Boss Keys style maps



  • Being inspired by Gamemaker's Toolkit's first season of its mini-series Boss Keys, which is a series that looks into the design philosophies of Zelda dungeons in terms of layout, I decided to do something similarly for the Metroid series. This idea was fueled by things like item randomizer algorithms and 100%-speedruns, because I wanted to find a way to chart out the areas of Metroid in an attempt to facilitate pathing and maybe even help Metroid fangame makers to think about design and gating in their games.

    Metroid Fusion was actually a very fun one to do.



  • Main Deck

    Note: Restricted Lab is on a separate post. See below.

    Re: Final Suit:
    I didn't really know what else to put for a symbol for it. Also... if a randomizer comes out for this game, I hope they figure out a way of separating these two items and adding them to the pool somehow.



  • Sector 1 - SRX

    Was it a good idea to make a symbol for the fans? They're not technically items to be picked up...



  • Sector 2 - TRO

    Note: some L.0 doors are included to show which rooms are cut off during the Nettori mission (post Reactor Core). Not all of them are necessary to show (and if they were, then the charts would all be much larger), only the ones directly blocking exploration in Sector 2 during that mission. Notice that with one exception, the layout pretty much funnels the player to the boss chamber.



  • Sector 4 - AQA

    Note: I've indicated the raised (electrified) and lowered water levels, as the electrified water poses as both a barrier and as a mission objective.
    ... Should that have been an icon? or just text? The water isn't an item to pick up, nor a percentage point in the items pool...



  • Sector 3 - PYR

    Note: the red line shows the path that leads to the timed mission objective.



  • Sector 6 - NOC



  • Sector 5 - ARC

    Note: event flags play heavily in this sector, more than any other. This is factored in based on the current mission's escape route from the Data Room, where the escape route is different pre-Ice Missiles, post-Ice Missiles, and post-Power Bombs.
    I might just have to upload separate versions of this sector for all three missions.



  • Restricted Lab



  • Here's a condensed version of the above charts, showing what the whole of the BSL station looks like in terms of item dependencies:

    Summarized dependency tree



  • I'm planning on reviewing some of these to create multiple versions of each sector based on the current mission. I wonder if that'll be more legible and helpful.


 

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