sapientCrow wrote:If you want no spoiler why use a map?
I' believe Ive already answered this question in my first post of this topic.
sapientCrow wrote:It is just a matter of time finding the secrets without an automap.
Exactly! A matter of time spent drawing everything yourself. And how much time is that? I don't know, but I do know that I'm playing as non-stop as possible since just a few days after the release, and I've already spent considerably more time (and very fun time indeed!) playing Grimrock 2 than I've spent to finish Grimrock 1, and I'm still not quite at the end (although I've already found 71 out of 77 secrets and 9 of 11 treasures). So thank you very much, but I would prefer not to add even more not-so-fun time to draw something that I can get out of the box.
And I already know that this game has quite a few secrets which practically
require having a good map to solve them (the most noteable is
, not to mention all of the occasions of calculating the right pit to jump into). So I see the automap as a very handy tool to help me,
after I've used my brain to understand what to look for. I hope you understand what I feel when this tool suddenly starts solving problems automatically without even giving me a chance.
sapientCrow wrote:I suppose perhaps there can be a change so no items would show up unless you turn it on.
I think that a much better solution would be:
- don't auto-map adjacent tiles until they are at the same height level as the party;
- when there are several tiles at the same (x,y) but with different z within the same level, draw topmost of the already visited ones, not just topmost of them all;
- carefully review tile borders / shading on the map to prevent it from seeing through the walls;
- perhaps also don't draw pits as pits until they are open.
First 2 points would solve both cases when I've had a REAL spoiler from the map (like a secret which I wouldn't spot otherwise), and I don't see how they would possibly break anything or harm anyone's experience. After all, if you want to map everything, it's only logical to visit all floors at least once, not just look at them from above/below.
Third point would solve the (rare) issue with underwater secrets.
Fourth is minor of course, but would still be good for a few places.
Also, there is an opposite problem when the map fails to draw an unpassable cell as such (usually happens when it contains a rock or other unpassable object). This is really minor, though, and I'm not sure if it even should be fixed, 'cause it actually makes some of the treasure riddles harder, which is a good thing.
sapientCrow wrote:Still I think it is pretty minor and with the open world and many more landmarks it is way easier to remember the layouts compared to the same walls in a dungeon over and over.
Playing with a goal to find all secrets isn't really about remembering layouts. And that was a goal I've set for myself when starting Grimrock 2. Don't get me wrong - this is a brilliant game which exceeded my expectations multiple times already, and I've pretty much ignored all those "minor issues" for a long time (there weren't much anyway). It's just that the last thing it spoiled for me was a bit too much, because for me, that was probably the hardest to spot secret in the whole game.