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Go to a bench and you'll record what you've explored and if you equip the wayward compass (from the menu while on a bench) you can see where you are.
Give the game a chance and once you've learnt he mechanics it isn't so bad. You got a whole lotta exploring ahead of you though.
As for this particular case, you'll want to go to the Forgotten Crossroads and look around in the leftmost areas. Look for openings, ways to exit the screens etc.
The map feels awkward at first because it isn't your classic "Metroid" map. As you familiarise yourself with it and expand it, I think it becomes great though.
Buy the Wayward Compass and equip it to see yourself on the map.
As for where to go, look in the Crossroads in the room that's vertical with a lot of metal platforms and gruzzes(?) flying around.
Good luck.
The next area is the forest in the west, FYI.
In general, I try to find a bench and/or the mapmaker when exploring a new area, because remembering all the similar looking rooms is practically impossible anyway.
After that, try to explore as much as possible. A lot of very useful items and abilities are hidden away in side paths.
Hell, you bring up Bloodstained as an example...
Super Metroid back in 1994 was praised for how it evolved the genre and improve many things, with one of the most notable and most praised changes being the more advanced map that showed you better where you were, where you've been, and really helped you fill out the map for completion's sake.
Y'know, a map system so good, that Castlevania literally ripped it off when starting the Metroidvania genre in Symphony of the Night.
This is why I don't understand the children defending this game, claiming that it's about challenge. It's not, it's just backwards thinking leading to stone-age game design. We already did better in 1994, but for some reason people want us to accept much inferior design in 2017~
The maps are the same, you just need to buy certain items and rest at benches so that your character can actually fill in the map. This is not backwards game design, it's just made to be more immerseful, as opposed to being very mechanical and 'gamey'. I like the way the map was handled in this game. I appreciated the little animations of the knight filling in the map at benches and him holding out the map when your viewing it. Basically the map system is rationalized within the games world as opposed to being just a helpful game thing for you to use. That's how I feel about it and hopefully you can better understand us "children" when we say the map system is good.