It might also be best to use images for tiles instead of html blocks, because some of them are way too finneky. I have also realized rather quickly that PHP would be very impractical for the purpose of an interactive map, so I will have to teach Besides, a glossary containing most of the vocabulary used wouldn't hurt eitherĪs for the maps, I have decided that they should stay, but more as an illustration tool than the main gig. Items and what next checks they give you access to. However, there remain a few constants when playing, such as getting started on the seed, passing certain rooms, tricks to be used, and finally, the most important skill that comes into playing a randomizer, being able to analyse your current It seems elusive at first, because of the random nature of the games. Therefore, I will instead write a beginner's guide to Super Metroid Randomizers, illustrated with said maps. In Norfair, the Cathedral entrance has been modified to allow wall jumping to acess Cathedral without Hi-jumpĪfter some thought and planning, and using VARIA's tracker, I have decided that just making a map would be kinda useless, since the tracker takes care of the aforementionned problems in a case by case fashion. In red Brinstar, the bottom of red tower now has a platform to allow wall-jumping to escape from Norfair Ideally, clicking on a zone transition tile will lead to the map of the next zone (elevator tiles will recieve the same treatment)Īlso, a few tiles have been edited from vanilla to make randomizer more acessible : All elevators will have a vertical corridor with a length of 3 tiles Elevator tiles will be a peculiar case, as their shapes aren't exactly square. > Transition destination (If there is one) > Associated trick, linking to speedrun wiki page > Associated room name and info, linking to speedrun wiki page > No item / minor item / Major item / Several items (edge cases) Tiles will have specific attributes to them Each tile will be a square whose side length total will amount to a fixed value in pixels This will make the coordinate system, starting at 0. It will be a discrete field of tiles, the origin being at the top left corner and plane vectors going right and down, same norm, and orthogonal. I already have a few ideas for the base map framework, that I am going to write down here That being said, I should still make a stable framework for map displays alone, not counting for iconography and supplementary notes. Since the site should not require dynamic information updates, it shouldn't need a database, making hosting and developping much easier. Although I think most of it can be done in PHP. This tool will probably take the shape of a website, not only for accessibility, but also for technical reasons : html and css already provide a great graphical framework for GUI, and php can take care of the processing.īesides, I may not know Javascript at the moment I'm writing this, but it should be a great learning oppotunity. Hopefully, I can provide a tool for beginners to see what they can or cannot do given their situation, which items they have, and which tricks they know / need to learn how to use in order to progress. All of the sites that I have listed are extremely helpful, informative, and intuitive,īut I fear someone with little experience with Super Metroid tricks may feel overwhelemed having to cross-reference several guides for help. What I hope to bring to the table with this project is to ease the search of information for beginners. Red Brinstar and Kraid's lair are standalone areas (The glass tube is still considered part of red Brinstar, but getting to Norfair elevator is considered a warp)įor more information about area splits, it is best to directly refer to the map : Green and pink Brinstar are one separate zone That is also why I have split the world map.įor instance, Brinstar has been split between these areas : To allow more prcision, the map will be split into several zones, according to the VARIA randomizer splitting, and not vanilla splitting Įlevators themselves are not randomized, but their doors are if area randomization is enabled. Hard item requirements for certain passages / Items making the passage much easier A different color for heated rooms, and if possible the minimum amount of E-tanks to cross hellruns (not accounting for crystal flashes) The use of tricks, varying in difficulty
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |