>>48425000This is pretty dishonest and this is coming who agrees with the general premise that Gen 4 map design isn't very good and Gen 1 map design is good.
Power plant listing 4 new lines is misleading since one of them is Zapdos and the implication here is pokemon that are found in the wild. Seafoam islands only has one new line but you somehow imply that the good/super rod encounters are somehow different than the pokemon in Mt. Coronet that can be 'found commonly in prior areas in the game'.
Victory Road having Golbat, Graveler, and Machoke as 'new encounters' is idiotic since you are drowning in zubat/geodude encounters and Machop is pretty common as well. Even Marowak is a stretch but since Cubone are rare and only available in one area I'm inclined to let it slide.
The image is also hung up on 'unique' puzzles which I'm not sure is a big deal. Victory Road and Seafoam Islands use very similar puzzles of 'Push rock to place. Sometimes through a hole in the ground first' so I would be reluctant to call them both unique.
Gen 1 is great (Gen 2 as well) because areas are more labyrinthine and have branching paths, as the image points out for Mt. Moon; and you go the feeling that navigating the landscape was as much of a challenge as dealing with trainers/wild Pokemon. This was especially helped by optional 'dungeons' being tricky to navigate (Seafoam Islands, Power Plant, Pokemon Mansion, Tin Tower, that one cave you get Tyrogue from, etc...) and really feeling like you had to work hard to get to the end.