MAPS An article from Mary Scott-Parker I thoroughly enjoyed Bev Truter's article on map-making - yes, Bev, I was still reading at the end. It struck a responsive chord and I thought I'd attempt something similar[ish]. I'm a bit of a map freak myself and at the moment I'm playing Captive. Now to text adventurers this will mean nothing - but when I say that there are six official missions, [after that the game apparently goes random and heads off into infinity] each one with 10 bases, you can see that we are talking about at least 60 bases. Not impressed? - well, each base often has several levels covering hundreds of locations, so the real picture is hundreds of maps and thousands of locations to draw - and that's just the first 6 missions - the game goes on for as long as you have lead in your pencil and some dedicated adventurers have reached the Olympian heights of Mission 8 or 9 [requiring a separate room for the storing of the maps!]. Of course some people insist that Captive can be played without mapping - [impossible James!] - but speaking as someone who can get lost after turning three corners I don't believe this for an instant - and you would have nothing to look back on to relive the experience! My maps, Bev, almost fit into the 'neatness freak` category, at least they would if I had more time. As it was, yesterday, my husband remarked that his breakfast bowl was still unwashed from the day before....ahem! @~Alan sometimes remarks in the evening that he 'recognises' @~washing up from the day before! ... Sue You were quite right when you said we need plenty of room for map-making. Our dining room table has the Amiga spread-eagled over it, while the kitchen table is the cartography centre [the trouble with my family is that they are totally non-supportive and keep wanting to eat at various intervals throughout the day]. The problem with Captive maps is that they get soooo big! The one I'm currently working on is bigger than A3 and still growing. With RPG maps graph paper is essential - I used to map on sheets of A4, half-centimetre squared paper [the kind in maths books] but now I need to use A3 cm squared graph paper because, for some strange reason, they seem to be making the squares much smaller than they used to! With an A3 sheet, if you start at the wrong spot and immediately go off the page you have an awful lot of wasted paper - so ideally I try to see a bit of the level first to determine in which direction it will extend. The problem with that is that you tend to get absorbed in the gameplay and next thing you know several hours have passed and you have thousands of tiny, often unfathomable, hieroglyphics to translate and transfer on to the `neat` map - having to replay the thing to see what you wrote in the first place! I don't know if you've read the excellent 'My Family and Other Animals` by Gerald Durrell, but he was obviously on our wavelength where maps are concerned. In the book he describes Geography lessons with a tutor and gives a superb [much shortened here] description of the maps they made - "Our maps were works of art. The principal volcanoes belched out such flames and sparks that one feared they would set the paper continents alight; the mountain ranges of the world were so blue and white with ice and snow that it made one chilly to look at them. Our brown, sun-drenched deserts were lumpy with camel humps and pyramids and our tropical forests so tangled and luxuriant that it was only with difficulty that the slouching jaguars, lithe snakes and morose gorillas managed to get through them.....etc, etc. They were maps that lived....in short, maps that meant something". Now there's a man after my own heart! What's so special about mapping Captive, that you need to be so fussy, I hear you cry - surely one corridor is like the other ten thousand - well, yes .... and no. To start with there are the doors .... So what .... isn't one door like another? In short - no. I colour all doors in fluorescent blue felt-tip but differentiate between door types with various red marks: there are button doors, that you open and close by pressing a button; shimmer doors, that open and close at a touch and reflect anything thrown at them - ie. if you shoot at a baddie who happens to be standing in front of one such door and you miss for some reason [like he dies sooner than you thought] you will receive your bullets [or cannon-balls!] back with interest; wall block doors, which lift up and often conceal passages going in two or more directions; doors which, once opened, cannot be closed; iris doors, which are opened by pressing each of the four corners in the correct order [for that particular door] and roller-wall doors, where the whole wall-block is on rollers and moves forward with a push - all these doors have to be marked in a different way [by the fussy mapper] to allow them to be identified on a map. In addition, there are ladders going up and down to other levels, which are coloured in green fluorescent pen and there are elevators [sometimes with 5 levels] to be coloured in orange. Shops are coloured in pink, and, as they all sell different things, their wares should be noted by the conscientious [I pass on that one]. Some rooms are totally dark and can only be negotiated by wearing a special optic to allow limited vision, these areas I colour with a dark green crayon and water filled locations are coloured in blue crayon, with little blue biro waves. Areas of fire have little red flames drawn on them, and the flame centres I colour with fluorescent orange, for extra effect. Cubby holes occur all through Captive and their contents need to be noted - they range from a bag of gold to a handy weapon, from a ball to a switch or a number-coded lock, which needs to be noted, along with whichever obstacle the lock or switch removes - be it locked door, flame-block, wall etc. There are beam-locks operated by computers dotted about and all need a code word to activate them. Certain grids on the floor [neatly drawn with a ruler and black biro] close walls behind you and the release panels must be sought and noted on the map for future reference. Spinners, squares which spin the party round to disorientate them, are marked with a red S, with little arrows on the two pointed ends, and hydrants are noted with a red H. Holes in the floor are black circles and ceiling holes are plain circles. Power points, necessary for powering up the droids' chests and an essential part of the game, are marked as little red boxes on the appropriate walls, so that they can be located quickly in an emergency. Unlike text adventures, monsters and baddies cannot be noted because they are seldom in the same location twice, unless they are locked into a small space waiting for some unwary adventurer to tap a cubby-hole, opening up a secret wall behind ... and in that case I write their identity in the appropriate space on the map, then I don't need to make the same mistake twice - if they are of the swift, vicious type I leave them entombed. When I find the room which houses the generators I reach joyfully for my yellow fluorescent pen to colour in the appropriate nine squares - because each base ends with the blowing up of the generators, before heading off for the next base. Time to buy the explosives from the nearest shop - detonate them in the generator room and leg it out of the base before the explosion sets the entire base on fire ... if you can remember the long, complicated route to the entrance that is ... but then, of course, you mapped it, didn't you? And don't people ask silly and annoying questions when you are trying to transfer a complicated set of hieroglyphics, symbols and squiggles from one page to another.... "Mum, what's for tea?" "Erm......thirteen, fourteen, fifteen....turn left, through the button door, one, two, three.." "MUM, WHAT'S FOR TEA...I'M STARVING." "Eh, you can't be - you've just eaten." "Mum, that was yesterday..." Ah, well, there must be something useful I can do instead of boring the pants off everybody. I could wash the breakfast dishes I suppose...but first, there's elevator two to map and it has five levels - hey...who's pinched my pencil! Mary S-P 23.2.97 - o -