Mapping Survey (3): Mapping - More trouble than it's worth!! By James Jillians This is a small article in response to "The Mongoose on Mapping", printed last issue. To be honest, I hardly ever map an adventure or R.P.G. now although I know I really should. I used to map games like Bloodwych and Dungeon Master using the methods that Mongoose outlined last Issue by marking each "step" as a box on 5mm squared paper. I marked all sorts of symbols for doors, traps, monsters, pieces of equipment, keys, pressure plates etc. with references on other sheets of paper to help me remember what they all meant. This was more trouble than it was worth! I remember frantically trying to find a place to put my pen and paper while my poor characters in the game were being hacked into little bits by evil monsters. I remember shuffling through my numerous sheets of notes trying to find a reference only to discover, after 15 or so minutes, that it had sneakily slipped under the desk. I remember searching the house for hours trying to find sellotape to extend my map and then, when I finally found it, discovering that the level ended only one square onto the new sheet. When I decided to stop playing the game for a while the maps and notes would more often than not be put down somewhere in the depths of my hopelessly cluttered room not to be be found again until six months later when they were glimpsed in an irretrievable position behind a bookcase. Mapping text-adventures was no good either. The only method that I could think of to do this was to draw interconnected lines going of in the eight compass directions. I was faced with two choices of how to mark on the locations: a) I could write the name of the location straight onto the map which generally covered up a part of the page where another section of the map had to go, or b) write reference numbers with notes on other pages which became lost, or too scruffy or complex to comprehend! If you are a very curious person like me you simply can't wait to see what is in the next room long enough to mark a location anyway! I always got confused in adventures when the rooms weren't logically connected, as in Elven Crystals I (see my review), especially in mazes or deep dark forests. When I went north and then returned south I expected to arrive back at the starting position. But no, in some adventures this just wasn't the case... really annoying if you've just spent the last 15 minutes drawing a map that doesn't make any sense! Now, I generally try to keep a map in mind rather than write it down. I usually keep moving around the locations until I have a clear mental picture of where everything is in relation to everything else. And do you know what? It works! Now I've had a bit of practice I can quite easily keep my bearings in almost any R.P.G. or text adventure without any sort of visual aid. Why don't you try not using a map for once - the game becomes more challenging and it improves your sense of direction no end!