(Edit: this isn't showing up next to the pictures up there for some reason, but here's what the map looks like in action.)
Brave the perils of Mother Brain's inner sanctum--lava, defensive turrets, hazardous footing, and more--as you attempt to challenge the megalomaniacal supercomputer and live to tell about it.
Special thanks to Fredlllll, for telling me about this way to make a lava effect (emissive blocks under the water's surface on Tidal), and to Portaleer, who along with Fred helped me playtest it.
11/15/17: "Doughnut" projectiles now play a sound effect when they hurt you, making the source of your injury more apparent. (However, they may be difficult to hear if there are explosions going off at the same time.) Additionally, a light now spawns for a split second every time you wound Mother Brain (after the glass has been broken), mimicking the way enemies in Metroid flash white or red when damaged, and more clearly conveying to the player that their shots are on target.
- Despite being scripted to despawn, "Doughnuts", shards of glass, and other objects occasionally stick around longer than they should. I suspect this is caused by having several hundred scripts packed into such a small area, so I don't think it's fixable.
- Many sound effects associated with Mother Brain (cries of pain, glass breaking, etc.) sometimes seem to be desychronized from any action on the player's part. This is due to the map's ambient noise and player's use of explosives drowning them out. Sadly, I don't think this is fixable either given the inability to adjust the volume and/or range of SFX pieces.