay. Ultima 8/Pagan was trash, it wasn't exploring a story so much as struggling through an incomplete story. Ultima IX, fuck, it wanted to be open but the software was so bad there were some events that if you did them out-of-order it would make the game unplayable (I'm told it was patched but good luck finding the patches in the modern era), and the dungeons were just a macguffin hunt, order didn't matter. :(

>> No.3603802

>>3603762
>Ultima IX, fuck, it wanted to be open but the software was so bad there were some events that if you did them out-of-order it would make the game unplayable
On the contrary. The engine was capable of an open world but the progress of the story was limited to one or two regions at a time.

>good luck finding the patches in the modern era
There are still new patches getting worked on.
http://ultimacodex.com/2012/08/forgotten-world-releases-patch-1-19h-for-ultima-9/

>> No.3603806
File: 655 KB, 1962x1990, Aleroth-Rivertown[1].jpg [View same] [iqdb] [saucenao] [google]
3603806

Divine Divinity's massive main map

>> No.3603842
File: 75 KB, 578x356, dune-1992-virgin-games-pc-world-map.jpg [View same] [iqdb] [saucenao] [google]
3603842

>>3603185
Dune did that a year earlier on PC, Amiga and Sega CD.

>> No.3604050

>>3603802
capable yes. But if you did things in the wrong order, a flag wouldn't be set, and hours later you wouldn't be able to talk to Shamino or some other NPC's talk tree would be locked, and you'd have to start over from some point in Paws.

We did get one good thing out of Electronic Arts rushing the dev cycle for Christmas : the developers that walked out left to eventually make Deus Ex.

>> No.3604363

>>3603127
My favourite map from my favourite retro Sci-Fi game~

>> No.3605523

>>3602868
Damn thread, don't die.

Everyone, go to vgmaps.com if you want the largest selection of vidya maps in existence.

>> No.3606290
File: 341 KB, 1029x928, DKC2.png [View same] [iqdb] [saucenao] [google]
3606290

>> No.3606353

>>3603468
It becomes very nonlinear and NPC-heavy once you revive humanity. Yes, the dungeons still have to completed in a certain sequence but you get to free-roam on the world-map where one can find dozens of sidequests and secret areas. And honestly, the majority of the plot only happens at this point.

>> No.3606829

>>3603045
>But in FFVI, you get an airship and everything can rotate. When you cross north, do you head south then? Is the world a sphere?
ERAU QSSI DLRO WEHT

>> No.3606935
File: 1.07 MB, 935x693, ni8ool6.png [View same] [iqdb] [saucenao] [google]
3606935

>>3603806
This map is basically a castle and surrounding hamlets/town. I wish developers like bethesda would stop to try to shove a whole country with a dozen major cities on a map and instead do a one city + surrounding countryside approach.

>> No.3607714

>>3603731
>>3603050
>Which is topologically identical to a torus.
Can't be a torus, if it were then you'd have a map that varied in "wideness" due to parts on the inner side of the torus being smaller circles than those on the outside.

It's similar to a torus, but it's an impossible shape.

>> No.3607775

>>3607714
It's more like a tube with infinitesimally thin sides.

>> No.3607802
File: 151 KB, 1776x1456, iczhill3.jpg [View same] [iqdb] [saucenao] [google]
3607802

>> No.3607876

>>3607714
Mugs are topologically identical to a torus and completely different from a cup.

>> No.3609447
File: 3.77 MB, 4838x4200, gen_all_in_1_er.jpg [View same] [iqdb] [saucenao] [google]
3609447

Had to compress this image a little, but holy shit I'm glad someone made this. I was trying to map it out myself ages ago and stopped playing. I only have Blue and wanted a complete set with hunting down a Red (or a friend that would want to play :'( )

>> No.3609451
File: 26 KB, 341x499, 41xEn0kwIVL._SX339_BO1,204,203,200_.jpg [View same] [iqdb] [saucenao] [google]
3609451

>>3607714
A topology doesn't necessarily have a metric.

However, if you did define a metric, you could probably construct it such that line integral of the metric along any path constrained on the surface of the torus between two points gives the same distance between the points no matter the path. Sounds like an interesting problem in differential geometry.

>> No.3609458

>>3609451
How would you do that, given that "there, back, and there again" is a valid path that should be thrice as long?

>> No.3609509

>>3603081
Absolutely was

>> No.3609510

>>3603842
Nobody cares

>> No.3609545

>>3609451
https://en.m.wikipedia.org/wiki/Clifford_torus
Damn mathematicians already stole your thesis.

>> No.3609704

>>3603108
And all continents are on on "side" so a fucking big ocean the other "side"

>> No.3611672

>>3609447
comfy as fuck map. Now compare it with modern sandbox games, which feature big maps with nothing there.

>> No.3611951
File: 46 KB, 641x480, 1411060488705.jpg [View same] [iqdb] [saucenao] [google]
3611951

>> No.3613523
File: 890 KB, 8192x7680, lAOKd4l.png [View same] [iqdb] [saucenao] [google]
3613523

>>3603129
A slightly more filled out map.

>> No.3614338
File: 1.17 MB, 4396x3372, legacyofthewizardfulldungeon.png [View same] [iqdb] [saucenao] [google]
3614338

No one's posted the Legacy of the Wizard map yet?

>> No.3614350
File: 80 KB, 1984x1856, Ck3lv15.png [View same] [iqdb] [saucenao] [google]
3614350

Find a flaw.
Protip: you can.

>> No.3614365

>>3603087
1:1 map here. It's probably too large to post on /v/.

http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMetroid

>> No.3614454

>>3609458
Or you could, like, you know, do a massive scribble between A and B that's, like, miles long like a coil or spring.

>> No.3614460

>>3609545
Wow it's like a toroidal version of that hypercube thing.

>> No.3614480
File: 65 KB, 300x300, The_Real_Thing_album_cover.jpg [View same] [iqdb] [saucenao] [google]
3614480

>>3614350

>> No.3614508

>>3614480
That's a pretty good album.

>> No.3614963

>>3603132
Wait what, such a hack exists? I.e. porting LA to the AttP engine?

>> No.3614972

>>3614350
Level design in Commander Keen games unfortunately was extrememely shit, which your picture is an example of. Someone went as far as to call these games "shitty hacks of games that never had existed".

>> No.3615217
File: 2.63 MB, 1280x720, Krematoa2.webm [View same] [iqdb] [saucenao] [google]
3615217

Some details are missing and I had to compress it a bit but here it is

>> No.3615271

>>3613523
This is pretty sweet

>> No.3615286
File: 176 KB, 5408x3456, RealmofImpossibility.png [View same] [iqdb] [saucenao] [google]
3615286

>> No.3615354
File: 2.14 MB, 4776x3416, Solstice-Kastlerock.png [View same] [iqdb] [saucenao] [google]
3615354

This game looks fucking tight. Never played it, although I've meant to. Looks like it would keep you busy for a loooooong time.

>> No.3616365
File: 243 KB, 2016x4485, snake_rattle_and_roll_map.png [View same] [iqdb] [saucenao] [google]
3616365

>> No.3616660

>>3607714
https://en.wikipedia.org/wiki/Fundamental_polygon

>> No.3618205
File: 1003 KB, 9990x2304, 6-7.png [View same] [iqdb] [saucenao] [google]
3618205

I always wondered how they captured maps for old magazines.

>>3609545
This isn't quite what I meant. I'll work out when I get some time. It probably isn't that bad.

>> No.3619938

>>3618205
Many of them had little Marios all over them. As in, they took several pictures during gameplay and stitched them together with the Mario (or whatever main character) still onscreen. This results in the main character appearing every 50 feet or so on those maps

>> No.3621157
File: 733 KB, 1500x656, 1462932746609.jpg [View same] [iqdb] [saucenao] [google]
3621157

>> No.3621167

>>3607714
>but it's an impossible shape.
So it's a Klein bottle?

>> No.3621168

>>3614508
It is but the mixing/mastering is criminally negligent of the low end. Has anyone else noticed this? There's no fucking bass!

>> No.3621176
File: 77 KB, 2039x1827, Alien3-Level2Mission.png [View same] [iqdb] [saucenao] [google]
3621176

>> No.3621190

>>3621176
I never knew there was a NES version.

>> No.3621193
File: 1.96 MB, 2048x2048, 1455859425012.png [View same] [iqdb] [saucenao] [google]
3621193

>> No.3621195

>>3621190
Really nigga

>> No.3621205

>>3621193
what xbox is this?

>> No.3621218
File: 1.58 MB, 2048x2048, 1455859273932.png [View same] [iqdb] [saucenao] [google]
3621218

>>3621205
I thought these were some early (top down) GTA maps. Not sure which ones though.
>they blew the chance to draw a swastika with the streets
Tsk.

>> No.3621246

this thread is great, please keep sharing stuff guys. i dont have anything new to add, but am really enjoying these images so thanks.
theres something about looking at these great maps that makes me want to create my own game world.
that pokemon one in particular is a work of art. im not crazy about pokemon, but that really is beaut.

>>3611672
not 100% true, but agree with you for the most part. mgsv is the most guilty recent game i can think of. also, interesting to note, pokemon rewarded your exploring with new creatures, which were interesting and fundamental to the design of the game. mgsv rewarded you with resources and diamonds, which feel very hollow in comparison.

>> No.3621586
File: 441 KB, 810x810, 1468718000382.jpg [View same] [iqdb] [saucenao] [google]
3621586

>>3621246
>having played mgsv

>> No.3621612
File: 89 KB, 2304x976, 1460947146713.png [View same] [iqdb] [saucenao] [google]
3621612

>> No.3621624

>>3606290
Just beat this with a friend this week. Took us 5 hours to beat the main story and secret world.

Only really died on Animal Antics. Jesus was that level unexpected in the increase in difficulty.

>> No.3621663
File: 410 KB, 930x960, 1465715799324.jpg [View same] [iqdb] [saucenao] [google]
3621663

>>3621624
>Just beat this with a friend this week.
>>3621624
>with a friend
https://www.youtube.com/watch?v=BkRvgb27xnU

>> No.3621669
File: 197 KB, 608x3936, 013.gif [View same] [iqdb] [saucenao] [google]
3621669

I have a fuckload of Keen maps saved. And sprite sheets. And custom OC. And other random Keen-related images.

Just like Aladdin bitch, get you anything you ask for.

>> No.3621962
File: 3.01 MB, 1484x8150, spelunker.jpg [View same] [iqdb] [saucenao] [google]
3621962

I didn't think I'd ever use this again but here you go.
Does it even count as a map?

>> No.3621979

>>3602868
t. trigganigga

>> No.3623191

https://www.youtube.com/watch?v=Hl2HbV3UbMs

>> No.3624537
File: 200 KB, 900x749, smart_devmap.jpg [View same] [iqdb] [saucenao] [google]
3624537

This was a hand-drawn dev map from Super Metroid.

I'm not sure if anyone else knows about this, but there is a room in the ROM that is inaccessible in the game that I found, unlike other dummied out rooms. It's been unlinked in a way that makes finding it difficult, and is the only room like it in all the level data.

What's really interesting is that this dev map has that room. It's the only room that's changed between this map and production. Can you spot it?

I loaded it in to memory ages ago. I wish I still had that savestate and my hacking notes that led me to it.

>> No.3626654
File: 503 KB, 2523x2635, metroid2_map.gif [View same] [iqdb] [saucenao] [google]
3626654

Eh, last retro Metroid map to include, Metroid 2.

I'm really impressed by the size of SR388.

>> No.3626915
File: 54 KB, 2008x2325, MiamiVice-Miami.png [View same] [iqdb] [saucenao] [google]
3626915

>>3602868

>> No.3627248

>>3621218
It's the first one. That's san andreas and
>>3621193
is vice city

I remember deleting screensavers to make space for the about 82mb the game took.