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Hollow Knight's Map is Broken

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    This is a map of Hallownest.
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    And so is this.
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    And this.
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    And, technically, this.
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    These images are the primary way Hollow Knight
    informs us of the shape and size of its world.
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    And as nice looking as these various maps
    are, they aren’t actually Hallownest itself.
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    They’re abstract shapes and drawings that
    imply what Hallownest is supposed to look
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    like.
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    I want a map that looks exactly like what
    we see ingame.
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    I want to push the camera out and see a fully
    detailed version of Hallownest in its entirety.
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    I want something like what Team Cherry showed
    off in the 2014 Kickstarter trailer for Hollow
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    Knight, where they zoomed out on the Forgotten
    Crossroads and revealed almost the entire
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    area in one image.
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    Of course, this shot wasn’t made by just
    zooming out the camera ingame.
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    Hollow Knight only has one room loaded in
    at a time, so even if you did unlock the camera
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    and zoom it out, you’re never going to see
    more than one room on screen at a time.
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    This is sort of like real life, where objects
    outside your field of view cease to exist.
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    Team Cherry actually constructed this footage
    by combining a bunch of screenshots of Hollow
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    Knight’s rooms together in some kind of
    video or image editing software.
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    We can actually tell that that’s what they
    did because if you zoom in on this part of
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    the map, you can actually see the Knight just
    kinda hanging out.
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    You can even see it again near the entrance
    to Greenpath.
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    Now, you could theoretically do this exact
    same process but for all of Hallownest, screenshotting
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    every single room and combining them together
    to create one continuous map of the entire
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    game world.
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    But would anyone ever actually take on such
    an insane challenge and actually do this?
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    Are there any brave soldiers in the Hollow
    Knight community willing to step up?
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    That was a rhetorical question.
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    And the answer is yes.
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    Back in the ancient times of August 2017,
    a member of the Hollow Knight community known
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    as Nook, or The Embraced One, began chipping
    away at mapping out the entirety of Hollow
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    Knight’s world.
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    She’d continue to work on this project in
    her free time, juggling it between work and
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    developing her own game.
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    And in February of 2023, she finally released
    a complete map of Hallownest.
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    The final work is a massive image, 72,622
    pixels wide by 48,128 pixels tall.
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    For reference, the Knight, as it appears in
    this map, is 23 pixels wide by 50 pixels tall.
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    The map contains a total of 307 rooms, compiled
    from over 6000 screenshots, each of which
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    had to be cleaned up and connected to each
    other in one giant image.
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    The entire image can be viewed on Nook’s
    website, Hallownest.net, where she set up
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    an interactive version that loads up right
    in your browser, that way you don’t have
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    to open the massive 800 megabyte file on your
    own machine.
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    Nook was inspired to do this after finding
    a complete map of Castlevania: Symphony of
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    the Knight, which is basically Hollow Knight
    for boomers.
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    In fact, you can find quite a few full detail
    maps online, painstakingly created by fans
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    to capture the sheer scale of various Metroidvania
    maps.
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    This practice goes back well over a decade,
    with maps like these being created for games
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    like the original Metroid for the NES.
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    As far as I know, these maps don’t have
    any widely recognized name.
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    But for this video, I’m just going to call
    them “composite” maps, since they are
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    usually created by compositing a bunch of
    images together to create one big picture.
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    Creating a map like this presents two technical
    challenges that I’d like to discuss in this
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    video.
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    The first challenge is creating complete images
    of individual rooms.
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    This can be difficult because a lot of 2D
    games, Hollow Knight included, feature something
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    called parallax scrolling.
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    This is where objects in the far background
    move across the screen at a slower rate than
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    ones in the near background, creating an illusion
    of depth.
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    It’s a bit tricky to spot if you aren’t
    looking for it, but you can see it clearly
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    in certain objects like this chain found in
    the Crystal Peak.
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    Some modern 2D games achieve this parallax
    scrolling effect by not actually being 2D
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    at all, instead using a 3D camera and just
    locking it from tilting or rotating.
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    This is done because, paradoxically, 3D game
    engines can actually be quite useful for building
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    and debugging 2D games, as well as seeing
    wider support on a greater variety of systems.
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    Hollow Knight also utilizes this method for
    its rooms.
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    Using the program HKWorldEdit2 we can actually
    open up Hollow Knight rooms and move the camera
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    around freely.
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    From here, you can see that the 2D assets
    that dress up a room are actually placed in
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    3D space.
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    So when the camera tracks the player moving
    around, these objects pan across the screen
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    at different speeds.
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    This is all very cool, but it makes creating
    a full sized image of the room a lot more
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    complicated.
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    If you take individual screenshots and stitch
    them together, background objects will end
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    up appearing multiple times since they don’t
    pan across the screen as quickly as foreground
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    objects.
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    To combat this, Nook had to manually edit
    almost every room to make sure the background
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    was free of duplicates.
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    This means pulling sprites from sprite sheets
    and manually adding them back into the image,
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    as well as finding clever ways to hide seams
    between screenshots, such as placing them
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    behind pipes and pillars.
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    Nook uploaded timelapses of this process on
    her YouTube channel and it shows just how
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    much work went into reconstructing these rooms.
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    The end result of all this is that rooms on
    the composite map don’t quite reflect their
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    ingame counterparts 100%.
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    Some artistic liberties had to be taken to
    make these images even possible.
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    And this isn’t the only aspect of the map
    that required some creative workarounds, which
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    brings us to the other technical challenge
    involved with creating this map; actually
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    lining up all the rooms with each other.
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    In an interview with PC Gamer back in 2017,
    Ari Gibson described Hollow Knight’s map
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    as “98% pure”.
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    There are just a few cheats...like a tiny
    room goes down like, 20 tiles too low, that
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    kind of thing.
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    There's never a case where an entire room
    is a paradox, that kind of thing.
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    And…
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    well…
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    In reality, Hollow Knight’s map cheats quite
    a bit, especially when compared to games like
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    Super Metroid and Symphony of the Night.
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    Of course, these older games used rigid grid
    maps, and while Hollow Knight’s rooms were
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    conceptualized as boxes as well, in practice,
    the rooms come in various shapes and sizes
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    and are much more freely placed on the game’s
    minimap.
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    This means a variety of things.
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    Some room exits don’t line up, multiple
    rooms sometimes occupy the same space, and
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    some areas are much further apart than expected.
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    This means Nook was basically constructing
    a puzzle with misshapen pieces.
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    So to make sense of all this, we’re going
    to be going through each area in Nook’s
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    map and examining how well Team Cherry constructed
    them from a cartographer’s perspective.
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    I’ll be pointing out things such as misalignments
    between rooms, significant gaps between rooms,
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    and rooms overlapping with one another.
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    So which area in Hallownest do you think will
    turn out the best?
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    Which ones will have the most nonsensical
    room layouts?
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    Be sure to leave a comment down below that
    has nothing to do with what I just asked.
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    Also, before I dive in proper, I did just
    want to mention that Nook is also a game developer
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    working on her own game called Where Birds
    Go to Sleep.
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    It’s a narrative adventure game that looks
    super weird and super cool and you can find
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    a link to the steam page in the description
    if you’re interested in wishlisting the
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    game.
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    I have randomly decided to begin our journey
    in the Forgotten Crossroads.
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    Despite being the simple starting area, Crossroads
    actually boasts the largest number of external
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    rooms of any section in Hallownest, comprising
    a total of 40 rooms.
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    When I say external rooms, I am excluding
    rooms like the Snail Shaman mounds, shopkeeper
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    rooms, and other interior rooms that aren’t
    included on the game’s minimap.
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    So pretty much any room that is entered using
    a doorway.
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    If we look at the long vertical room on the
    left that connects to Greenpath, we can see
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    two horizontal paths that cut across the top
    of the Crossroads.
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    These two paths then connect to a room on
    the right, the room that leads to Myla and
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    the Crystal Peak.
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    But the lower path is too far down here.
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    So we’ll be adding the first of many hallways
    here to line these rooms up correctly.
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    This lower hallway also isn’t long enough
    to span the entire width of the Crossroads,
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    so an extra hallway needs to be added somewhere
    in here to make it reach.
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    Switching back over to the long vertical room
    on the left, we can see that the drop into
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    Cornifer’s room also needs to be a bit longer
    than you might think.
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    Otherwise the False Knight room would crash
    up into the room above it.
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    Looking at the bottom of the Crossroads, some
    rooms are, unfortunately, just too cramped.
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    The Crossroad hot spring room, arguably one
    of the best rooms in the entire game, thanks
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    to the inclusion of these two bugs who I can
    only describe as “really good friends”,
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    literally cannot exist where it is.
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    The minimap straight up lies about how tall
    the room below it is.
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    This room is literally as tall as the room
    to the left, leaving no space for this supposed
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    hot spring room.
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    To compensate for this, Nook shortened the
    spa room as much as she could, and placed
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    a hallway underneath it.
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    And the exact same thing happens over to the
    left as well.
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    The room heading down into the Fungal Wastes
    is too tall to fit underneath Cornifer’s
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    room.
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    Nook had to insert another hallway here to
    make everything fit.
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    Another room that just won’t fit where it
    needs to is the Stag Station.
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    The ceiling of this room crashes into the
    room above it.
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    To fix this, Nook applied a bit of shrinkage
    to the room, making it about 25% smaller.
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    At the very, very bottom of Crossroads we
    have the elevator that leads down into the
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    City of Tears.
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    This room can be accessed from the right by
    walking straight across, but we can see that
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    if that were the case, the Soul Vessel room
    to the left of the elevator would be overlapping
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    with this Goam Mask Shard room.
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    So a vertical hallway needs to be added here
    to space things out a bit.
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    This added hallway also pushes the elevator
    further to the left for reasons we’ll see
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    later.
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    There’s another pretty bad overlap at the
    entrance to Greenpath.
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    The ceiling of the room leading to the Brooding
    Mawlek is crashing into the Elder Baldur room.
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    Adding a thin hallway with a slight vertical
    rise makes this slightly better, and it also
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    keeps lower parts of Greenpath from overlapping
    with Crossroads.
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    Overall, I think these numerous room misalignments,
    combined with the sheer number of rooms in
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    Crossroads, make this first area somewhat
    confusing to navigate at times.
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    I have accidentally walked into this damn
    elevator room when I thought I was higher
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    up more than once while playing this game.
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    And while I am bad at Hollow Knight, I’m
    not THAT bad.
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    Now, you could argue that these misalignments
    add to the design of Crossroads.
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    Perhaps Team Cherry wants you to get a little
    lost and turned around in this area, so the
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    misalignments aren’t that big of a deal.
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    It’s a reasonable argument to make on the
    internet.
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    But if you tried to make this argument to
    my face, I would probably punch you.
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    I will say that Crossroads does have to contend
    with being surrounded on all sides by other
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    areas that it has to line up with.
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    But I can safely say that the Forgotten Crossroads
    is easily the worst offender in the entire
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    game when it comes to rooms overlapping or
    just not lining up at all.
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    If I had to guess, I’d say that Team Cherry
    made the Crossroads first, and weren’t as
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    experienced with making sure rooms lined up
    correctly.
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    Because I do think every other area in the
    game does a better job than the Forgotten
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    Crossroads.
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    Greenpath does a much better job of keeping
    its rooms lined up fairly consistently.
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    While Greenpath’s rooms are on average larger,
    we’re only dealing with 31 rooms this time
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    instead of 40.
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    But that’s still a big number, only surpassed
    by the three largest areas in the game.
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    Greenpath has two large corridors that run
    across the area, and they connect back to
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    each other across three branching paths, all
    of which line up relatively nicely.
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    The top section of Greenpath, where the player
    first finds Zote, also lines up well.
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    In the bottom section of Greenpath, where
    the area connects to Fog Canyon and Queen’s
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    Garden, Nook did add a vertical hallway near
    the Stone Sanctuary bench.
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    This keeps a portion of Queen’s Garden from
    overlapping with the path to Sheo’s hut.
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    But outside of that, Greenpath is in really
    good shape.
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    I think it really benefits from having the
    space to move as far out as it wants.
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    As you can see, Unn’s room at the very bottom
    of the lake is the leftmost room on the entire
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    map.
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    Either way, Team Cherry did a good job on
    this one.
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    Our next stop is in Crystal Peak.
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    Peak has a total of 26 rooms, and takes the
    general shape of a tall rectangle with horizontal
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    offshoots.
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    There are two entrances into Crystal Peak
    from the Forgotten Crossroads, and both of
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    them have some issues.
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    The lower entrance is not quite long enough
    to make it across the gap created from the
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    width of the higher entrance.
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    So a hallway has to be added to make up the
    difference.
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    This is the first of many border hallways
    which connect two separate areas together.
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    And let’s just say that these hallways aren’t
    going to be staying very straight, if you
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    know what I mean.
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    As for the higher entrance, it actually doesn’t
    drop down far enough to line up with the lower
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    entrance.
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    This is in part due to that vertical hallway
    added in Crossroads that we looked at earlier.
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    But this problem actually compounds more as
    we look deeper into Crystal Peak.
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    Two additional vertical shafts are needed
    to connect upper Peak to lower Peak.
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    Nook actually had to extend the well drop
    at the top of Crossroads to keep these rooms
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    from overlapping.
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    This extended hallway on the left also pushes
    the Crystal Crawler room up so it can line
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    up with the Grub challenge room on the right.
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    So while some of Crystal Peak’s weirdness
    is due to things happening in Crossroads,
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    there are still some internal misalignments
    within it as well.
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    Another issue pops up at the Crystal Dash
    challenge rooms that connect Dirtmouth to
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    Peak.
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    The path is simply too short, and two hallways
    were added to make the section long enough.
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    I should mention that Crystal Peak was one
    of the earlier maps that Nook recreated, as
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    she was going area by area at first, and her
    methodology for dealing with misalignments
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    wasn’t fully set in stone yet.
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    At first, Nook wanted to avoid making these
    extra hallways as much as possible.
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    But as she got further into the project, she
    began to realize that it was going to be impossible
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    to line up all of Hallownest’s rooms without
    more liberal use of these hallways.
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    Before coming to this realization, she employed
    a different trick to fix some of the misalignments
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    in Crystal Peak, scaling.
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    A good example of this is the vertical room
    right of the lower bench room.
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    This room has three exits on the left side
    of the screen.
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    But these exits are too close together, and
    don’t match up with the exits they connect
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    to.
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    Nook chose to scale up the entire room itself
    so that it aligned with these three adjacent
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    exits.
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    However, outside of Peak and a few rooms in
    the Soul Sanctum, Nook rarely used this method
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    to line up rooms.
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    Crystal Peak is home to a very unique set
    of room connections.
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    When you drop off the cliff at Hallownest’s
    Crown, you will go to one of two separate
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    rooms depending on if you exited by going
    down or by going out.
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    The downward path actually does link up pretty
    closely to where we would expect.
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    Nook opted to show the further path on her
    map, and it’s fairly reasonable all things
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    considered.
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    The only other spot in the game that acts
    like this is the drop off in Howling Cliffs.
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    You can either drop into King’s Pass or
    Dirtmouth depending on how you exit the room.
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    Speaking of Dirtmouth, let’s check out this
    little observation deck where Quirrel can
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    be found.
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    In his dialogue, Quirrel mentions that he
    can just make out the light from Dirtmouth
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    all the way off in the distance.
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    Now, is this possible?
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    Realistically, Quirrel probably would not
    be able to see Dirtmouth itself.
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    This is true when looking at both Nook’s
    map and the ingame minimap.
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    The shape of the cliffs would block his view.
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    But from the game’s opening cutscene, we
    can see that the surface world of Hollow Knight
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    appears to have a lot of fog and clouds.
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    So it’s possible that light being emitted
    from Dirtmouth might be reflected off the
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    clouds above it and that might be visible
    to Quirrel in the Crystal Peak.
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    So I’m calling this one plausible.
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    While not as solid as Greenpath, Crystal Peak
    is reasonably connected together, all things
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    considered.
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    Things are a bit spaced out, but nothing overlaps,
    so that’s a plus in my book.
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    But unfortunately, Crystal Peak is not quite
    “peak”.
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    Fog Canyon is a small, humble area with only
    13 rooms.
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    And it doesn’t cheat much to achieve this.
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    The biggest offender in this area is the explosive
    bubble room, which overlaps somewhat with
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    the room below it.
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    So it has to be moved back and up to fit properly.
  • 18:18 - 18:23
    While Fog Canyon might fit nicely internally,
    its connections to other parts of Hallownest
  • 18:23 - 18:25
    are pretty egregious.
  • 18:25 - 18:29
    The whole area is just too small for the space
    it’s supposed to take up.
  • 18:29 - 18:34
    Nook decided to line the area up with its
    connection to Queen’s Station, which is
  • 18:34 - 18:36
    the lowest section of Fog Canyon.
  • 18:36 - 18:42
    This results in very long, winding hallways
    between Crossroads, Greenpath, and the upper
  • 18:42 - 18:45
    portion of the Fungal Wastes.
  • 18:45 - 18:49
    Even the connections to Queen’s Garden aren’t
    quite long enough to make it on their own.
  • 18:49 - 18:55
    So internally, Fog Canyon looks great, but
    its border hallways are just silly.
  • 18:55 - 18:59
    You’d really need the Mantis Claw to get
    anywhere in this version of Hallownest.
  • 18:59 - 19:08
    Which I guess is already kinda true, but it
    would be even more true than it already is.
  • 19:08 - 19:15
    Fungal Wastes is next with a total of 30 rooms,
    some of which are packed together quite tightly.
  • 19:15 - 19:17
    And for the most part, things don’t overlap
    much.
  • 19:17 - 19:24
    However, Nook did have to smush the Shrumal
    Ogre arena room into the room to its right.
  • 19:24 - 19:28
    Vertical hallways had to be added near Mantis
    Village in a couple of spots, mainly so that
  • 19:28 - 19:33
    the bottom of Fungal Wastes was low enough
    to connect to both Deepnest and the Royal
  • 19:33 - 19:34
    Waterways.
  • 19:34 - 19:39
    However, the most blatant flaw in Fungal Waste’s
    layout is the room leading up to the Fungal
  • 19:39 - 19:41
    Core.
  • 19:41 - 19:47
    You probably remember seeing an entrance to
    this room when first exploring Fungal Wastes.
  • 19:47 - 19:51
    You likely hadn’t found the Mantis Claw
    by this point, so this room entrance taunts
  • 19:51 - 19:54
    you by being too high up to reach.
  • 19:54 - 19:58
    But with the placement of these rooms, the
    Fungal Core would be overlapping with the
  • 19:58 - 20:00
    room directly above it.
  • 20:00 - 20:05
    The only way this path works is if this entrance
    is lower than the wall you have to scale to
  • 20:05 - 20:07
    access it.
  • 20:07 - 20:11
    Right beside the Fungal Core, another vertical
    hallway has to be added to line up the cross
  • 20:11 - 20:15
    section between Fungal Wastes, Deepnest and
    Queen’s Garden.
  • 20:15 - 20:20
    So, remember back when we were talking about
    all the extra hallways that had to be added
  • 20:20 - 20:21
    in the Forgotten Crossroads?
  • 20:21 - 20:27
    Well, both Fungal Wastes and City of Tears
    are downstream of that piss storm, and we’re
  • 20:27 - 20:32
    now going to see the consequences of shifting
    things around so drastically up there.
  • 20:32 - 20:37
    Fungal Wastes is now really far away from
    the City of Tears, and by extension, the Royal
  • 20:37 - 20:39
    Waterways as well.
  • 20:39 - 20:44
    In the top right section of the Wastes, the
    player can find a large door that is chained
  • 20:44 - 20:45
    shut.
  • 20:45 - 20:50
    The other side of this same door can be found
    in the City of Tears elevator room that leads
  • 20:50 - 20:52
    back up to the Forgotten Crossroads.
  • 20:52 - 20:57
    But these rooms are nowhere near each other
    on the composite map.
  • 20:57 - 21:02
    Because both areas are connected to Crossroads,
    they are forced apart due to that level’s
  • 21:02 - 21:03
    janked up layout.
  • 21:03 - 21:08
    And this is even after pushing the Crossroads
    elevator as far to the left as possible to
  • 21:08 - 21:10
    get it closer to Fungal Wastes.
  • 21:10 - 21:15
    So, Nook decided to add a few really long
    hallways to connect the Fungal Wastes to both
  • 21:15 - 21:23
    the City of Tears and the Royal Waterways.
  • 21:23 - 21:28
    And so we’ve finally arrived in the heart
    of Hallownest; the City of Tears.
  • 21:28 - 21:35
    This area is massive, with 37 external rooms,
    which is STILL 3 less than the Forgotten Crossroads.
  • 21:35 - 21:41
    The City of Tears was a uniquely challenging
    area for Nook to map out due to the sheer
  • 21:41 - 21:43
    openness of the rooms.
  • 21:43 - 21:47
    A lot of the rooms in Tears aren’t closed
    off at the edges, instead implying that there
  • 21:47 - 21:51
    is more to see just beyond the edge of the
    screen.
  • 21:51 - 21:55
    Because of this, Nook decided to fill in these
    gaps with additional background to reveal
  • 21:55 - 21:58
    the unseen portions of the city.
  • 21:58 - 22:03
    It was an insane amount of effort, but it
    really helps illustrate just how massive the
  • 22:03 - 22:05
    city really is.
  • 22:05 - 22:10
    Some of the buildings look a bit strange when
    seen in their entirety, but let’s be totally
  • 22:10 - 22:12
    honest here.
  • 22:12 - 22:16
    The buildings in the City of Tears just look
    weird in general.
  • 22:16 - 22:19
    For me, it’s all these windows.
  • 22:19 - 22:24
    I think their design was inspired by termite
    mounds, and these windows are where the holes
  • 22:24 - 22:28
    on a termite mound would be, but I’m just
    not a fan.
  • 22:28 - 22:33
    Don’t get me wrong, I really appreciate
    the smart, walkable, mixed-use urban design
  • 22:33 - 22:38
    of the City of Tears, but man, these buildings
    are weird.
  • 22:38 - 22:43
    The opening portion of Tears, starting from
    where Quirrel is found, heading down into
  • 22:43 - 22:48
    the city streets and then back up into Soul
    Sanctum, lines up fairly well.
  • 22:48 - 22:53
    However, the bridge path up top where Zote
    can be found is a bit longer than the ground
  • 22:53 - 22:58
    path near Lemm, so a hallway is needed to
    space things out a bit.
  • 22:58 - 23:03
    In the Soul Sanctum, the most troublesome
    room is just left of the Soul Master boss
  • 23:03 - 23:04
    arena.
  • 23:04 - 23:09
    This room drops down low enough that it’s
    overlapping with the bridge underneath.
  • 23:09 - 23:14
    From this bridge, we’d expect a little bit
    more space, as we can see open air just above
  • 23:14 - 23:16
    it in game.
  • 23:16 - 23:20
    A bit of hallway was also added before the
    lift heading up to Crossroads to help push
  • 23:20 - 23:25
    the rest of the City further right, so it’d
    line up better with that side of the world
  • 23:25 - 23:26
    map.
  • 23:26 - 23:29
    And this hallway isn’t the only one.
  • 23:29 - 23:33
    More are added in the top and bottom paths
    near the Hollow Knight fountain to space the
  • 23:33 - 23:35
    city out even more.
  • 23:35 - 23:39
    Without all these extended hallways, there
    would be a pretty big misalignment with the
  • 23:39 - 23:41
    Resting Grounds elevator.
  • 23:41 - 23:45
    If we look at the Watcher’s Spire, we can
    see that the lower portion of the tower doesn’t
  • 23:45 - 23:50
    go high enough to line up properly with the
    Soul Sanctum tower, so a vertical hallway
  • 23:50 - 23:51
    is needed to help out.
  • 23:51 - 23:56
    The Watcher Knight room is also misaligned
    with the room right below it.
  • 23:56 - 23:59
    These two vertical hallways just don’t line
    up at all.
  • 23:59 - 24:04
    Luckily for Nook, fixing this on the composite
    map was pretty straightforward.
  • 24:04 - 24:10
    Yet another hallway is needed after Watcher’s
    Spire, and we can also see a pretty crazy
  • 24:10 - 24:15
    border hallway with the elevator shaft heading
    down to the Ancient Basin.
  • 24:15 - 24:19
    Because we’ve been stretching the city so
    much to the right, this room actually needs
  • 24:19 - 24:21
    to cut back to the left.
  • 24:21 - 24:26
    It also needs to be further down to line up
    properly with the left side of Waterways,
  • 24:26 - 24:31
    which itself had to be pushed down due to
    the infamous Tuk Rancid Egg room.
  • 24:31 - 24:36
    On the far right side of the city, King’s
    Station shares two exits with the room on
  • 24:36 - 24:40
    its left, which, unfortunately, do not line
    up.
  • 24:40 - 24:46
    While it’s not on the map, Nook actually
    did recreate the Pleasure House elevator room,
  • 24:46 - 24:49
    and we can see that it’s not quite tall
    enough to reach the other room on the composite
  • 24:49 - 24:50
    map.
  • 24:50 - 24:54
    There’s also another vertical hallway added
    above King’s Station.
  • 24:54 - 24:58
    This was all done so that there would be open
    space beside the window found at the top of
  • 24:58 - 24:59
    the Tower of Love.
  • 24:59 - 25:04
    Also, this isn’t really a misalignment,
    so much as an observation that the bugs of
  • 25:04 - 25:09
    Hallownest have no idea how to build buildings,
    but the penthouse of this tower is way wider
  • 25:09 - 25:12
    than all the floors below it.
  • 25:12 - 25:14
    I blame gentrification.
  • 25:14 - 25:20
    Finally, there are the connections to Kingdom’s
    Edge, all of which are just way off.
  • 25:20 - 25:26
    The two exits near the Tower of Love, which
    aren’t terribly far apart, split way off
  • 25:26 - 25:28
    of each other in Kingdom’s Edge.
  • 25:28 - 25:32
    These types of misalignments can’t be blamed
    on changes made elsewhere in the map.
  • 25:32 - 25:35
    These rooms just don’t line up right at
    all.
  • 25:35 - 25:40
    You probably also noticed that the horizontal
    distance here is also quite large.
  • 25:40 - 25:46
    That’s due to the top path between City
    and Kingdom’s Edge, the one that leads to
  • 25:46 - 25:48
    the Colosseum of Fools.
  • 25:48 - 25:53
    This hallway is so long it pushes Kingdom’s
    Edge really far to the right.
  • 25:53 - 25:59
    This hallway is also higher up than the game
    implies, so another vertical hallway is needed.
  • 25:59 - 26:04
    So none of the connections between Tears and
    Kingdom’s Edge line up very well.
  • 26:04 - 26:08
    All things considered, the City of Tears could
    have been a lot worse.
  • 26:08 - 26:12
    Its internal connections do make sense for
    the most part, and there really aren’t many
  • 26:12 - 26:17
    major overlaps either, which I think are the
    biggest offenders when it comes to map layouts.
  • 26:17 - 26:24
    I can sort of imagine a long hallway existing
    between rooms in my mind, but two rooms occupying
  • 26:24 - 26:31
    the same space simply isn’t possible outside
    of the U.K.
  • 26:31 - 26:35
    I think we need a break from some of these
    more involved levels.
  • 26:35 - 26:38
    Let’s take a look at something more simple
    for a change.
  • 26:38 - 26:44
    Dirtmouth and King’s Pass are only two rooms,
    so there's not much to keep track of here.
  • 26:44 - 26:49
    However, as you can see, there’s a pretty
    large gap between these two rooms.
  • 26:49 - 26:54
    This is because Howling Cliffs drops directly
    into King’s Pass, and since the cliffs are
  • 26:54 - 26:59
    connected to Greenpath, we end up with a pretty
    large gap that’s completely unaccounted
  • 26:59 - 27:00
    for.
  • 27:00 - 27:03
    Team Cherry really should have put an extra
    long, empty hallway here.
  • 27:03 - 27:11
    I think it would have tremendously helped
    the overall game experience.
  • 27:11 - 27:15
    The Howling Cliffs only have 6 rooms on the
    composite map.
  • 27:15 - 27:17
    And everything actually lines up pretty well.
  • 27:17 - 27:22
    It’s probably the best region on the entire
    map in terms of rooms fitting together.
  • 27:22 - 27:26
    I should mention that the drop down into King’s
    Pass is a bit strange.
  • 27:26 - 27:29
    There’s a very long border hallway that
    needs to be added.
  • 27:29 - 27:34
    Also, the opening cutscene from Hollow Knight
    shows us what the path from Howling Cliffs
  • 27:34 - 27:39
    to Dirtmouth should look like, and it’s
    not really clear where King’s Pass is supposed
  • 27:39 - 27:40
    to be.
  • 27:40 - 27:43
    Like it’s just not there?
  • 27:43 - 27:44
    Where did it go?
  • 27:44 - 27:49
    The more astute of you might have noticed
    that a certain room was left out of Nook’s
  • 27:49 - 27:50
    composite map.
  • 27:50 - 27:55
    In the top left hand corner of the area is
    the entrance to the Stag Nest.
  • 27:55 - 28:00
    And the Stag Nest’s room placement is so
    nonsensical that even Team Cherry left the
  • 28:00 - 28:03
    room off the minimap completely.
  • 28:03 - 28:07
    If we were to put the actual Stag Nest room
    on the map, it clearly overlaps with the room
  • 28:07 - 28:09
    below it.
  • 28:09 - 28:12
    And we can see that the edge of this room
    extends far beyond the edge of the actual
  • 28:12 - 28:14
    cliff itself.
  • 28:14 - 28:18
    It’s like Team Cherry wants to treat this
    room like the various internal rooms found
  • 28:18 - 28:23
    in the game, but didn’t actually give the
    room a door entrance like you’d expect.
  • 28:23 - 28:32
    This room is just very weird, and weird things
    make me angry.
  • 28:32 - 28:36
    We caught a glimpse of the Royal Waterways
    earlier but let’s figuratively dive a bit
  • 28:36 - 28:38
    deeper into this area.
  • 28:38 - 28:44
    The Waterways consists of about 16 rooms,
    a fair number of which are quite large, meaning
  • 28:44 - 28:49
    the Waterways still takes up quite a bit of
    space.
  • 28:49 - 28:53
    Right off the bat, the whole area is lowered
    just a bit to prevent the infamous Tuk Rancid
  • 28:53 - 28:57
    Egg room from poking up into the city streets.
  • 28:57 - 29:01
    Towards the left side of the area, Cornifer’s
    room is moved slightly down to make it line
  • 29:01 - 29:03
    up correctly with Fungal Wastes.
  • 29:03 - 29:09
    A couple of vertical hallways are needed to
    make the left half of Waterways line up correctly
  • 29:09 - 29:13
    with the long elevator shaft leading down
    to the Abyss.
  • 29:13 - 29:17
    You can also see that the tight hallway that
    the player is supposed to Crystal Dash through
  • 29:17 - 29:20
    had to be lengthened on both sides.
  • 29:20 - 29:25
    The bottom path of the elevator also has an
    extra hallway that goes down a little bit.
  • 29:25 - 29:30
    This was done to make the tram line in Ancient
    Basin line up vertically with the tram lines
  • 29:30 - 29:35
    in Deepnest and Kingdom’s Edge.
  • 29:35 - 29:39
    On the right side of the Waterways, things
    actually line up pretty well.
  • 29:39 - 29:44
    However, just like with City, the Waterways
    are quite a ways away from the Kingdom’s
  • 29:44 - 29:48
    Edge, so a pretty big hallway is needed to
    connect them.
  • 29:48 - 29:52
    You might have noticed that this map does
    not contain the Junk Pit, where the Godseeker
  • 29:52 - 29:55
    can be found locked away in her cocoon.
  • 29:55 - 30:00
    If you weren’t aware, these rooms, along
    with the Pale Lurker arena, were added into
  • 30:00 - 30:05
    Hollow Knight a year after its release in
    the Godmaster update, and there are a few
  • 30:05 - 30:08
    unique aspects to them likely because of this.
  • 30:08 - 30:14
    Two of the new Royal Waterways rooms actually
    do fit nicely on the map, but this third room
  • 30:14 - 30:19
    is special because it very clearly runs straight
    through another portion of Waterways and connects
  • 30:19 - 30:22
    to the room containing the Nailsmith’s hut
    in City of Tears.
  • 30:22 - 30:25
    Well, it almost connects anyways.
  • 30:25 - 30:30
    Team Cherry left this third room off the map,
    which kind of makes sense because the lower
  • 30:30 - 30:35
    passage to the room is a doorway, making this
    an internal room.
  • 30:35 - 30:39
    However, the higher passage to this room is
    an exit hallway.
  • 30:39 - 30:44
    It’s a bizarre inconsistency that could
    have just been avoided by adding a doorway
  • 30:44 - 30:47
    in the Nailsmith room instead of a hallway.
  • 30:47 - 30:48
    What were they thinking?
  • 30:48 - 30:52
    Team Cherry obviously should have used a doorway
    here.
  • 30:52 - 30:56
    And yet this game sold hundreds of copies.
  • 30:56 - 30:59
    Another reason Nook left these rooms out of
    her map is because the parallax in the Junk
  • 30:59 - 31:04
    Pit room is way more complex than the vast
    majority of rooms in the game, perhaps because
  • 31:04 - 31:09
    Team Cherry had more time to work on the room,
    or had a change in design philosophy between
  • 31:09 - 31:13
    the release of the base game and the release
    of Godmaster.
  • 31:13 - 31:18
    This was Nook’s attempt at fixing the room,
    and it just didn’t end up looking right.
  • 31:18 - 31:24
    Overall, Royal Waterways is a bit weird, but
    it does a good job at maintaining internal
  • 31:24 - 31:27
    consistency with its level design.
  • 31:27 - 31:33
    Unfortunately that’s pretty much the only
    thing good about this place.
  • 31:33 - 31:38
    The Ancient Basin consists of 16 rooms, as
    long as you include the Birthplace, which
  • 31:38 - 31:41
    isn’t actually included on the minimap.
  • 31:41 - 31:45
    The Ancient Basin is unique from all the other
    areas of Hallownest because it only borders
  • 31:45 - 31:50
    one other area, the Royal Waterways.
  • 31:50 - 31:54
    Because of this, and because of the vast empty
    space available to the Ancient Basin at the
  • 31:54 - 31:59
    bottom of the map, it doesn’t have any major
    misalignments or overlaps.
  • 31:59 - 32:04
    We do have a near-miss over where the breakable
    ground leads to a Pale Ore.
  • 32:04 - 32:09
    But everything else just works, probably because
    every path leads to a dead end, so nothing
  • 32:09 - 32:11
    really has to line back up.
  • 32:11 - 32:16
    While we’re down here, let’s take a look
    at the massive Abyss entrance room.
  • 32:16 - 32:20
    This room alone is taller than the entirety
    of the Soul Sanctum.
  • 32:20 - 32:26
    This room was also an absolute nightmare for
    Nook to clean up due to its insane parallaxing.
  • 32:26 - 32:31
    The main component of the background is this
    strange low resolution wall structure.
  • 32:31 - 32:36
    In game, it stretches all the way across the
    entire room, but to work on the composite
  • 32:36 - 32:41
    map, Nook had to mask out the entire background
    and manually add a thinner version of the
  • 32:41 - 32:47
    background back into the image.
  • 32:47 - 32:53
    Moving on to Queen’s Garden, this area contains
    18 rooms in total, and is one of my personal
  • 32:53 - 32:55
    favorite areas in Hollow Knight.
  • 32:55 - 32:57
    But how well does it hold up to scrutiny?
  • 32:57 - 33:02
    Let’s start at the very top, where Garden
    connects to Greenpath.
  • 33:02 - 33:07
    To the left of this room is the White Lady’s
    cocoon room, which has two sections to it
  • 33:07 - 33:09
    that remain isolated from one another.
  • 33:09 - 33:13
    This lets the player catch a glimpse of the
    White Lady’s cocoon without actually being
  • 33:13 - 33:15
    able to enter it.
  • 33:15 - 33:19
    Because of this, a vertical hallway is needed
    here on the right to line up the lower path
  • 33:19 - 33:23
    to White Lady’s room with the top path.
  • 33:23 - 33:27
    From looking at the main loop of Queen’s
    Garden, we can see that some vertical adjustments
  • 33:27 - 33:33
    had to be made to line things up internally
    as well as correctly connect to Fog Canyon.
  • 33:33 - 33:38
    In the bottom portion of the area, a somewhat
    long horizontal hallway is needed next to
  • 33:38 - 33:41
    one of the vine platforming rooms.
  • 33:41 - 33:46
    Without this, the rooms above would overlap
    with each other pretty badly.
  • 33:46 - 33:51
    So Queen’s Garden wasn’t quite as tightly
    constructed as I had hoped.
  • 33:51 - 33:58
    But keep in mind that’s my fault for having
    hope.
  • 33:58 - 34:02
    Just below Queen’s Garden is everyone’s
    favorite pit of death and despair, Deepnest.
  • 34:02 - 34:08
    Deepnest is on the bigger side too, with 27
    rooms.
  • 34:08 - 34:13
    Every connection to Deepnest lines up well
    on Nook’s map, but they all needed to be
  • 34:13 - 34:16
    extended a bit to connect together.
  • 34:16 - 34:21
    Deepnest itself also had to be extended just
    a tiny bit so its connection with Queen’s
  • 34:21 - 34:23
    Garden lines up correctly.
  • 34:23 - 34:28
    We also have some additional hallways off
    the first Garpede challenge room to line things
  • 34:28 - 34:31
    up with Fungal Wastes and the rest of Deepnest.
  • 34:31 - 34:37
    But if we look at just Deepnest’s internal
    connections, we do find a few issues.
  • 34:37 - 34:42
    Over in the Distance Village we have a misalignment
    with the room directly to the right.
  • 34:42 - 34:46
    This path leading to Midwife is too high up.
  • 34:46 - 34:50
    Right next to the drop from Fungal Wastes,
    we have another pair of exits that just don’t
  • 34:50 - 34:55
    line up at all, requiring a winding hallway
    to patch things up.
  • 34:55 - 34:59
    Another pesky misalignment can be found with
    the tram room where Cloth appears.
  • 34:59 - 35:04
    This room has two bottom exits, but they are
    too close together to line up with the top
  • 35:04 - 35:06
    exits of the room below.
  • 35:06 - 35:11
    This room, and the room to the left of it,
    also had to be moved up, so that the entire
  • 35:11 - 35:15
    Failed Tramway portion of Deepnest would align
    vertically.
  • 35:15 - 35:20
    The tall room near Mask Maker is what pushed
    everything up, and we can see how the path
  • 35:20 - 35:24
    right of here had to be lengthened out as
    a result.
  • 35:24 - 35:27
    With how cramped together the right side of
    Deepnest is, I’m surprised things have lined
  • 35:27 - 35:29
    up as well as they have.
  • 35:29 - 35:33
    But it’s not quite up to par with some of
    the other areas in Hallownest.
  • 35:33 - 35:36
    Sorry to all my Deepnest stans out there.
  • 35:36 - 35:42
    Your life is already so hard.
  • 35:42 - 35:47
    Resting Grounds is one of the smaller sections
    of Hallownest, with only 13 rooms, so there’s
  • 35:47 - 35:50
    really not much to get wrong here.
  • 35:50 - 35:54
    That said, its connection to Crystal Peak
    ended up pretty misaligned.
  • 35:54 - 35:58
    The Knight takes a bit of a tumble when coming
    down this hole, it seems.
  • 35:58 - 36:03
    Aside from that, an extra hallway is needed
    to line up the top path of Resting Grounds
  • 36:03 - 36:05
    with the lower path.
  • 36:05 - 36:08
    And another hallway is added right of the
    Blue Lake.
  • 36:08 - 36:12
    Overall, the Resting Grounds could have been
    a bit better considering how few rooms it
  • 36:12 - 36:15
    has, but it’s not awful by any means.
  • 36:15 - 36:21
    Before we go, I should mention the Resting
    Grounds’ notable landmark, the Blue Lake.
  • 36:21 - 36:25
    As we can see, the lake itself is roughly
    right above the City of Tears.
  • 36:25 - 36:29
    We know from the minimap that the lake doesn’t
    span the whole width of the city.
  • 36:29 - 36:34
    But from the composite map we can also see
    that the lake can’t even be that deep either.
  • 36:34 - 36:39
    There’s no way all this rain is coming from
    one puny lake.
  • 36:39 - 36:46
    I’m starting to think this game is unrealistic.
  • 36:46 - 36:50
    To finish off our journey through Hallownest,
    let’s take a look at Kingdom’s Edge.
  • 36:50 - 36:54
    We’ve already talked about how none of its
    connections work very well.
  • 36:54 - 36:57
    Some of you may be aware that Kingdom’s
    Edge used to be a part of Deepnest.
  • 36:57 - 37:03
    In fact, the file names for all the rooms
    in Kingdom’s Edge are called “Deepnest_East”,
  • 37:03 - 37:07
    but eventually Team Cherry decided to tear
    Deepnest apart and make Kingdom’s Edge its
  • 37:07 - 37:09
    own area.
  • 37:09 - 37:13
    Perhaps this is why Kingdom’s Edge doesn’t
    really connect to the rest of the world very
  • 37:13 - 37:14
    smoothly.
  • 37:14 - 37:20
    Kingdom’s Edge has 26 external rooms, however,
    Nook included an additional 6 rooms not included
  • 37:20 - 37:22
    on the minimap.
  • 37:22 - 37:27
    The Cast-Off Shell room has been included,
    as well as the incredibly tall room on the
  • 37:27 - 37:31
    far right side of the area that leads to a
    giant Geo deposit.
  • 37:31 - 37:36
    This room is normally reached through a doorway,
    but Nook decided to include it anyway since
  • 37:36 - 37:39
    it doesn’t overlap with anything.
  • 37:39 - 37:43
    We can see that this room does reach pretty
    far down into the Abyss, with it stopping
  • 37:43 - 37:47
    somewhere in the middle of the giant Abyss
    entrance room.
  • 37:47 - 37:52
    The other addition Nook made was the internal
    rooms in the Colosseum of Fools which also
  • 37:52 - 37:54
    aren’t shown on the map.
  • 37:54 - 37:58
    The Colosseum is home to what is arguably
    the most blatant spacial deceit in the entire
  • 37:58 - 37:59
    game.
  • 37:59 - 38:05
    When you enter the colosseum proper, there’s
    a very long hallway the player has to traverse,
  • 38:05 - 38:09
    which really builds up the tension leading
    to the various trials encountered there.
  • 38:09 - 38:14
    But the Warrior’s Pit, just below the Colosseum
    is both a lot shorter, and yet reaches the
  • 38:14 - 38:17
    other side of the colosseum.
  • 38:17 - 38:22
    Since this is such a segregated area of the
    map, it really doesn’t matter, but I would
  • 38:22 - 38:26
    say it’s the biggest single cheat the game
    pulls off.
  • 38:26 - 38:30
    Another issue I noticed with the Colosseum
    is this hole right beneath it.
  • 38:30 - 38:35
    This is, presumably, the chute where defeated
    warriors are dumped out of the Colosseum.
  • 38:35 - 38:40
    On the composite map, this chute is directly
    underneath the Shade Trap room in the Warrior’s
  • 38:40 - 38:41
    Pit.
  • 38:41 - 38:46
    However, I think it’s supposed to line up
    with this grate near the Warrior Pit bench,
  • 38:46 - 38:49
    where we can see light shining up from below.
  • 38:49 - 38:55
    But even if you scooted the Colosseum over
    as much as you could, it still wouldn’t
  • 38:55 - 38:56
    reach.
  • 38:56 - 39:01
    As for the rest of Kingdom’s Edge, this
    long, narrow room isn’t quite wide enough
  • 39:01 - 39:05
    to reach the rooms beside it, so some extra
    length is needed.
  • 39:05 - 39:10
    Additionally, the Tram room at the bottom
    of the area doesn’t line up correctly with
  • 39:10 - 39:12
    either of the rooms next to it.
  • 39:12 - 39:15
    It’s too low and too short.
  • 39:15 - 39:20
    As for the Hive, it fits surprisingly well
    into the bottom portion of Kingdom’s Edge.
  • 39:20 - 39:24
    And while we’re here, let’s take a quick
    peek at Hive Queen Vespa.
  • 39:24 - 39:28
    As you can see, she is one giant woman.
  • 39:28 - 39:32
    The section to the right of the Hive is also
    very well constructed.
  • 39:32 - 39:37
    I’d say that Kingdom’s Edge is yet another
    area that benefits from having plenty of room
  • 39:37 - 39:42
    to sprawl and not having many other area connections
    to handle.
  • 39:42 - 39:46
    Speaking of things that are sprawling, looking
    at Kingdom’s Edge like this helps us examine
  • 39:46 - 39:49
    some strange recurring imagery.
  • 39:49 - 39:53
    You might have noticed these weird bone-like
    structures winding in and out of the walls
  • 39:53 - 39:59
    in various places, with a huge concentration
    of them being found right next to the Cast-Off
  • 39:59 - 40:00
    Shell.
  • 40:00 - 40:05
    It seems likely that these are part of the
    Wyrm’s decaying carcass, which is coiled
  • 40:05 - 40:07
    up all throughout Kingdom’s Edge.
  • 40:07 - 40:12
    The portion of the corpse we walk into seems
    to just be the mouth of the Wyrm, and the
  • 40:12 - 40:16
    Wyrm itself is actually much, much longer
    than this.
  • 40:16 - 40:21
    Taking these additional bones scattered across
    the area into account, here’s a more complete
  • 40:21 - 40:26
    view of the Wyrm corpse as it can be seen
    in Kingdom’s Edge.
  • 40:26 - 40:31
    We can also see a lot of these white branches
    and discarded or dislodged teeth littered
  • 40:31 - 40:35
    all over the place, which likely come from
    the Wyrm corpse as well.
  • 40:35 - 40:40
    If we assume that these objects tend to stay
    close to the carcass, then it might be even
  • 40:40 - 40:43
    bigger than what we can actually see.
  • 40:43 - 40:48
    Looking at it now, the Wyrm easily dwarfs
    any other creature in Hallownest.
  • 40:48 - 40:50
    It’s way bigger than Bardoon.
  • 40:50 - 40:53
    It’s way bigger than the Colosseum carcass.
  • 40:53 - 40:57
    It’s even way bigger than the infamous Tuk
    Rancid Egg room.
  • 40:57 - 41:02
    It truly is gargantuan, and can only really
    be appreciated thanks to looking at things
  • 41:02 - 41:04
    from a new point of view.
  • 41:04 - 41:08
    If you want to read more speculation about
    the Wyrm’s anatomy and biology, check out
  • 41:08 - 41:12
    this post by fellow Hollow Knight community
    member, MEBI.
  • 41:12 - 41:17
    It’s some really cool stuff and I highly
    recommend you check it out.
  • 41:17 - 41:23
    We’ve reached the end of Nook’s creation
    of Hallownest, but I wanted to do a bonus
  • 41:23 - 41:25
    round for the White Palace.
  • 41:25 - 41:29
    Since Nook hasn’t created a map for this
    area, we’ll be using a different composite
  • 41:29 - 41:32
    map created by Raining Chain.
  • 41:32 - 41:36
    This map can be viewed on their website and
    is more focused on showing item locations
  • 41:36 - 41:39
    than having realistic room connections.
  • 41:39 - 41:43
    But it can still be used for comparing scale.
  • 41:43 - 41:47
    Before the White Palace was moved into the
    Dream Realm, it was originally located in
  • 41:47 - 41:50
    the Palace Grounds in the Ancient Basin.
  • 41:50 - 41:55
    If we place the palace into the spot it supposedly
    was before, we can see that it’s absolutely
  • 41:55 - 41:56
    massive.
  • 41:56 - 42:01
    The White Palace almost reaches up to the
    top of the City of Tears.
  • 42:01 - 42:03
    So how does this make sense?
  • 42:03 - 42:07
    You could argue that the Palace as we see
    it in the Dream Realm doesn’t truly represent
  • 42:07 - 42:10
    the Palace as it was in the real world.
  • 42:10 - 42:14
    Or you could argue that Team Cherry just wasn’t
    concerned about this when making the level.
  • 42:14 - 42:18
    Either way, it’s very funny to think about
    the White Palace literally sticking up through
  • 42:18 - 42:20
    the city’s sewer system.
  • 42:20 - 42:25
    As for the rooms in the White Palace itself,
    there are a few things worth noting.
  • 42:25 - 42:29
    First, the Path of Pain does not fit in with
    the rest of the map.
  • 42:29 - 42:33
    But, it’s not really clear if the Path of
    Pain is supposed to be a real place at all.
  • 42:33 - 42:38
    It seems to just exist to protect the sealed
    memory found at the end.
  • 42:38 - 42:40
    So maybe it shouldn’t count.
  • 42:40 - 42:43
    The second weirdness is the Pale King’s
    workshop.
  • 42:43 - 42:50
    This room’s exits are so incredibly misaligned,
    there’s no possible way that it was a mistake.
  • 42:50 - 42:54
    This could imply that the Pale King was trying
    to hide his workshop and used some kind of
  • 42:54 - 42:59
    Pale King magic to make its entrance nonsensical,
    or it’s just further proof that the White
  • 42:59 - 43:04
    Place as it exists in the Dream Realm has
    somehow become warped from how it existed
  • 43:04 - 43:06
    in the real world.
  • 43:06 - 43:10
    Or it means some other third thing that I’m
    too stupid to think of.
  • 43:10 - 43:15
    I’ve been quite harsh on Hollow Knight throughout
    this video, picking it apart and criticizing
  • 43:15 - 43:18
    the most minute of details.
  • 43:18 - 43:22
    But I should mention that I don’t think
    these misalignments and overlaps are all that
  • 43:22 - 43:24
    noticeable when playing the actual game.
  • 43:24 - 43:28
    And I think most people who played Hollow
    Knight would probably agree.
  • 43:28 - 43:34
    The world doesn’t feel broken while playing,
    which ultimately is what’s actually important
  • 43:34 - 43:36
    from a gameplay perspective.
  • 43:36 - 43:39
    So I do think Team Cherry pulled it off where
    it actually counts.
  • 43:39 - 43:42
    Except maybe Crossroads.
  • 43:42 - 43:44
    Still not sure how I feel about that one.
  • 43:44 - 43:48
    Either way, it’s impressive how Nook worked
    around all these issues to put together a
  • 43:48 - 43:54
    complete map like this, and I had such a great
    time poking around her creation and seeing
  • 43:54 - 43:57
    what a spatially accurate Hallownest might
    look like.
  • 43:57 - 44:03
    And like I said before, you can view the whole
    world map over on Hallownest.net if you’re
  • 44:03 - 44:04
    interested.
  • 44:04 - 44:09
    Of course, with Silksong on the horizon, the
    big question on all our minds is, how will
  • 44:09 - 44:11
    that game’s world fit together?
  • 44:11 - 44:15
    I asked Nook if she was planning on mapping
    out Silksong like she did for Hollow Knight
  • 44:15 - 44:20
    and committing to cleaning up another of Team
    Cherry’s geographical messes.
  • 44:20 - 44:21
    She said “fuck no”.
Title:
Hollow Knight's Map is Broken
Description:

more » « less
Video Language:
English
Duration:
44:21

English subtitles

Revisions