Yeah.
Just started developing my Super Metroid hack.
There's nothing incredibly awesome yet, but I've done the map.
I've counted everything, took notes, and I'm 100% sure there isn't any part in this map where the player could get stuck, run out of missiles on a room with no enemies, or get trapped somewhere.
The grid is there only because that way I know what screen is what in SMILE. One Map-block is 16x16 blocks (one block is 16x16 pixels), and the map consists 100 map-blocks, with quite a few of them completely filled, therefore unviewable and unexplorable.
Here's the map. Note that the player starts from the Map-block 9-D, Spore Spawn is in room 3-J, and Torizo and his bombs are in room 10-E. (if
rows are numbers and columns are the alphabet)
One pixel in this map equals one block in the game.

Zoom to 1600% for the real size.
Ideas are welcome.
EDIT: The subtitle is not final =P
Just started developing my Super Metroid hack.
There's nothing incredibly awesome yet, but I've done the map.
I've counted everything, took notes, and I'm 100% sure there isn't any part in this map where the player could get stuck, run out of missiles on a room with no enemies, or get trapped somewhere.
The grid is there only because that way I know what screen is what in SMILE. One Map-block is 16x16 blocks (one block is 16x16 pixels), and the map consists 100 map-blocks, with quite a few of them completely filled, therefore unviewable and unexplorable.
Here's the map. Note that the player starts from the Map-block 9-D, Spore Spawn is in room 3-J, and Torizo and his bombs are in room 10-E. (if
rows are numbers and columns are the alphabet)
One pixel in this map equals one block in the game.

Zoom to 1600% for the real size.
Ideas are welcome.
EDIT: The subtitle is not final =P
Thread title: