[16:39] <+MetroidMaster1914> Alright, [16:39] <+MetroidMaster1914> Welcome to the Metroid Mapping Workshop! [16:39] <+MetroidMaster1914> I'm MetroidMaster1914, founder of the Metroid fan site Metroid Headquarters. [16:39] <+MetroidMaster1914> I've been a mapper for many Metroid fan games, most never getting farther than a demo. The most well known would probably be Metroid Prime 2D. [16:39] <+MetroidMaster1914> Now that I've introduced myself, let's get down to business. [16:39] <+MetroidMaster1914> My hope is that, by the end of this workshop, you will be able to create creative, intelligent, and fun maps for your Metroid fan games. [16:40] <+MetroidMaster1914> This workshop will be divided into 3 sections: Technique, Tools, and Q&A. [16:40] <+MetroidMaster1914> First up: Technique [16:40] <+MetroidMaster1914> What's important to know about Metroid games (and anyone who's ever even played one can attest to this) is that the gameplay is mostly about exploration and adventure. [16:41] <+MetroidMaster1914> So much so, in fact, that Retro Studios classified the Prime games as FPAs (First-Person Adventures) rather than FPSs. [16:41] <+MetroidMaster1914> So, in a game series where exploration and back tracking is key, maps are one of the most important aspects of any Metroid fan game. [16:41] <+MetroidMaster1914> Now, if you look at any Metroid game (except Pinball), you'll find that the maps have many different areas (each one with it's own theme usually), and that you go to most of those areas more than once in order to beat the game. [16:42] <+MetroidMaster1914> Thus, one of the very first things to keep in mind when designing an area is how the player will be able to benefit gradually as he goes through the game in its entirety, placing things like missile expansions, energy tanks, and suit upgrades in places that can't be reached until later in the game. [16:42] <+MetroidMaster1914> Take for example, the Space Jump boots in Metroid Prime. [16:42] <+MetroidMaster1914> They are placed one room away from where you start off on Tallon IV, but you can't get them until you get the Boost Ball in Phendrana Drifts. [16:42] <+MetroidMaster1914> (Unless you know how to Sequence Break, which we won't get into.) [16:43] <+MetroidMaster1914> What also has to be considered is the size of your map. [16:43] <+MetroidMaster1914> You'll notice that in commercial Metroid games, the map are relatively the same size, usually having around 6 areas and one transit area which is used to get to all the different places. [16:43] <+MetroidMaster1914> However, in a Metroid fan game, you have to know beforehand how big you want your game to be. [16:43] <+MetroidMaster1914> For example, if your fan game is about half the length of a commercial one, you'd want to have about 3-4 areas. [16:44] <+MetroidMaster1914> Also, if you do want 6-7 areas, you'd better have enough pick-ups and upgrades to fill the areas up, hiding them in various places throughout. [16:44] <+MetroidMaster1914> A good ratio to keep in mind is to have an obtainable item of some sort every 4-5 rooms or so (not having them all out in the open of course). [16:45] <+MetroidMaster1914> This can, of course, be expanded and shortened based on your specific map. [16:45] <+MetroidMaster1914> Another aspect to consider: Save Stations. [16:45] <+MetroidMaster1914> Since in Metroid games you can't save any time you want, Save Station locations are important. [16:46] <+MetroidMaster1914> Some tips to keep in mind about their placement are: [16:46] <+MetroidMaster1914> 1) Try to place one near the main entrance. When players are heavily exploring new areas instead of back tracking, you don't want them to accidentally get killed and have to go through a whole new area all over again. [16:46] <+MetroidMaster1914> 2) Put them near all bosses. If it's a boss that you expect people to try at multiple times, put the Save Station in their direct path, so they don't accidentally miss it. If it's an easier boss (or Mini-Boss), put it off to the side, but still near the boss room. [16:46] <+MetroidMaster1914> 3) Look at your save stations after you've put those in there. If you see a long chain of rooms where there is no Save Station, put one in there. Make sure the player don't have to trek long distances with out being able to save (unless you're adding a timed element of course.) [16:47] <+MetroidMaster1914> Now we'll take a look at some of the ways used to actually make these conceptualized maps. [16:47] <+MetroidMaster1914> Tools [16:47] <+MetroidMaster1914> Ever since Super Metroid, 2D Metroid games have had (relatively) the same sort of map display. Rooms that can be individually highlighted over some kind of grid. [16:48] <+MetroidMaster1914> Eventually you'll want to make your maps in that format, but only when your world map is finalized. [16:48] <+MetroidMaster1914> For as long as I've been making Metroid maps (a little over 4 years), I've used one program to layout every aspect of my maps: Microsoft Excel. [16:48] <+MetroidMaster1914> I would recommend getting a similar program to this to work on your maps, as it's graphical and easily changeable. [16:49] <+MetroidMaster1914> From the very beginning, you want to play your game in your head as you create your map, knowing how you want the tiles placed as you create room sizes and as you place upgrades and pick-ups. [16:49] <+MetroidMaster1914> Don't worry about expansion pickups too much until you already have the basic outline of your game already mapped out. [16:49] <+MetroidMaster1914> Even though you're not tile mapping yet, know how you want it to go generally as you make your rooms. [16:49] <+MetroidMaster1914> Once you have placed all your rooms, try tile mapping some key areas. [16:50] <+MetroidMaster1914> If you find you need to adjust your map, do so. [16:50] <+MetroidMaster1914> This process will take a long time to do as you go back and forth, trying to make your map perfect. [16:51] <+MetroidMaster1914> Well, for the past 12 minutes or so, I've given some pointers and tips on how to make good Metroid maps. [16:52] <+MetroidMaster1914> We'll now move onto the Q&A portion. [16:52] <+MetroidMaster1914> Q&A [16:52] <+MetroidMaster1914> This is how it will work: [16:53] <+MetroidMaster1914> If you have a question for, PM me your question in the chat room. You can do this usually by double clicking my name. [16:53] <+MetroidMaster1914> I will then post it in the room and answer it. [16:53] <+MetroidMaster1914> I will try to answer all the questions. [16:53] <+MetroidMaster1914> That said, ask away. [16:54] <+MetroidMaster1914> First Question is from KDynamite. [16:54] <+MetroidMaster1914> He asks: What would be a good amount of enemies for different types of rooms? [16:56] <+MetroidMaster1914> Obviously, you will want weaker enemies to progress into stronger ones as the game goes on. I've found a good enemy/room ratio to be about 1 per screen (one square section of a room) [16:56] <+MetroidMaster1914> You can adjust this as necessary depending on how many enemies you feel is neccesary. [16:57] <+MetroidMaster1914> Also, keep in mind that, while the mapper should have a general idea of enemy placement, the programmer is the ultimate decision there. [16:58] <+MetroidMaster1914> Our next question is from DragonX24. [16:58] <+MetroidMaster1914> He asks: What all about branching paths? Where are the best places to put them? Where should they lead to? How many sjhould be dead ends? [16:58] <+MetroidMaster1914> Branching paths are an important aspect of any Metroid game, as is the perfect blend of them. [16:59] <+MetroidMaster1914> Many of these paths lead to suit upgrades, hard to get expansions, or sometimes entirely new areas. [17:01] <+MetroidMaster1914> The thing to remember is: While it is important to have them periodically throughout the game (so it doesn't appear linear), you don't want to confuse the player too much to where they lose track of what they've thoroughly explored and what they haven't. [17:01] <+MetroidMaster1914> I couldn't give you a ratio for this, but use common sense. Pretend you are the player and see how you would react given the paths available. [17:02] <+MetroidMaster1914> As to where they should be placed, it's up to you. Be creative, but don't clutter one area with them and leave another area sparse. [17:02] <+MetroidMaster1914> Our next question is from Nightwheel. [17:03] <+MetroidMaster1914> He asks: How many usable items should a avarage size game with a avarage layout have overall? [17:04] <+MetroidMaster1914> This all depends what you define as the average size game. The average commercial Metroid game typically has 250-255 missile expansions, 12-14 energy tanks, and around 10-20 super missile/power bomb expansions. [17:04] <+MetroidMaster1914> For your fan game, it depends on how many areas you have. [17:05] <+MetroidMaster1914> if you only have 3-4 areas, you'd want to cut all of that by about a third. [17:06] <+MetroidMaster1914> Also, try playing through the game you've made in your mind. If you find that it's too cluttered, add more areas or take away some expansions. If you feel it's not enough, do the opposite. [17:07] <+MetroidMaster1914> Also, take into consideration how many will be available at one time (AKA once you get a certain upgrade, once you back-track, etc.) [17:07] <+MetroidMaster1914> Just try and visualize the gameplay and adjust to what you think would be best. [17:08] <+MetroidMaster1914> That was our last question, and so that wraps up this workshop. [17:08] <+MetroidMaster1914> If you have any other questions I didn't have time for, email me at dancinfoo1914@sbcglobal.net [17:08] <@DJYoshiman> Sounds good! [17:08] <+MetroidMaster1914> A transcript of this workshop will also be available for those who didn't catch all of it. [17:09] <@DJYoshiman> Yeah, I'll take care of that. [17:09] <@DJYoshiman> Thank you very much, Metroid Master! [17:09] <+MetroidMaster1914> Thanks for listening. DJ, you have the floor now. Unmute if you wish.