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Thoughts on my region design? I'm trying to go for a semi-open feel ala gens 1 and 2. Some notes about the progression:
>Dungeons marked in yellow are "you have to go through here" type deals while the others are side areas (don't worry, they'll all appear green in-game)
>Route above 1st gym town is a one-way hill (ala Johto route 45), and the route east of it is blocked off by a generic "it'll disappear later" type roadblock.
>Game opens up a bit after the second gym; gyms 3 and 4 can be done in any order.
>The route east of the long route under the 3rd gym town is blocked off by a roadblock Pokemon, which you get a tool to displace after beating the 5th gym
>Gyms 6 and 7 can be beaten in any order
>After beating gyms 6 and 7, you can obtain Dive, which you need to access the villain team hideout all the way down in the south-west water route
>Like in gen 1, the 8th gym is locked until you clear the evil team story arc
>The route leading up Victory Road requires Waterfall to progress, which you can get after beating the 8th gym
>South-east portion of the map is postgame
How is it? I feel like I struck a good balance between openness and linearity, but I'm worried there might be a bit too much backtrack, especially if the player chooses to not use Fly for some daft reason. Oh and btw the grey cave thingies are placeholders for stuff I haven't designed yet.