Here's a condensed version of the above charts, showing what the whole of Tallon IV 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.
♂ | 28 | furry (see avatar) | married to Musical4ever | 🇺🇸 | 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 Key-s inspired charts for the Metroid titles, as well as provide commentary onMetroid 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.
While Magmoor itself is set up like a long hallway, there are very few obstacles set up from room to room that prevent traversal, until reaching the Spider Ball track in Twin Fires Tunnel. This explains the long horizontal lines in the vertical middle of this graph.
There isn't a real need to have this one, but I just wanted to add it for thoroughness. The locks on here correspond to ability tutorials: the Charge Beam for clearing a blocked passageway, the Morph Ball for squeezing through tunnels and into the Map Room, and Missiles for taking out Sentry Turrets. Then there's the one room with the Grapple Beam tutorial, and also the point where you lose your items.
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.
Metroid Prime was pretty easy to do, but I ran into the question of whether or not to include each room by name. It definitely helps with preliminary organization, but I eventually decided against keeping it like that for the final publication versions of the charts.
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