JonLeung (that's me!) has started maps for
Beyond Shadowgate (PC), a point-and-click adventure game that is a sequel to the NES version of Shadowgate including keeping its gameplay and 8-bit visuals. (Note that this is not the same as the Turbo Grafx CD of the same name from 1993.)
I made them while I was also working on this unboxing and review video:
The maps that are up now are the unmarked ones. It started out with all rooms being in their "initial" state, but some rooms are not QUITE how they look when you first enter. For example, there are a few "rooms" in Torlin Forest that are shown with the creatures you encounter there, though that's not the true "initial" state as some only show up when you move or try to do anything, but I opted to show the creature as that's the main point of the room.
I might also replace the dark rooms that need a lantern, as it might be more useful if they were shown when they are lit up.
I do plan on releasing another version of the maps that would be marked, but I likely won't be indicating EVERYTHING on them, just some stuff of interest like missable rooms (of which there are only a few), where the branch for the best/worst endings is, that sort of thing. It's more a question of wording and formatting.
I have screenshots of (hopefully) every variation of every room. Some rooms have multiple things that can be in multiple states (like numerous items to take or not, or doors that can be open or closed) which led to some rooms getting like 60 or 72 variations just because of my insistence of capturing every combination. Since you usually can't put items back down, that meant a lot of quitting and reloading and getting them in a different order to get all these permutations of possibilities.
As I do want to make a "Screens" collage featuring every variation of every room, like zagato blackfist did with Shadowgate, Deja Vu, and Uninvited on the NES, I should probably decide if all that was really necessary or just to show two variations (like every item not taken vs. everything taken, as opposed to ALL combos of some items being taken and others not).
One room in Themiere Mansion has a clock puzzle, with the hands having to be in a different position per playthrough, determined randomly. I decided it wasn't worth the trouble to get every combination (in a room that already has many) multiplied by every possible combination of the position of the hands on the clock. I could just show the clock combos separately... but really, I might have overdone it.
I'll figure it out, eventually.