Boss Keys style maps
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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.
... Ugh... Other M. I feel like I need to take a chemical bath after this one...
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If you're playing through the Post-Game, that elevator will be out of order, causing you to be forced to take the long way around to get Adam's Helmet. Ugh.
Also, RIP if you end up skipping those three pickups the first run through this area.
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Sorry. Broke the loops.
... Wait. I see some strange collection pattern. Just give me some time to investigate.
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I decided to start the chart at the same place Samus first encounters this region, instead of at the Main Elevator room.
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Here's a condensed version of the above charts, showing what the whole of the BOTTLE Ship looks like in terms of item dependencies:
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Revised the above posts to include Hard Mode versions.