How to render maps in metroidvania like game?

I wonder how maps would be render in a game with small zones like metroidvania game style.

Hollow Knight Style. Would I create a scene for individual zones in picture? Then the player when it arrives to the new zone it would be on the floor, even if he was jumping just in the previous zone.

Aggelos Style. Or I could create a giant scene with small zones when player go to teleporting into maps, also zones. It will be so fast but is it really optimum? While the player is in zone 1, rest of zones, 2 or 999 could be actives and consuming resources.

What could be the best choice? Is it possible recalculate the action between scenes like a jump in order to continuous action through the warp zones?

I thank any help or opinion about this.

I think you could do either, unless there are 999 zones (too many?).

If you do it all in one scene, you could put each zone in a tilemap layer, and hide/show as needed. You would have to activate/deactivate colliders or sprites manually.

If you do it in separate scenes, you probably just need to save the player’s velocity and animation state.

Hello.

I could try the one scene method activating/deactivating zones.

About save the player velocity of player, I think I would to save more parameters to emulate the continuos action in teleport but I could try this method too.

Thanks for your suggestions.