>>48400797>You need to decide how and where each enemy appears in the map exactly the same way. No you don't. That's why there are patches of grass with identical encounter rates instead of each individual square's being unique. We're talking about caves specifically, which are even worse. Literally the entire ground of caves in most pre-Gen VIII games have the same encounter rate for every tile of the floor.
>Seafoam Islands would be entirely pointless if they didn't design it around Articuno being there You didn't finish my post, did you? I said that the closest we get to map design and creatures interacting in Pokemon is how you may be rewarded at the end of a map by finding a legendary pokemon.
>The Power Plant would be entirely pointless if they didn't design it around new Electric Pokemon being there. Putting a bunch of optional item sections in the Power Plant wouldn't make sense if they didn't design a fake item Pokemon to trick the player It's got electric Pokemon and it's themed as a power plant, sure. But you could keep the exact same map layout, swap the electronic visuals for old furniture & dusty rooms, and fill it with ghost Pokemon instead. Could have even had Ghastlys pretending to be the Pokeballs. They pretended to be non-Pokemon ghosts in Lavender Tower, after all.
>The progression of the region wouldn't make sense if they didn't design a sleeping Pokemon to block the road Or they could've used another thing as a roadblock, like an old man who hasn't had his coffee, yet (though Snorlax is one of those times where map and creatures do influence each other in that they had a 1-tile wide passage that they chose to fill with a pokemon.
>Diglett Cave wouldn't make sense if it didn't have a new digging Pokemon that makes underground tunnels Unless there is some lore explanation that "Diglett makes tunnels in a vague quarter-circle shape and only Digletts do this" then the design of the map in no way influenced by Diglett.
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