Hello TerraEsperZ,
Congratulations for noticing a few details but the description is in great need of completion.
Here are all the details.
Labyrinths and modified roomslabyrinth 1: 0/25 modified
labyrinth 2: 1/20 modified (1 tube on 1% height)
labyrinth 3: 3/20 modified (2 long tubes on 1% height + the small end of a room on 2% of its surface)
labyrinth 4: 4/23 modified (3 long tubes on 1% height + a small piece of room on 2% of its surface)
labyrinth 5: 0/13 modified
The remarkable work of the developersFrom the game developers' point of view, it's obvious that they wanted alignment everywhere, and I'm impressed that they were so successful in doing so because in 2002, these details didn't allow to check that easily with computer tools.
Other games in comparison like Symphony of the Night or EquinoxBe careful to compare what is comparable.
I don't know the details for Symphony of the Night.
For Equinox, I chose to add arrows because of giant holes between some rooms.
In the case of Shantae, the work of the developers is almost perfect. I was tempted to add arrows but it was ridiculous because the level differences were as rare as they were tiny.
That's why I don't understand why you say:
« I too was frustrated by the way connected labyrinth doors would sometimes be completely off vertically. »
This may apply to other Metroidvania but Shantae is not concerned.
CheatWhat a strange word...
We all wish to restore qualities of fidelity and authenticity from the gaming experience.
What is authenticity?If you have made the complete maps of Shantae's overworld, you must have noticed that there are some bugs in the backgrounds with some big black squares and graphic bugs. I fixed that and is it cheating ?
Anyway, making maps is cheating because the player is never given the opportunity to experience height on the levels, it's a decoy.
The visual presentation with a screen rotation that you have done in some games does not correspond to the real experience of the player but is it cheating ?
More and more details not mentioned... CitiesThe upper part of the cities is double in size compared to the lower part with its interior rooms.
You didn't mention that and yet, it's just huge! ^^
More and more details not mentioned... ItemsIt is impossible to display more than 6 items on the screen of a store and yet there are 10 on the same page in Water Town . You will never be able to display that in the game.
More and more details not mentioned... Shantae's houseThere are 2 to 3 clouds above Shantae's house in the very first level, but it would have been weird to add them (it would have created a "chimney effect" with an absence of sky on the whole horizontality of the level (with an extra sky only above our heroine's house).
More and more details not mentioned... Fireflies by dayThey appear only at night.
I put an icon with a moon and it's a form of cheating from a purist point of view.
More and more details not mentioned... Enemies missingIt's not accurate, it's inconsistent with the player's real experience...
But it's wanted by me because the main thing is to present the secrets of the game and it would have made things a lot heavier. Moreover, I would have found it aesthetically much less attractive.
In Quackshot, I put the enemies because they are rare and give a real artistic sense, otherwise it would seem empty. It's a matter of choice according to each game.
That's why, again, you can't compare things with Symphony of the Night, it's not reasonable.
HumorThis is a dedication of what you won't like, especially for you! ^^
http://www.romhacking.net/hacks/5105/ConclusionFinally, I may understand better why I prefer when others make maps:
I find them all beautiful, made with the heart and saving me many hours of work. ^^
At least, while making the maps for the games I like and that were missing on vgmaps, I had a lot of fun and learned some nice things from a technical point of view.
Thank you to everyone who made maps.
We are all amazing to go on this crazy adventure! ^^
I am 100% satisfied with the result for Shantae (otherwise it would be easy for me to make some modifications to misalign the verticality in some rare cases).
PerfectionismI could almost make philosophy about what perfectionism is...
Is it restoring bugs in the game?
Is it displaying every single pixel, even if it's not right on the screen?
What's certain for me is that I try to do as simple as possible (in every sense of the word) to get to the essentials so that it's as visually understandable and accessible as possible with a desire of giving an artistic sense to it! ^^