A Super Metroid analysis that may help you

I don't know how many of you have played Super Metroid, or even really know anything about it, but it is considered one of the best games of all time, and definitely a top game for the SNES. I like this analysis, and while I haven't truly played it, this seems like a very good article on level design. You see, I feel Super Metroid fits a game that still can be held as the example today of good level design- http://www.gamasutra.com/blogs/HugoBill ... etroid.php
I hope you take the time to read this, it does spoil a few things about the game itself, so be warned. My favorite part is when it mentions the game holds your hand without you knowing it, and it won't admit it either, it wants you to feel like the master. Metroid can be used as a good example for any platformer/exploration game, with the way it works. Of course if you plan on making a Metroidvania styled game, then this will probably also be some help to you.
Hope you get something from this, even if you were a great programmer, maybe you feel your level design skills are behind what you want it to be.
I hope you take the time to read this, it does spoil a few things about the game itself, so be warned. My favorite part is when it mentions the game holds your hand without you knowing it, and it won't admit it either, it wants you to feel like the master. Metroid can be used as a good example for any platformer/exploration game, with the way it works. Of course if you plan on making a Metroidvania styled game, then this will probably also be some help to you.
Hope you get something from this, even if you were a great programmer, maybe you feel your level design skills are behind what you want it to be.