Metroid Editor Level
This is a 15-17 minute long level created in a Metroid level editor that I originally prototyped using flashcards and then used that prototype to create the level seen in the video below. I created a large but condensed level that makes use of all the upgrades provided by the editor in various creative ways to navigate to the end. The map went through several iterations before the final product changing item placement and the intended player path several times.
One major goal I wanted in the level was to force the player to walk past each area locked behind a certain upgrade. I wanted to do this in an effort to help the player never feel like they are simply mindlessly wandering the level in hopes of stumbling upon where they need to go. Another major aspect of my level is all of the optional hidden energy tanks. I added all of these optional areas after fully developing the main path to give players some extra incentive to explore and make the map feel more open.
My major inspiration while designing this map was Super Metroid so I tried to use a similar design philosophy that was used in that game's map. I did this in the sense of trying to make each area distinct and memorable in visual design and the way rooms were built out as well as a fair difficulty curve.
Down below is my full developer commentary that goes more in-depth with the creation of this level:
One major goal I wanted in the level was to force the player to walk past each area locked behind a certain upgrade. I wanted to do this in an effort to help the player never feel like they are simply mindlessly wandering the level in hopes of stumbling upon where they need to go. Another major aspect of my level is all of the optional hidden energy tanks. I added all of these optional areas after fully developing the main path to give players some extra incentive to explore and make the map feel more open.
My major inspiration while designing this map was Super Metroid so I tried to use a similar design philosophy that was used in that game's map. I did this in the sense of trying to make each area distinct and memorable in visual design and the way rooms were built out as well as a fair difficulty curve.
Down below is my full developer commentary that goes more in-depth with the creation of this level: