Hello everyone,
I just finished the game for the first time, really enjoyed all of its unique elements, effects, and challenges, and the lingering feeling of terror that it manages to sustain almost without a gap.
One thing though, that really bugged me throughout the entire game was the lack of a sense of compass direction, distance, or overall position. Perhaps this is intentional - players have a tendency to think of mapped areas as "safe" or somesuch - but it also prevents one from feeling the true size of the environment. I've taken a few minutes to remove the text and comp together the excellent
line maps from HideTheDecay on deviantart, and this is the overall layout I've come up with (attached to post).
As you can see, there's a lot of overlap between many areas in the castle, and there doesn't seem to be much of an overall "shape" to the exterior of the building. It seems to have roughly half a kilometer of linear distance from end-to-end, which is large even by castle standards. I had a little trouble figuring out the orientation of the Nave to the Sewer, but after reviewing some playthrough videos I believe this is correct.
Popular opinion seems to suggest that the large, unusable cathedral doors found throughout the castle must be connected in some way, such as between the Chancel and the Cistern entrance. But this seems unlikely as the great distance traveled Sewer places them very far apart, and they seem not even to share the same orientation. Ignoring this and placing them next to each other introduces other problems - the "bottomless" floor of the Chancel is now directly above the halls of the sewer.
There are also some confusing geometries to be found in the entrance hall - for instance the Refinery passes right through the laboratory and wine cellars, and the Archive tunnels are found nowhere near the Archives or Old Archives (which are nicely stacked on top of one another).
Surely some of this is due to errors in scale on part of the mapmaker, but the overall layout of the castle doesn't seem to have been a major concern for the level designers. What do you guys think? Was there ever a big-picture topology of the castle that the developers used, and if so is this an incorrect reading of the layout? Or did they simply prefer to design individual spaces without regard for their geometric relation to the whole? I find this result rather frustrating, as it prevents us from picturing the setting of the game from anywhere but the first person.
Thanks for reading.