>it's another episode of morons not knowing shit about map design
It's so tiring. And the worst part is that they got nothing but praise in the comments.
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what's the problem here?
I don't like moving diagonally in a game where I can only move in the cardinal directions,
this is surprisingly reasonable critique
I'm not OP though so that's why
Figured. But it is a good point.
OP, if he ever comes back, would probably say "it remind me too much of Gen 4" to start yet another flamebait thread.
>"it remind me too much of Gen 4"
now that you mention it...
ok lemme fix that for you
It is kinda pointlessly winding for how lineal the path forward actually is but I wouldn't call it bad. Just kinda ugly to look at.
Fair enough. At first I thought the map was that way to force you to take extra steps in the grass but on closer inspection the intended path is kinda barren.
It's like a very long spagghetto that was twisted up a bunch. There is zero space, you essentially have to squeeze yourself down a narrow path.
Really, I just don't like how claustrophobic it is.
There was no thought into the path. It seems the guy just scribbled a path and put a bunch of trees and mountains around it, with various decorations on the path. It's all to mask that no thought was put into this at all.
Everything is a 1 or 2-tile pathway, and it's very linear. There's so many dead ends and you need to travel around so much of the route to get anywhere.
In a grid based game with 4 way movement the map is extremely narrow with a lot of turns.
Explain specifically why it's bad without buzzwords.
You can't physically go to these places.
You can go into all but the bottom one you blind b***h.
which is connected to the route below
>Red
The smash rocks are being used at chokepoints instead of alternate routes. First one you run into looks like it takes you to a place of interest, which is fine, but the boulder next to it could be replaced with another smash rock to open up a shortcut. Same thing with the one below it. You have zero reason to smash this rock outside of 1 item and berries. No one would ever come back to this area because its so crowded.
The rock up on the mountain had better be a legendary/special item. Because no one in their right mind wouldn't get pissed off exiting a cave and seeing that in their way.
>Blue
This area is okay in theory, but the forced pattern he wants the player to walk could be done with tall grass and trees. This would open the area up and still encourage guidelines, as most players avoid tall grass when they can. This also would fix the single tile stairs that add to the crowding in the route, and the hard walls made by the mountainous terrain.
>Black and X'd out
Get rid of for space. The first three plateaus you run into on this route help cement the are as being harsh, rocky or mountainous terrain. The bottom three plateaus make unnecessary chokepoints that would piss people off. Opening up the top area by getting rid of the boulder here will give room to breathe, and help open up the area. Notice how little boulders on the walkable path he used past this one. Its out of place.
Also the bird pokemon looks like you can't get to it? I'm fine with this in terms of decoration but on a mountain many players would be googling if you can get to it because of pokemon like Terrakion, Moltres, etc that you can walk up to in other games in areas like this.
>Misc
>Give more options to avoid trainers
>Make the mountain stairs wider
I don't like how narrow it is. I know there have been some narrow paths and routes in pokemon games before, but this is worse. Could use a couple more open parts with a few larger patches of grass. It is pretty.
So explain how it's bad then?
>GUYS GUYS SOMEONE DID SOMETHING A LITTLE BIT WRONG SOMEWHERE ON THE INTERNET
a thread died for this
yeah and it was probably the billionth “Unova bad” or “Sinnoh bad” thread
okay gay, explain whats wrong with it.
done
I'm not a game design expert but my first reaction as a player is that the color palette used isn't very appealing. All the tall grass, trees, hills, etc. kind of just blend together and the only thing that really stands out is the river. Everything else just has shades of vomit which not only isn't appealing, but makes differentiating things more difficult. Granted, I'd assume the actual in-game camera is much closer so I don't know how bad it really is or isn't
It is literally the same palette the actual games used you double Black person.
We don't use that word here
yeah games are for nerds. We call them experiences here.
What route in Gen III has anything resembling the colors used in OP's route
Colour blind?
No it isn't moron.
This would be good if the game let you move in 8 directions
it looks pretty
the water could be better and i think better colors but i like the canyon design with the small river. if the region lore is that this entire area used to be underwater but now it's dried...like a sort of arizona/mid west region. kino. kino. kino. kino.
that's thematics.
as for actual navigation. awful. look at hoenn's map. giant areas where you can walk all over the place and yet still railroads you on a route.
no reason for all those little rocks and stumps. get rid of them. i get itadds texture but it's all too cluttered. even the fricking water! what should be a SHORTCUT is now almost as bad.
look at all that tree space in the bottom right. why not open up that area and make it less confined?
Pretty cramped
wow, this is completely inscrutable
hmm yes indubitably
My first thought is "way too many narrow paths". Narrow paths aren't necessarily a bad thing, but when it's the main route it's both hard to get where you're going sometimes AND overly linear to the point of having no choice. Ideally, narrow sections should be reserved for side paths with a reward of some sort at the end of them.
Looks way better than gen 6 and gen 8 map design
Maruno, shut the frick up.
>we have route 119 at home
people who make pretty looking maps usually have no interest in the rest of the game. this route looks like it would suck to traverse if it was between 2 cities that i had to walk through multiple times. on the other hand if its just an optional side route i'd be more forgiving.
It reminds me of some Sinnoh routes - just moronic loops through most boring environment, with occasional cut tree or snow or unavoidable grass to make it even more of a hassle to move.
One can shit on Gen VIII bare-bone routes but at least they are quick and easy to travel instead of just pushing against player's quickly melting will to play the game.
I do feel like this map is way too narrow and confusing to walk through, just spacing shit out would be a good enough fix
Classic modder’s megalomania. It’s the natural instinct of a modder to want to make everything huge, because more content = more better. But there’s so much “better-er” in there that it becomes a claustrophobic nuisance.
This is a good first draft. If the redditor is smart enough (lol) to focus on what actually matters to the route and is humble enough (lmao) to trim all the excess layers of fat that choke out the area’s core identity, then it might even end up being a good final product.
We can learn from this by comparing how the core series handles mountain passes, rivers, and valleys. Rarely is a route’s core design decided by hardware limitations or its inverse in the pursuit of realism, even in gens 1&2; there’s always a gameplay reason for why things are sculpted the way they are.
Hoenn’s Route 114 is a great example of this modder’s idea for this route, being a river valley between the mountains. It rarely if ever has areas that are less than three tiles wide, HM gates are easily accessible to make the endgame roundup more efficient and rewarding, and the route itself has a definitive three-act structure to it that allows each portion of the route to have its own identity before using liminal checkpoints—bridges, stairs, et al—to connect these acts together. The way the biomes shift from igneous crags, to clean blue river, and fertile grassland before finally ascending back up the mountainside paints an illusion in your mind that you have traveled much further than you really did. Skyrim uses the same trick to make its overworld feel grandiose. By comparison, the map in the OP is almost tailored to be frustrating. You spend so much time snaking around the route through cramped passages just to get to an area just a few tiles out of reach that it hardly feels like you’re making any progress at all. It feels more like a cave descending down a mountainside than what should be a liberating walk through an overgrown ravine.
I agree with this anon
though the OP map could work if there was less grass.
If the left side is supposed to be a maze like area where you have to look for the right path to the items or next passage, where backtracking is bascially neccessary, don't put grass where you are supposed to walk several times.
This is an extreme visual mess. Why are there so many "hills" so close together and so claustrophobically designed to create weird little dips everywhere? It's the epitome of putting gameplay above setting and presentation, except the gameplay isn't any good either because it's just pointlessly winding to no real benefit.
It's the epitome of making a super-detailed image to farm reddit numbers without putting any thought into how the game plays.