How To Make A Metroidvania Map
By Kilo Galaxia
Key Concepts
- Metroidvania map design
- Overworld map design
- Level design
- Room design
- Topology
- Abilities and upgrades
- Secret rooms
- Locks and keys
- Critical points
- Landmarks
- Player scaling
- Mini-map lineart
Overworld Map Design
The process begins with designing the overworld map, dividing it into different areas/landscapes, and then individual rooms, which are connected in a global system. This macroscopic approach allows for a general direction based on the story and world-building.
- Critical Points: The most frequent pattern involves the player visiting specific locations before gaining the strength to reach the final boss. These critical points are placed sparsely around the map to encourage exploration.
- Routes: Routes are drawn connecting the critical points, which may or may not be linear, depending on the player's access to key abilities.
- Landmarks: Key abilities are often obtainable in recognized spots, leading to the placement of landmarks like towers, shrines, groves, clearings, and caves.
- Story and World-Building: The story is built around the critical points, leading to side stories, events, landscape placement, and world-building.
Level Design
Level design focuses on the different areas within the overworld. It's crucial to consider the player's available abilities and design the topology accordingly.
- Topology and Abilities: More platforming abilities allow for more spaced-out terrain and platforms.
- Upgrades: Important upgrades are often placed behind challenging paths, requiring space for these sections on the map.
- Example: A linear path at the beginning of the game leads to a boss fight, followed by a more open area. This initial level acts as a tutorial for the "Astra Call" ability, which is central to the game's gameplay and lore.
Room Design
The level is broken down into individual rooms or scenes.
- Lock Points: Points that block the player's progression and can be overcome with new abilities, items, or events.
- Miscellaneous Elements: NPCs, events, checkpoints, and secrets are marked. Details are documented in design files.
Individual Room Design
This stage involves adding micro details to each room.
- Parameters: Key parameters include the size of the player, mobility of the player, and estimated current abilities. These parameters inform the spacing of terrain and platforms.
- Gameplay Elements: Enemies and platforming challenges are added, along with markings for secrets or story elements. Details are documented in design files.
- Iteration: The topology is refined through multiple iterations, and gameplay elements become more specific.
- Artwork: The final step is adding the artwork to complete the room.
Mini-Map Design
After completing the individual rooms, they are placed in their corresponding locations on the layout.
- Player Scaling: The player's scaling is relative to the map's scaling. For example, the player might be 5 times smaller on the area map and 10 times smaller on the overworld map.
- Lineart: The lineart of the mini-map is designed to convey a general direction without revealing too much detail about the topology of each room. Rough shapes are used, with occasional landmarks or markings to indicate important features.
- Presentation: The presentation of the map can have multiple iterations. Initially, the player receives a rough layout, which is then filled in with secret rooms and other markings as they explore.
Synthesis/Conclusion
The map design process for "Astra: Fading Stars" follows a structured approach, starting with the overworld map and progressing to individual room design. Key considerations include critical points, player abilities, topology, and the integration of story and world-building elements. The mini-map is designed to provide a general sense of direction without revealing too much detail, and its presentation evolves as the player explores the world. The process emphasizes iteration and documentation to ensure a cohesive and engaging player experience.
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