>>36588133I like kyledove's stuff. The subtle washed out tone really works well with the kind of atmosphere I imagine my stories having. /comfy/. My main goal today is to discuss good/bad level design as a whole though.
That did remind me though, Sinnoh had some of my favorite level design. Even the big mountain was good because it accomplished its goal in dividing the region. The routes were made extra big for the pokeradar gimmick indeed, but I didn't mind it at all.
The biggest "problem" for me was that Celestial Town and a couple of other spots felt kind of wasted. The grass spot placement was fine. Rock Climb and Defog were a fine unique touch, but I'm glad they didn't come back. Pic related for Sinnoh.
I did some extra digging on DA too. Posting non-canon hacks to keep it more /rheg/ related. Plus not trying to get the thread bump limited too fast.
https://orig00.deviantart.net/54c6/f/2018/009/f/2/pokemon_uranium_full_current_tandor_map_by_ceredre_drake-dbzi8uu.pngURL says it, the full fuckhuge Uranium map. I think it used the tiles mentioned before. It's pretty. But I remember playing through it felt kind of retarded, especially in the jungle, the water routes and that final nuclear raid that handheld you way too much. If you have a pretty map, don't waste it.
https://orig00.deviantart.net/a571/f/2012/348/3/3/pokemon_like_monster_mmorpg_v2_zone_1_world_map_by_monstermmorpg-d5nzr32.pngMonsterMMO map. No shill. It's a good map for forcing people into wild battles. So MMO style map. The towns are pretty and unique enough looking, especially on a limited tileset. I like the way the routes guide you in a non-linear direction despite being square blocks. But the routes are too repetitive. You can do better even when using the same tiles. Although ideally, you'd have much more tile variety like in Uranium or Sinnoh.