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Alexman's Method for Metroidvania Map Making
This article was written for Exister on Metroid Construction initially upon inquiry as to my world design process. Shout-outs to them!
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PREFACE
Welcome to the Alexman's Method for Metroidvania Map Making (AMMMMM™) document!
The purpose of this document is to share the method of map creation that I've slowly developed since 2016-ish!
Things to remember!
- This is only one way to make Metroid games. There's no one correct answer, nor do I claim nor believe this to be the approach Nintendo uses!
- These are guidelines, not rules. If you find a detail outlined in this document to be too restrictive, too specific, or otherwise incongruent with your game design beliefs, then disregard it with no shame!
- Return to Zebes has been in development for most of the time I've been interested in Metroid. Not all of the principals outlined here are reflected in every aspect of its core map design, as it functioned as a tool to help me learn more than anything else!
- I am framing this as an instructional piece for the purpose of demonstration!
INTRODUCTION
Before we even start building a map, it helps to get a few things figured out! For example:
- How linear will your game be?
- What's the story? Any particular narrative themes?
- What kind of location does the game take place in? What sort of sublocations will there be?
- How big will your game be? What are the goals, and method of progression?
It's okay if you don't have all or any of these figured out. It's best to go in with as much information as possible but there's one thing worse than coming in with no information: Coming in with incorrect or made up information! If you want to just make a hack completely from scratch with no planning, for example, that's okay! You can come up with everything you need to as you go! If not, then great, it'll help you a lot to be prepared! If there's one big takeaway from this document that I want everyone to have, it's this: Rules, formula, planning... These are all useful tools for the creative process, but they are only that; tools. A good tool serves the user. You should never find yourself serving your tools. Are the rules stifling you? Break them! Is the formula too boring? Stray away! Things not going as planned, but also not going poorly? Make new plans! You are an artist. Make art! C:
For the purposes of example in this document, I will design a Metroid world under the following criteria.
The medium: Metroid: Zero Mission ROM hack
The story: Samus finds herself imprisoned in a Space Pirate facility and must escape.
Linearity: Not too much!
Location: A planet that is partially inhabited by space pirates. Some environments we can have would be perhaps a prison complex, a set of military barracks, internal mechanisms to sneak around in, and a rocky cave system at the surface.
THE BEGINNING OF THE GAME!