Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-1496755-20190326131536

Getting lost in dungeons was probably my biggest problem in Daggerfall. The map couldn't help much because layers obstruct one another, and if you remove a few of them, you don't see enough of the map to find your way. So I adopted the so-called "walling" method - I pick a wall from the start of the dungeon (left or right) and I follow it strictly for as long as possible (often until I return to the starting point). This method isn't perfect but it works surprisingly well - my success rate increased considerably. I hear many people use this method in real life too, when they find themselves in vast and confusing building interiors (I know people have used it in our maze-like university building as well). By the way, Daggerfall's map also shows hidden doors, though you'll often need to move the view around for a bit, in order to see it (the wall has to be displayed at a angle).

Game worlds can be like liquids - more volume means lower concentration. Daggerfall wasn't the only attempt at a huge world back in those days. All such attempts invariably created huge empty wastelands with just a few areas meaningful to gameplay.

Getting cursed/transformed like this is a special and rare feature indeed. Pretty much a secret (I don't think the manuals mentions these).

Mmmm, I'd be curious to learn more about the origins of Team Fortress - its latest incarnations are fairly popular nowadays, though I doubt many people know how it all started. BTW, had a really nice chat with Dominus last Friday. We did a unilateral voice chat - meaning he spoke, I listened and typed. But there was a curious side effect where he would hear any music, YouTube video or game that I started on my end. It was weird.