Revised the above posts to include Hard Mode versions.

Miles07
@Miles07
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.
β | 29 | furry (see avatar) | πΊπΈ | 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 (You can see the Trello board of my progress at https://trello.com/b/DLaE4WlB ). 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.
Posts made by Miles07
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RE: Boss Keys style maps
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Boss Keys style map
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.
Why did I even bother do this one, you may ask? Because it took exactly 30 minutes to finish and upload.
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RE: Boss Keys style maps
Here's a condensed version of the above charts, showing what the whole of SR388 looks like in terms of item dependencies: