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* ''VideoGame/IntoSpace'': A purchasable radar displays the location of some/all items present in the level not far from the rocket (fuel, speed gates, thunderclouds, other vehicles, and in the third game, gifts and UFOs).

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* ''VideoGame/IntoSpace'': A purchasable radar displays the location of some/all items present in the level not far from the rocket (fuel, speed gates, thunderclouds, other vehicles, and in the third game, gifts and UFOs).[=UFOs=]).

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* Frequent in the ''Series/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also 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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* Frequent in the ''Series/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also rooms where Samus can download the map of the place she's currently exploring, or navigate everywhere to get the whole map layout. In ''VideoGame/MetroidPrime3Corruption'', there's a special method to show the location of all collectible items, which is helpful for the intent of HundredPercentCompletion. However, it is only available after doing enough progress in Elysia and reaching one of the areas guarding an atomic bomb's component (even then, showcasing the location of items from Elysia itself and the Pirate Homeworld requires getting later powerups to prevent spoilers; this also means that the GFS ''Valhalla'' is the only location whose items cannot be displayed, so you'll have to rely on old-school exploration and observation there).



* The ''VideoGame/EtrianOdyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike most modern games the player's progress is not automatically mapped, instead a full complement of mapping tools are provided for the player to make their own maps in the style of older role-playing games.

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* The ''VideoGame/EtrianOdyssey'' series utilizes the map as a dominant aspect of gameplay. Unlike in most modern games games, the player's progress is not automatically mapped, instead mapped; instead, a full complement of mapping tools are provided for the player to make their own maps in the style of older role-playing games. One map can be drawn for every floor in a stratum.


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* ''VideoGame/StarFoxAdventures'' requires all maps pertaining the game's locations (including dungeons) to be purchased in the shop of [=ThornTail=] Hollow before they can be shown on-screen. The map can be zoomed in and out in a gradual manner.
* ''VideoGame/{{Okami}}'' makes use of a detailed map display that is placed by default at a part of the screen, but by holding a specific button you can display the map in the screen's center with a larger scale; this is useful to see how to reach a desired exact spot (often one marked as the next story destination). Inside a dungeon, it is necessary to collect a map first.
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** In most ''Zelda games'', the player can acquire a Map item inside each dungeon which reveals the layout of the entire 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 item shows you the general shape of the dungeon as an overlay on the main game screen, including a flashing room to mark your present location. 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, as well as the boss's whereabouts.

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** In most ''Zelda games'', ''Zelda'' games, the player can acquire a Map item inside each dungeon which reveals the layout of the entire 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 item shows you the general shape of the dungeon as an overlay on the main game screen, including a flashing room to mark your present location. 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, as well as the boss's whereabouts.
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* ''VideoGame/MinecraftDungeons'' pulls a ''VideoGame/DiabloII'' by allowing you to have a transparent map of the area displayed over the screen, centered on your character's current position.

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* In 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.

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* In Frequent in the ''VideoGame/MetroidPrimeTrilogy'', ''Series/{{Metroid}}'' series (aside from the first two games, [[QuicksandBox helping players get lost]]), where there are also 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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* ''Videogame/BioShock1'' and ''Videogame/BioShock2'' have those, which also indicate the objectives, also show where vending machines are located.
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* ''VideoGame/FormulaRacer 2012' has a minimap in the top-right corner which displays the position of you and other racers.

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* ''VideoGame/FormulaRacer 2012' 2012'' has a minimap in the top-right corner which displays the position of you and other racers.
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Added an example.

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* ''VideoGame/FormulaRacer 2012' has a minimap in the top-right corner which displays the position of you and other racers.
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Added an example from the new work page.




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* ''VideoGame/IntoSpace'': A purchasable radar displays the location of some/all items present in the level not far from the rocket (fuel, speed gates, thunderclouds, other vehicles, and in the third game, gifts and UFOs).
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* The first entry in ''VideoGame/TheJourneymanProject'' series has the Mapping Biochip, which displays a 2D top-down map, showing where you've walked, including the direction you're facing. The remake ''Pegasus Prime'' only allows this map for the [[TheMaze Mars Maze]], though.
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* ''VideoGame/EuroTruckSimulator'', in addition to the standard road map that is part of the HUD, also has a diegetic GPS screen on the trucks' more luxurious trim levels. If you feel like experiencing a little more inmersive interface, you can disable your standard HUD map and instead rely on your truck's GPS screen. If you don't feel like paying a fortune of in-game money for upgrading your truck's cabin, a DLC will also allow you to install separate GPS screens into your truck's dashboard or windshield.

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* ''VideoGame/EuroTruckSimulator'', in addition to the standard road map that is part of the HUD, also has a diegetic world map on the GPS screen on present in the trucks' more luxurious trim levels. If you feel like experiencing a little more inmersive interface, you can disable your standard HUD map and instead rely on your truck's GPS screen. If you don't feel like paying a fortune of in-game money for upgrading your truck's cabin, a DLC will also allow you to install separate GPS screens into your truck's dashboard or windshield.
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* ''VideoGame/EuroTruckSimulator'', in addition to the standard road map that is part of the HUD, also has a diegetic GPS screen on the trucks' more luxurious trim levels. If you feel like experiencing a little more inmersive interface, you can disable your standard HUD map and instead rely on your truck's GPS screen. If you don't feel like paying a fortune of in-game money for upgrading your truck's cabin, a DLC will also allow you to install separate GPS screens into your truck's dashboard or windshield.
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May also have be a EnemyDetectingRadar, if it shows enemies.

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May also have be a EnemyDetectingRadar, if it shows enemies.
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* ''VideoGame/{{Unreal}}:''
** ''VideoGame/UnrealTournament2004'' has minimaps for the Onslaught mode, where the player, every Power Core and every Power Node are displayed, with [[ColorCodedForYourConvenience red, blue or neutral coloring in order to display which items are owned by the red or blue team]]. The map itself is also displayed in the in-game options menu.
** ''VideoGame/UnrealTournamentIII'' incorporates it for the Warfare and Vehicle CaptureTheFlag modes. In Warfare, like in Onslaught, it displays the Cores and Nodes, but it also displays the team's own orb, if it's in play, and the enemy team's orb, if it's near an item; while in VCTF it displays the status of the flags and where the team's own flag carrier is. The map itself is displayed in full in the in-game options menu as well.
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* The ''Franchise/MetalGear'' series has a level map, which comes in handy for the End's boss fight in 3 since it shows you where he's sniping from. In 4 it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series has a level map, which comes in handy for the End's boss fight in 3 since it shows you where he's sniping from. In 4 it also shows paths blocked by [[InsurmountableWaistHighFence convenient rubble]].

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* ''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. 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.the world's default spawn point.



* ''VideoGame/MassEffect1'' lets you see a map of your current area at any time, marked with points of interest such as plot destinations, merchants or area transitons. Maps for main areas are made of outlines filled with blue while maps for uncharted worlds are displayed as heightmaps. ''VideoGame/MassEffect2'' limited maps to hub areas only. For missions you had to contend with an arrow on your compass pointing you to the destination instead.

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* ''VideoGame/MassEffect1'' lets you see a map of your current area at any time, marked with points of interest such as plot destinations, merchants or area transitons. Maps for main areas are made of outlines filled with blue while maps for uncharted worlds are displayed as heightmaps. ''VideoGame/MassEffect2'' limited maps to hub areas only. For missions you had to contend make do with an arrow on your compass pointing you to the destination instead.



* ''[[VideoGame/ShawsNightmare Shaw's Nightmare]]'': There are two map modes which you can use to explore areas, a wireframe mode and a 2D textured mode. You can also see where the enemies are.

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* ''[[VideoGame/ShawsNightmare Shaw's Nightmare]]'': ''VideoGame/ShawsNightmare'': There are two map modes which you can use to explore areas, a wireframe mode and a 2D textured mode. You can also see where the enemies are.are.
* In ''VideoGame/{{Warframe}}'', you have an automap which shows outline of the terrain and points to the locations of your goals and other points of interests, such as merchants.
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** The Divine Beast maps gained from their map terminals not only reveal the entire layouts of those dungeons, they also let you physically manipulate certain mechanical sections of the Divine Beasts to solve puzzles.

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** *** The Divine Beast maps gained from their map terminals not only reveal the entire layouts of those dungeons, they also let you physically manipulate certain mechanical sections of the Divine Beasts to solve puzzles.

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** The Divine Beast maps gained from their map terminals in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' not only reveal the entire layouts of those dungeons, they also let you physically manipulate certain mechanical sections of the Divine Beasts to solve puzzles.

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'':
*** At the start of the game, the world map on Sheikah slate is blank. Each region on the map contains a Sheikah tower where Link can gain the regional map by climbing to the top and activating the terminal there.
** The Divine Beast maps gained from their map terminals in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' not only reveal the entire layouts of those dungeons, they also let you physically manipulate certain mechanical sections of the Divine Beasts to solve puzzles.
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* ''[[VideoGame/ShawsNightmare Shaw's Nightmare]]'': There are two map modes which you can use to explore areas, a wireframe mode and a 2D textured mode.

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* ''[[VideoGame/ShawsNightmare Shaw's Nightmare]]'': There are two map modes which you can use to explore areas, a wireframe mode and a 2D textured mode. You can also see where the enemies are.
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* ''[[VideoGame/ShawsNightmare Shaw's Nightmare]]'': There are two map modes which you can use to explore areas, a wireframe mode and a 2D textured mode.
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None

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** The Divine Beast maps gained from their map terminals in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' not only reveal the entire layouts of those dungeons, they also let you physically manipulate certain mechanical sections of the Divine Beasts to solve puzzles.

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May also have be a EnemyDetectingRadar, if it shows enemies.



* Both ''VideoGame/{{Drakengard}}'' games displayed a map of the level when pausing the game; the second also allowed you to switch between your enemy-radar and level-map overlay at any time (once you collected the area's actual map).

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* Both ''VideoGame/{{Drakengard}}'' games displayed a map of the level when pausing the game; the second also allowed you to switch between your enemy-radar EnemyDetectingRadar and level-map overlay at any time (once you collected the area's actual map).
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* ''VideoGame/{{Chantelise}}'': Every level has one, that also shows where the enemies are.

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** ''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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** ''VideoGame/FinalFantasyIII'' and ''VideoGame/FinalFantasyIV'' had a Sight spell to display a map instead, while the instead. The latter games replaced the both methods with one a map that is always available instead.



* ''VideoGame/{{Diablo}}'' games. Especially true given that the maps are randomized. You need that map.

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* ''VideoGame/{{Diablo}}'' games. Especially true useful given that the maps are randomized. You need that map.


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* ''VideoGame/MassEffect1'' lets you see a map of your current area at any time, marked with points of interest such as plot destinations, merchants or area transitons. Maps for main areas are made of outlines filled with blue while maps for uncharted worlds are displayed as heightmaps. ''VideoGame/MassEffect2'' limited maps to hub areas only. For missions you had to contend with an arrow on your compass pointing you to the destination instead.
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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.

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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.
going. Generally the former method is more commonly used in older games as it was much easier with limited processing power to rotate an arrow than it is to rotate the entire map.
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* ''VideoGame/{{La-Mulana}}'' has a Map item to be found in each area of the dungeon (there is no overworld map). Viewing a map requires equipping either or both of the Ruins RAM cartridges.

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* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has a Map item to be found in each area of the dungeon (there is no overworld map). Viewing a map requires equipping either or both of the Ruins RAM cartridges.



* ''VideoGame/SpiderMan2'' has a zoomable, interactive map of New York. It displays information on challenges, help tokens (also whether or not you've completed them--useful, that), citizens in distress, Spidey Stores, crimes in progress, objective points, and key locations such as the Daily Bugle and Mary Jane's apartment. There was also a GPS-like minimap.

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* ''VideoGame/SpiderMan2'' has a zoomable, interactive map of New York. It displays information on challenges, help tokens (also whether or not you've completed them--useful, them -- useful, that), citizens in distress, Spidey Stores, crimes in progress, objective points, and key locations such as the Daily Bugle and Mary Jane's apartment. There was also a GPS-like minimap.
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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.
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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.
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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]]''.

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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.
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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.

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