History Main / LevelMapDisplay

21st Nov '15 2:54:22 PM Darksilverhawk
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*''VideoGame/{{Roundabout}}'' displays a road-map style map of the entire area on the pause screen. It only covers the region of the map you're currently in (Suburbs, Roundabout City, or the Mountain), however.
12th Nov '15 10:34:17 AM BreadBull
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The map display would also rotate to indicate the direction the player is facing, either by rotating the 'you are here' cursor arrow, or by rotating the entire map so that up is the direction they are going.
29th Oct '15 10:28:30 AM HeraldAlberich
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* In ''VideoGame/MetroidPrime'' and its sequels, there are rooms where Samus can download the map of the place she's currently exploring, or navigate everywhere to get the whole map layout.
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* In ''VideoGame/MetroidPrime'' and its sequels, the ''VideoGame/MetroidPrimeTrilogy'', there are rooms where Samus can download the map of the place she's currently exploring, or navigate everywhere to get the whole map layout.

** In several games of the series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation. There are two games in which, even after reaching a new place, its map has to be obtained from a character: Tingle in ''Majora's Mask'' and the Fishman in ''The Wind Waker''.
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** In several games of the series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete display--complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually one)--usually occupies the lower left corner of the screen for faster, easier navigation. There are two games in which, even after reaching a new place, its map has to be obtained from a character: Tingle in ''Majora's Mask'' ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' and the Fishman in ''The ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker''.Waker]]''.
29th Aug '15 9:07:32 AM MyFinalEdits
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* Pressing the Select button in ''VideoGame/MegaManLegends'' will show you a map of Kattelox Island, and your current position. Pressing Select while in ruins shows you the squares you've explored in the current ruin. ** In ''Legends 2'', aside from the automap, there is a Map menu which shows the whole area you're currently in. While in ruins, you can even switch between floors.
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* Pressing the Select button in ''VideoGame/MegaManLegends'' will show you a map of Kattelox Island, and your current position. Pressing Select while in ruins shows you the squares you've explored in the current ruin. ** ruin. In ''Legends 2'', aside from the automap, there is a Map menu which shows the whole area you're currently in. While in ruins, you can even switch between floors.

* ''VideoGame/{{Minecraft}}'' has a Map item which you can craft to keep track of the world you explore. ** Interestingly, it's the "automap" type but it will only cover the quadrant around the area it was crafted in. If you go past the border, you'll need to craft another. For this reason, it's more useful in mapping the points of interest surrounding your house than as a tool for long distance trips. There is also a craftable compass that points to your respawn point, which can be inside your house if you crafted a bed.
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* ''VideoGame/{{Minecraft}}'' has a Map item which you can craft to keep track of the world you explore. ** explore. Interestingly, it's the "automap" type but it will only cover the quadrant around the area it was crafted in. If you go past the border, you'll need to craft another. For this reason, it's more useful in mapping the points of interest surrounding your house than as a tool for long distance trips. There is also a craftable compass that points to your respawn point, which can be inside your house if you crafted a bed.
28th Aug '15 9:09:03 PM Cresset
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** Interestingly, it's the "automap" type but it will only cover the quadrant around the area it was crafted in. If you go past the border, you'll need to craft another. For this reason, it's more useful in mapping the points of interest surrounding your house than as a tool for long distance trips. There is also a craftable compass that points to your respawn point, which can be inside your house if you crafted a bed.
24th Oct '14 11:39:30 PM MyFinalEdits
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An in-game display of a miniature version of the entire level. The game has to be one where your normal field of view is limited to the area around a player character. (Therefore RealTimeStrategy and such doesn't count.)
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An in-game display of a miniature version of the entire level. The game has to be one where your normal field of view is limited to the area around a player character. (Therefore Therefore, RealTimeStrategy games and such doesn't count.) count.

* In ''VideoGame/MetroidPrime'', you can acquire the map, or explore everywhere to get the whole map layout.
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* In ''VideoGame/MetroidPrime'', you ''VideoGame/MetroidPrime'' and its sequels, there are rooms where Samus can acquire download the map, map of the place she's currently exploring, or explore navigate everywhere to get the whole map layout.

* In ''Franchise/TheLegendOfZelda'' series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation. ** In most Zelda games, the player can acquire a "Map" item inside each dungeon which reveals the layout of the entire dungeon. ** In the first game, the map shown on the subscreen fills itself in as you explore the dungeon, while the "map" item only shows you the general shape of the dungeon as an overlay on the main game screen. ** The dungeon maps are acquired from chests. However, until the map is found, the game fills in and marks each room visited; including a flashing room to mark your present location. The compass must also be found, which helps you keep your bearings and reveals the location of all unopened chests on the map. * This pretty much applies to at least half of all {{Racing Game}}s. Every (non-sidescrolling) racer has a heads-up display that at least displays the positions of the other racers compared to the player(s), and nearly all have maps of every course somewhere in the games, if not as an onscreen overlay during the actual races. * In ''VideoGame/{{Doom}}'', you could always look at a map of what you had explored so far. If you found a computer map you could see the entire level. ** ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which used the same engine, also had automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also had map scrolls that reveal the entire map.
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* ''Franchise/TheLegendOfZelda'': ** In ''Franchise/TheLegendOfZelda'' several games of the series, the world map can be viewed at any time via the menu screen. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' onwards, a mini map display -- complete with arrows marking your point of entry (represented in blue) and your current heading (the yellow one) -- usually occupies the lower left corner of the screen for faster, easier navigation. navigation. There are two games in which, even after reaching a new place, its map has to be obtained from a character: Tingle in ''Majora's Mask'' and the Fishman in ''The Wind Waker''. ** In most Zelda games, ''Zelda games'', the player can acquire a "Map" Map item inside each dungeon which reveals the layout of the entire dungeon. ** dungeon. The dungeon maps are acquired from chests, except in one of the ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' dungeons (where Link gets it from a resident character). In the first game, the map shown on the subscreen fills itself in as you explore the dungeon, while the "map" map item only shows you the general shape of the dungeon as an overlay on the main game screen. ** The dungeon maps are acquired from chests. However, until the map is found, the game fills in and marks each room visited; screen, including a flashing room to mark your present location. The This holds true for the other games except for the latter aspect, because the full dungeon layouts are only displayed via a particular Map Subscreen. In most games, the compass must also be found, which helps you keep your bearings and reveals the location of all unopened chests on the map. map, as well as the boss's whereabouts. * This pretty much applies to at least half of all {{Racing Game}}s. Every (non-sidescrolling) racer has a heads-up display that at least displays the positions of the other racers compared to the player(s), and nearly all have maps of every course somewhere in the games, if not as an onscreen overlay during the actual races. races. In the case of ''VideoGame/MarioKart64'', there's a unique case with one of the courses, whose labyrinthic layout disables the game's capacity to identify where each character is placed until the player has completed the race. * In ''VideoGame/{{Doom}}'', you could can always look at a map of what you had have explored so far. If you found find a computer map you could can see the entire level. ** level. ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'', which used use the same engine, also had have automapping, complete with a tan-and-sepia color scheme to fit with the high fantasy setting. ''Heretic'' also had has map scrolls that reveal the entire map.
12th Apr '14 12:02:57 PM Diask
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* In ''VideoGame/{{Mega Man X}}3'', the head upgrade gives X access to a (very rudimentary) map of the level, dividing it into small sectors and showcasing the special items of the level.
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* In ''VideoGame/{{Mega Man X}}3'', ''VideoGame/MegaManX3'', the head upgrade gives X access to a (very rudimentary) map of the level, dividing it into small sectors and showcasing the special items of the level.

* ''ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof. * ''Nitemare3D'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].
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* ''ProjectIGI'' ''VideoGame/ProjectIGI'' justified it as a satellite view from above, which marked locations of enemies. However, it won't show anything under a roof. * ''Nitemare3D'' ''VideoGame/Nitemare3D'' had a map in the HUD that could be toggled on and off and drained a particular meter while it was on, and another meter (faster) when you chose to [[EnemyDetectingRadar also see nearby enemies]].

* The ''AceCombat'' series typically has a map in the pause menu with mission-critical targets and allies marked on it. * In the ''NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar. * ''WorldOfTanks'' has a minimap where enemies are marked once an ally has spotted them. Particularly clueless players are often accused of not paying attention to it.
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* The ''AceCombat'' ''VideoGame/AceCombat'' series typically has a map in the pause menu with mission-critical targets and allies marked on it. * In the ''NavalOps'' ''VideoGame/NavalOps'' series, the player has a minimap that doubles as EnemyDetectingRadar. * ''WorldOfTanks'' ''VideoGame/WorldOfTanks'' has a minimap where enemies are marked once an ally has spotted them. Particularly clueless players are often accused of not paying attention to it.
8th Jun '13 3:22:59 AM Koveras
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* Level maps in the ''Franchise/DragonAge'' games have to be uncovered manually by visiting every spot on them, and the current small portion of them is usually shown on the EnemyDetectingRadar. The fact that the PlayerCharacter has access to what essentially amounts to PhotographicMemory, ideal spatial awareness, and a perfect sense of direction is lampshaded hilariously in the ''Mark of the Assassin'' DLC for ''VideoGame/DragonAgeII'', where two party members get separated from Hawke and get hopelessly lost within a rather confined dungeons because they are so used to Hawke always leading the way.
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* Level maps in the ''Franchise/DragonAge'' games have to be uncovered manually by visiting every spot on them, and the current small portion of them is usually shown on the EnemyDetectingRadar. The fact that the PlayerCharacter has access to what essentially amounts to PhotographicMemory, ideal spatial awareness, and a perfect sense of direction is lampshaded hilariously in the ''Mark of the Assassin'' DLC for ''VideoGame/DragonAgeII'', where two party members get separated from Hawke and get hopelessly lost within a rather confined dungeons dungeon because they are so used to Hawke always leading the way.
8th Jun '13 3:22:50 AM Koveras
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* Level maps in the ''Franchise/DragonAge'' games have to be uncovered manually by visiting every spot on them, and the current small portion of them is usually shown on the EnemyDetectingRadar. The fact that the PlayerCharacter has access to what essentially amounts to PhotographicMemory, ideal spatial awareness, and a perfect sense of direction is lampshaded hilariously in the ''Mark of the Assassin'' DLC for ''VideoGame/DragonAgeII'', where two party members get separated from Hawke and get hopelessly lost within a rather confined dungeons because they are so used to Hawke always leading the way.
17th Feb '13 11:01:26 PM Dutchtica
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** In ''VideoGame/FinalFantasyI'' and ''VideoGame/FinalFantasyII'', pressing a combination of buttons on the OverworldNotToScale would display its zoomed-out version. ** ** ''VideoGame/FinalFantasyIII'' and ''VideoGame/FinalFantasyIV'' had a Sight spell to display a map instead, while the latter games replaced the both methods with one that is always available instead.
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** In ''VideoGame/FinalFantasyI'' and ''VideoGame/FinalFantasyII'', pressing a combination of buttons on the OverworldNotToScale would display its zoomed-out version. ** ** ''VideoGame/FinalFantasyIII'' **''VideoGame/FinalFantasyIII'' and ''VideoGame/FinalFantasyIV'' had a Sight spell to display a map instead, while the latter games replaced the both methods with one that is always available instead.
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