Here's a condensed version of the above charts, showing what the whole of the Alimbic Cluster looks like in terms of item dependencies:
h0I! I'm Miles07 (pronounced "Miles O'Seven"). I joined the MHQ community back in 2004/5 or so, and this has been my home ever since.
♂ | 29 | furry (see avatar) | 🇺🇸 | speaks English, Spanish, German | INTJ | Lawful Good (yes, ironically not chaotic) | religious, Christian, active
I do some art, spriting, creative writing, and brain-storming. On here you'll likely see me post Boss Keys-inspired charts for the Metroid titles, as well as provide commentary on Metroid lore discussion and theories and speculation and what have you. Video games are my lifeblood, after all.
I work as a software engineer / UI developer.
Talk to me about Metroid, Sonic, Mario, Solatorobo, StarCraft 1 & 2, Minecraft, Half-Life, etc.
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.
Hunters was a pretty neat challenge, despite the teleportation shenanigans and limited sets of keys and locks - I think it's still a neat design aspect to investigate.
@amwolfmusic For me it wasn't so much unease because Retro wasn't developing it, so much as nobody knew definitively who was developing it. Now knowing who is the development team, helps me form an idea as to the kind of quality to expect.
Multiplied by the fact that it's Retro again, and it's a bonus.
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