I just cooked this up in five minutes. Actual map details are irrelevant, but in thinking about how Metroid Prime Beyond could have been, you know, a Metroid game, here’s a rough map:
I feel like it’s obvious that Fury Green should have two exits that lead out to either Flare Pool or Volt Forge. No need for a desert in between, but I’ll (in this imaginary scenario) keep the desert assets to use elsewhere.
You can tackle Flare Pool or Volt Forge in either order, with a shortcut area in between called Solitude Valley that unlocks from either side when that area is completed; an actual valley, a dried up river turned desert.
Flare Pool leads to Great Mine, Volt Forge to Ice Belt. In this reinterpretation the mine is below the ice and its facility, and you have to have both prior shots to complete both areas and get the Ice Shot. I feel like intertwining these areas will really bring back the Metroid exploration vibe.
The teleporter key hunt can simply be part of the standard gameplay, and if you find them all naturally without being pushed to do it by characters, so be it. Let a fella speed run.
The keys are required to access the final area, which is a lost city sinking into a desert, and up on a ridge, the Chrono Tower. The lost city can be entered early with only three keys just for fun!
Beyond the necessary areas, I know it’s more work, but I feel like the stuff I’m suggesting are vital to how a Metroid works:
Storm Marsh. An optional area that provides a more difficult route to Ice Belt after acquiring the Thunder Shot, with an optional hard boss. Hides an optional, powerful upgrade; maybe just a straight damage upgrade. I’m thinking toppled Volt Forge architecture mixed with a poison swamp theme.
Endless Waste. The city ruins fade out into a windy desert that does that classic invisible wall thing of driving you back with wind. This planet is wrecked apart from Fury Green, clearly.
Biome Generator. A secret area off Fury Green that shows machinery diverting moisture and otherwise keeping the forest going, the area itself shows off a barren landscape on the horizon.
Sacred Tree. By burning a hole into it, you can enter it and see that it’s actually hollowing out and rotting. I love a good inside a tree level.
Volcano Surface. A brief hop out onto a bit of the mountain range the mine is part-way under, just to make the map a bit more ‘real’.
Dusk Ridge. A desert canyon / mountain area to really cowboy it up. I’d stick crashed space pirates here. I need space pirates! Permanently sunset, because Dark Souls has taught me areas with a permanent time of day are evocative. Needs one teleporter key to enter, because reasons… Primordial Basin and Core Fracture. I feel like an optional boss, or difficult puzzle, enemy waves / arena etc. are so vital to making this work. Places you can skip, but are memorable to beat. Too weak to take it on? Come back when you can!
So yeah, that’s my take on the map. It’s still basically linear, but it would trick you into thinking it’s not just by allowing a couple of initial options and putting you in a spot where you can’t complete a later stage area until you go back and finish one of the early ones to get the two elemental shot types you need. Just getting it out of my system, hope you enjoyed the read!
Well, I’m done with this blog. See you next mission!












