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Castlevania: Dawn of Sorrow, world map, by Ario Barzan.
This is my first attempt at reproducing the entirety of Castlevania: Dawn of Sorrow’s map from memory. It was drawn on a large sheet of paper using graphite and a colored pencil. My attempt to be as exact as possible highlights the errors moreso, but I think that the errors are the most interesting part. As one example: in the bottom-middle, a little line connects two rooms in the Subterranean Hell sector. The line represents an intended linking that I could not complete. Another example: on the top right, you can see an erased horizontal space that links two towers. This was the correct placement. The final, second-guessed version is incorrect. In any case, I was surprised by my relative accuracy. The last time that I played Dawn of Sorrow was a little less than a year ago. I should also note that, rather than mentally consulting the image of the game’s map, I drew this map according to the actual rooms in the game. Put another way, I imaginatively played the game at high speed, and used that to generate the map.

Castlevania: Dawn of Sorrow, world map, by Ario Barzan.

This is my first attempt at reproducing the entirety of Castlevania: Dawn of Sorrow’s map from memory. It was drawn on a large sheet of paper using graphite and a colored pencil. My attempt to be as exact as possible highlights the errors moreso, but I think that the errors are the most interesting part. As one example: in the bottom-middle, a little line connects two rooms in the Subterranean Hell sector. The line represents an intended linking that I could not complete. Another example: on the top right, you can see an erased horizontal space that links two towers. This was the correct placement. The final, second-guessed version is incorrect. In any case, I was surprised by my relative accuracy. The last time that I played Dawn of Sorrow was a little less than a year ago. I should also note that, rather than mentally consulting the image of the game’s map, I drew this map according to the actual rooms in the game. Put another way, I imaginatively played the game at high speed, and used that to generate the map.

  1. Ario Barzan submitted this to mapstalgia
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