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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
-
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
-
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
-
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
-
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.
-
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
-
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
-
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
-
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.
-
Now, is this possible?
-
Realistically, Quirrel probably would not
be able to see Dirtmouth itself.
-
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
-
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.
-
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
-
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.
-
While Fog Canyon might fit nicely internally,
its connections to other parts of Hallownest
-
are pretty egregious.
-
The whole area is just too small for the space
it’s supposed to take up.
-
Nook decided to line the area up with its
connection to Queen’s Station, which is
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the lowest section of Fog Canyon.
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This results in very long, winding hallways
between Crossroads, Greenpath, and the upper
-
portion of the Fungal Wastes.
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Even the connections to Queen’s Garden aren’t
quite long enough to make it on their own.
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So internally, Fog Canyon looks great, but
its border hallways are just silly.
-
You’d really need the Mantis Claw to get
anywhere in this version of Hallownest.
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Which I guess is already kinda true, but it
would be even more true than it already is.
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Fungal Wastes is next with a total of 30 rooms,
some of which are packed together quite tightly.
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And for the most part, things don’t overlap
much.
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However, Nook did have to smush the Shrumal
Ogre arena room into the room to its right.
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Vertical hallways had to be added near Mantis
Village in a couple of spots, mainly so that
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the bottom of Fungal Wastes was low enough
to connect to both Deepnest and the Royal
-
Waterways.
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However, the most blatant flaw in Fungal Waste’s
layout is the room leading up to the Fungal
-
Core.
-
You probably remember seeing an entrance to
this room when first exploring Fungal Wastes.
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You likely hadn’t found the Mantis Claw
by this point, so this room entrance taunts
-
you by being too high up to reach.
-
But with the placement of these rooms, the
Fungal Core would be overlapping with the
-
room directly above it.
-
The only way this path works is if this entrance
is lower than the wall you have to scale to
-
access it.
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Right beside the Fungal Core, another vertical
hallway has to be added to line up the cross
-
section between Fungal Wastes, Deepnest and
Queen’s Garden.
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So, remember back when we were talking about
all the extra hallways that had to be added
-
in the Forgotten Crossroads?
-
Well, both Fungal Wastes and City of Tears
are downstream of that piss storm, and we’re
-
now going to see the consequences of shifting
things around so drastically up there.
-
Fungal Wastes is now really far away from
the City of Tears, and by extension, the Royal
-
Waterways as well.
-
In the top right section of the Wastes, the
player can find a large door that is chained
-
shut.
-
The other side of this same door can be found
in the City of Tears elevator room that leads
-
back up to the Forgotten Crossroads.
-
But these rooms are nowhere near each other
on the composite map.
-
Because both areas are connected to Crossroads,
they are forced apart due to that level’s
-
janked up layout.
-
And this is even after pushing the Crossroads
elevator as far to the left as possible to
-
get it closer to Fungal Wastes.
-
So, Nook decided to add a few really long
hallways to connect the Fungal Wastes to both
-
the City of Tears and the Royal Waterways.
-
And so we’ve finally arrived in the heart
of Hallownest; the City of Tears.
-
This area is massive, with 37 external rooms,
which is STILL 3 less than the Forgotten Crossroads.
-
The City of Tears was a uniquely challenging
area for Nook to map out due to the sheer
-
openness of the rooms.
-
A lot of the rooms in Tears aren’t closed
off at the edges, instead implying that there
-
is more to see just beyond the edge of the
screen.
-
Because of this, Nook decided to fill in these
gaps with additional background to reveal
-
the unseen portions of the city.
-
It was an insane amount of effort, but it
really helps illustrate just how massive the
-
city really is.
-
Some of the buildings look a bit strange when
seen in their entirety, but let’s be totally
-
honest here.
-
The buildings in the City of Tears just look
weird in general.
-
For me, it’s all these windows.
-
I think their design was inspired by termite
mounds, and these windows are where the holes
-
on a termite mound would be, but I’m just
not a fan.
-
Don’t get me wrong, I really appreciate
the smart, walkable, mixed-use urban design
-
of the City of Tears, but man, these buildings
are weird.
-
The opening portion of Tears, starting from
where Quirrel is found, heading down into
-
the city streets and then back up into Soul
Sanctum, lines up fairly well.
-
However, the bridge path up top where Zote
can be found is a bit longer than the ground
-
path near Lemm, so a hallway is needed to
space things out a bit.
-
In the Soul Sanctum, the most troublesome
room is just left of the Soul Master boss
-
arena.
-
This room drops down low enough that it’s
overlapping with the bridge underneath.
-
From this bridge, we’d expect a little bit
more space, as we can see open air just above
-
it in game.
-
A bit of hallway was also added before the
lift heading up to Crossroads to help push
-
the rest of the City further right, so it’d
line up better with that side of the world
-
map.
-
And this hallway isn’t the only one.
-
More are added in the top and bottom paths
near the Hollow Knight fountain to space the
-
city out even more.
-
Without all these extended hallways, there
would be a pretty big misalignment with the
-
Resting Grounds elevator.
-
If we look at the Watcher’s Spire, we can
see that the lower portion of the tower doesn’t
-
go high enough to line up properly with the
Soul Sanctum tower, so a vertical hallway
-
is needed to help out.
-
The Watcher Knight room is also misaligned
with the room right below it.
-
These two vertical hallways just don’t line
up at all.
-
Luckily for Nook, fixing this on the composite
map was pretty straightforward.
-
Yet another hallway is needed after Watcher’s
Spire, and we can also see a pretty crazy
-
border hallway with the elevator shaft heading
down to the Ancient Basin.
-
Because we’ve been stretching the city so
much to the right, this room actually needs
-
to cut back to the left.
-
It also needs to be further down to line up
properly with the left side of Waterways,
-
which itself had to be pushed down due to
the infamous Tuk Rancid Egg room.
-
On the far right side of the city, King’s
Station shares two exits with the room on
-
its left, which, unfortunately, do not line
up.
-
While it’s not on the map, Nook actually
did recreate the Pleasure House elevator room,
-
and we can see that it’s not quite tall
enough to reach the other room on the composite
-
map.
-
There’s also another vertical hallway added
above King’s Station.
-
This was all done so that there would be open
space beside the window found at the top of
-
the Tower of Love.
-
Also, this isn’t really a misalignment,
so much as an observation that the bugs of
-
Hallownest have no idea how to build buildings,
but the penthouse of this tower is way wider
-
than all the floors below it.
-
I blame gentrification.
-
Finally, there are the connections to Kingdom’s
Edge, all of which are just way off.
-
The two exits near the Tower of Love, which
aren’t terribly far apart, split way off
-
of each other in Kingdom’s Edge.
-
These types of misalignments can’t be blamed
on changes made elsewhere in the map.
-
These rooms just don’t line up right at
all.
-
You probably also noticed that the horizontal
distance here is also quite large.
-
That’s due to the top path between City
and Kingdom’s Edge, the one that leads to
-
the Colosseum of Fools.
-
This hallway is so long it pushes Kingdom’s
Edge really far to the right.
-
This hallway is also higher up than the game
implies, so another vertical hallway is needed.
-
So none of the connections between Tears and
Kingdom’s Edge line up very well.
-
All things considered, the City of Tears could
have been a lot worse.
-
Its internal connections do make sense for
the most part, and there really aren’t many
-
major overlaps either, which I think are the
biggest offenders when it comes to map layouts.
-
I can sort of imagine a long hallway existing
between rooms in my mind, but two rooms occupying
-
the same space simply isn’t possible outside
of the U.K.
-
I think we need a break from some of these
more involved levels.
-
Let’s take a look at something more simple
for a change.
-
Dirtmouth and King’s Pass are only two rooms,
so there's not much to keep track of here.
-
However, as you can see, there’s a pretty
large gap between these two rooms.
-
This is because Howling Cliffs drops directly
into King’s Pass, and since the cliffs are
-
connected to Greenpath, we end up with a pretty
large gap that’s completely unaccounted
-
for.
-
Team Cherry really should have put an extra
long, empty hallway here.
-
I think it would have tremendously helped
the overall game experience.
-
The Howling Cliffs only have 6 rooms on the
composite map.
-
And everything actually lines up pretty well.
-
It’s probably the best region on the entire
map in terms of rooms fitting together.
-
I should mention that the drop down into King’s
Pass is a bit strange.
-
There’s a very long border hallway that
needs to be added.
-
Also, the opening cutscene from Hollow Knight
shows us what the path from Howling Cliffs
-
to Dirtmouth should look like, and it’s
not really clear where King’s Pass is supposed
-
to be.
-
Like it’s just not there?
-
Where did it go?
-
The more astute of you might have noticed
that a certain room was left out of Nook’s
-
composite map.
-
In the top left hand corner of the area is
the entrance to the Stag Nest.
-
And the Stag Nest’s room placement is so
nonsensical that even Team Cherry left the
-
room off the minimap completely.
-
If we were to put the actual Stag Nest room
on the map, it clearly overlaps with the room
-
below it.
-
And we can see that the edge of this room
extends far beyond the edge of the actual
-
cliff itself.
-
It’s like Team Cherry wants to treat this
room like the various internal rooms found
-
in the game, but didn’t actually give the
room a door entrance like you’d expect.
-
This room is just very weird, and weird things
make me angry.
-
We caught a glimpse of the Royal Waterways
earlier but let’s figuratively dive a bit
-
deeper into this area.
-
The Waterways consists of about 16 rooms,
a fair number of which are quite large, meaning
-
the Waterways still takes up quite a bit of
space.
-
Right off the bat, the whole area is lowered
just a bit to prevent the infamous Tuk Rancid
-
Egg room from poking up into the city streets.
-
Towards the left side of the area, Cornifer’s
room is moved slightly down to make it line
-
up correctly with Fungal Wastes.
-
A couple of vertical hallways are needed to
make the left half of Waterways line up correctly
-
with the long elevator shaft leading down
to the Abyss.
-
You can also see that the tight hallway that
the player is supposed to Crystal Dash through
-
had to be lengthened on both sides.
-
The bottom path of the elevator also has an
extra hallway that goes down a little bit.
-
This was done to make the tram line in Ancient
Basin line up vertically with the tram lines
-
in Deepnest and Kingdom’s Edge.
-
On the right side of the Waterways, things
actually line up pretty well.
-
However, just like with City, the Waterways
are quite a ways away from the Kingdom’s
-
Edge, so a pretty big hallway is needed to
connect them.
-
You might have noticed that this map does
not contain the Junk Pit, where the Godseeker
-
can be found locked away in her cocoon.
-
If you weren’t aware, these rooms, along
with the Pale Lurker arena, were added into
-
Hollow Knight a year after its release in
the Godmaster update, and there are a few
-
unique aspects to them likely because of this.
-
Two of the new Royal Waterways rooms actually
do fit nicely on the map, but this third room
-
is special because it very clearly runs straight
through another portion of Waterways and connects
-
to the room containing the Nailsmith’s hut
in City of Tears.
-
Well, it almost connects anyways.
-
Team Cherry left this third room off the map,
which kind of makes sense because the lower
-
passage to the room is a doorway, making this
an internal room.
-
However, the higher passage to this room is
an exit hallway.
-
It’s a bizarre inconsistency that could
have just been avoided by adding a doorway
-
in the Nailsmith room instead of a hallway.
-
What were they thinking?
-
Team Cherry obviously should have used a doorway
here.
-
And yet this game sold hundreds of copies.
-
Another reason Nook left these rooms out of
her map is because the parallax in the Junk
-
Pit room is way more complex than the vast
majority of rooms in the game, perhaps because
-
Team Cherry had more time to work on the room,
or had a change in design philosophy between
-
the release of the base game and the release
of Godmaster.
-
This was Nook’s attempt at fixing the room,
and it just didn’t end up looking right.
-
Overall, Royal Waterways is a bit weird, but
it does a good job at maintaining internal
-
consistency with its level design.
-
Unfortunately that’s pretty much the only
thing good about this place.
-
The Ancient Basin consists of 16 rooms, as
long as you include the Birthplace, which
-
isn’t actually included on the minimap.
-
The Ancient Basin is unique from all the other
areas of Hallownest because it only borders
-
one other area, the Royal Waterways.
-
Because of this, and because of the vast empty
space available to the Ancient Basin at the
-
bottom of the map, it doesn’t have any major
misalignments or overlaps.
-
We do have a near-miss over where the breakable
ground leads to a Pale Ore.
-
But everything else just works, probably because
every path leads to a dead end, so nothing
-
really has to line back up.
-
While we’re down here, let’s take a look
at the massive Abyss entrance room.
-
This room alone is taller than the entirety
of the Soul Sanctum.
-
This room was also an absolute nightmare for
Nook to clean up due to its insane parallaxing.
-
The main component of the background is this
strange low resolution wall structure.
-
In game, it stretches all the way across the
entire room, but to work on the composite
-
map, Nook had to mask out the entire background
and manually add a thinner version of the
-
background back into the image.
-
Moving on to Queen’s Garden, this area contains
18 rooms in total, and is one of my personal
-
favorite areas in Hollow Knight.
-
But how well does it hold up to scrutiny?
-
Let’s start at the very top, where Garden
connects to Greenpath.
-
To the left of this room is the White Lady’s
cocoon room, which has two sections to it
-
that remain isolated from one another.
-
This lets the player catch a glimpse of the
White Lady’s cocoon without actually being
-
able to enter it.
-
Because of this, a vertical hallway is needed
here on the right to line up the lower path
-
to White Lady’s room with the top path.
-
From looking at the main loop of Queen’s
Garden, we can see that some vertical adjustments
-
had to be made to line things up internally
as well as correctly connect to Fog Canyon.
-
In the bottom portion of the area, a somewhat
long horizontal hallway is needed next to
-
one of the vine platforming rooms.
-
Without this, the rooms above would overlap
with each other pretty badly.
-
So Queen’s Garden wasn’t quite as tightly
constructed as I had hoped.
-
But keep in mind that’s my fault for having
hope.
-
Just below Queen’s Garden is everyone’s
favorite pit of death and despair, Deepnest.
-
Deepnest is on the bigger side too, with 27
rooms.
-
Every connection to Deepnest lines up well
on Nook’s map, but they all needed to be
-
extended a bit to connect together.
-
Deepnest itself also had to be extended just
a tiny bit so its connection with Queen’s
-
Garden lines up correctly.
-
We also have some additional hallways off
the first Garpede challenge room to line things
-
up with Fungal Wastes and the rest of Deepnest.
-
But if we look at just Deepnest’s internal
connections, we do find a few issues.
-
Over in the Distance Village we have a misalignment
with the room directly to the right.
-
This path leading to Midwife is too high up.
-
Right next to the drop from Fungal Wastes,
we have another pair of exits that just don’t
-
line up at all, requiring a winding hallway
to patch things up.
-
Another pesky misalignment can be found with
the tram room where Cloth appears.
-
This room has two bottom exits, but they are
too close together to line up with the top
-
exits of the room below.
-
This room, and the room to the left of it,
also had to be moved up, so that the entire
-
Failed Tramway portion of Deepnest would align
vertically.
-
The tall room near Mask Maker is what pushed
everything up, and we can see how the path
-
right of here had to be lengthened out as
a result.
-
With how cramped together the right side of
Deepnest is, I’m surprised things have lined
-
up as well as they have.
-
But it’s not quite up to par with some of
the other areas in Hallownest.
-
Sorry to all my Deepnest stans out there.
-
Your life is already so hard.
-
Resting Grounds is one of the smaller sections
of Hallownest, with only 13 rooms, so there’s
-
really not much to get wrong here.
-
That said, its connection to Crystal Peak
ended up pretty misaligned.
-
The Knight takes a bit of a tumble when coming
down this hole, it seems.
-
Aside from that, an extra hallway is needed
to line up the top path of Resting Grounds
-
with the lower path.
-
And another hallway is added right of the
Blue Lake.
-
Overall, the Resting Grounds could have been
a bit better considering how few rooms it
-
has, but it’s not awful by any means.
-
Before we go, I should mention the Resting
Grounds’ notable landmark, the Blue Lake.
-
As we can see, the lake itself is roughly
right above the City of Tears.
-
We know from the minimap that the lake doesn’t
span the whole width of the city.
-
But from the composite map we can also see
that the lake can’t even be that deep either.
-
There’s no way all this rain is coming from
one puny lake.
-
I’m starting to think this game is unrealistic.
-
To finish off our journey through Hallownest,
let’s take a look at Kingdom’s Edge.
-
We’ve already talked about how none of its
connections work very well.
-
Some of you may be aware that Kingdom’s
Edge used to be a part of Deepnest.
-
In fact, the file names for all the rooms
in Kingdom’s Edge are called “Deepnest_East”,
-
but eventually Team Cherry decided to tear
Deepnest apart and make Kingdom’s Edge its
-
own area.
-
Perhaps this is why Kingdom’s Edge doesn’t
really connect to the rest of the world very
-
smoothly.
-
Kingdom’s Edge has 26 external rooms, however,
Nook included an additional 6 rooms not included
-
on the minimap.
-
The Cast-Off Shell room has been included,
as well as the incredibly tall room on the
-
far right side of the area that leads to a
giant Geo deposit.
-
This room is normally reached through a doorway,
but Nook decided to include it anyway since
-
it doesn’t overlap with anything.
-
We can see that this room does reach pretty
far down into the Abyss, with it stopping
-
somewhere in the middle of the giant Abyss
entrance room.
-
The other addition Nook made was the internal
rooms in the Colosseum of Fools which also
-
aren’t shown on the map.
-
The Colosseum is home to what is arguably
the most blatant spacial deceit in the entire
-
game.
-
When you enter the colosseum proper, there’s
a very long hallway the player has to traverse,
-
which really builds up the tension leading
to the various trials encountered there.
-
But the Warrior’s Pit, just below the Colosseum
is both a lot shorter, and yet reaches the
-
other side of the colosseum.
-
Since this is such a segregated area of the
map, it really doesn’t matter, but I would
-
say it’s the biggest single cheat the game
pulls off.
-
Another issue I noticed with the Colosseum
is this hole right beneath it.
-
This is, presumably, the chute where defeated
warriors are dumped out of the Colosseum.
-
On the composite map, this chute is directly
underneath the Shade Trap room in the Warrior’s
-
Pit.
-
However, I think it’s supposed to line up
with this grate near the Warrior Pit bench,
-
where we can see light shining up from below.
-
But even if you scooted the Colosseum over
as much as you could, it still wouldn’t
-
reach.
-
As for the rest of Kingdom’s Edge, this
long, narrow room isn’t quite wide enough
-
to reach the rooms beside it, so some extra
length is needed.
-
Additionally, the Tram room at the bottom
of the area doesn’t line up correctly with
-
either of the rooms next to it.
-
It’s too low and too short.
-
As for the Hive, it fits surprisingly well
into the bottom portion of Kingdom’s Edge.
-
And while we’re here, let’s take a quick
peek at Hive Queen Vespa.
-
As you can see, she is one giant woman.
-
The section to the right of the Hive is also
very well constructed.
-
I’d say that Kingdom’s Edge is yet another
area that benefits from having plenty of room
-
to sprawl and not having many other area connections
to handle.
-
Speaking of things that are sprawling, looking
at Kingdom’s Edge like this helps us examine
-
some strange recurring imagery.
-
You might have noticed these weird bone-like
structures winding in and out of the walls
-
in various places, with a huge concentration
of them being found right next to the Cast-Off
-
Shell.
-
It seems likely that these are part of the
Wyrm’s decaying carcass, which is coiled
-
up all throughout Kingdom’s Edge.
-
The portion of the corpse we walk into seems
to just be the mouth of the Wyrm, and the
-
Wyrm itself is actually much, much longer
than this.
-
Taking these additional bones scattered across
the area into account, here’s a more complete
-
view of the Wyrm corpse as it can be seen
in Kingdom’s Edge.
-
We can also see a lot of these white branches
and discarded or dislodged teeth littered
-
all over the place, which likely come from
the Wyrm corpse as well.
-
If we assume that these objects tend to stay
close to the carcass, then it might be even
-
bigger than what we can actually see.
-
Looking at it now, the Wyrm easily dwarfs
any other creature in Hallownest.
-
It’s way bigger than Bardoon.
-
It’s way bigger than the Colosseum carcass.
-
It’s even way bigger than the infamous Tuk
Rancid Egg room.
-
It truly is gargantuan, and can only really
be appreciated thanks to looking at things
-
from a new point of view.
-
If you want to read more speculation about
the Wyrm’s anatomy and biology, check out
-
this post by fellow Hollow Knight community
member, MEBI.
-
It’s some really cool stuff and I highly
recommend you check it out.
-
We’ve reached the end of Nook’s creation
of Hallownest, but I wanted to do a bonus
-
round for the White Palace.
-
Since Nook hasn’t created a map for this
area, we’ll be using a different composite
-
map created by Raining Chain.
-
This map can be viewed on their website and
is more focused on showing item locations
-
than having realistic room connections.
-
But it can still be used for comparing scale.
-
Before the White Palace was moved into the
Dream Realm, it was originally located in
-
the Palace Grounds in the Ancient Basin.
-
If we place the palace into the spot it supposedly
was before, we can see that it’s absolutely
-
massive.
-
The White Palace almost reaches up to the
top of the City of Tears.
-
So how does this make sense?
-
You could argue that the Palace as we see
it in the Dream Realm doesn’t truly represent
-
the Palace as it was in the real world.
-
Or you could argue that Team Cherry just wasn’t
concerned about this when making the level.
-
Either way, it’s very funny to think about
the White Palace literally sticking up through
-
the city’s sewer system.
-
As for the rooms in the White Palace itself,
there are a few things worth noting.
-
First, the Path of Pain does not fit in with
the rest of the map.
-
But, it’s not really clear if the Path of
Pain is supposed to be a real place at all.
-
It seems to just exist to protect the sealed
memory found at the end.
-
So maybe it shouldn’t count.
-
The second weirdness is the Pale King’s
workshop.
-
This room’s exits are so incredibly misaligned,
there’s no possible way that it was a mistake.
-
This could imply that the Pale King was trying
to hide his workshop and used some kind of
-
Pale King magic to make its entrance nonsensical,
or it’s just further proof that the White
-
Place as it exists in the Dream Realm has
somehow become warped from how it existed
-
in the real world.
-
Or it means some other third thing that I’m
too stupid to think of.
-
I’ve been quite harsh on Hollow Knight throughout
this video, picking it apart and criticizing
-
the most minute of details.
-
But I should mention that I don’t think
these misalignments and overlaps are all that
-
noticeable when playing the actual game.
-
And I think most people who played Hollow
Knight would probably agree.
-
The world doesn’t feel broken while playing,
which ultimately is what’s actually important
-
from a gameplay perspective.
-
So I do think Team Cherry pulled it off where
it actually counts.
-
Except maybe Crossroads.
-
Still not sure how I feel about that one.
-
Either way, it’s impressive how Nook worked
around all these issues to put together a
-
complete map like this, and I had such a great
time poking around her creation and seeing
-
what a spatially accurate Hallownest might
look like.
-
And like I said before, you can view the whole
world map over on Hallownest.net if you’re
-
interested.
-
Of course, with Silksong on the horizon, the
big question on all our minds is, how will
-
that game’s world fit together?
-
I asked Nook if she was planning on mapping
out Silksong like she did for Hollow Knight
-
and committing to cleaning up another of Team
Cherry’s geographical messes.
-
She said “fuck no”.