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Why was old route design so terrible?

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Thread replies: 48
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Why was old route design so terrible?
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>>33438292
limited resources on limited hardware and not knowing what would stick.
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>>33438299
/thread
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>>33438292
I seriously hate Kanto because of shit like this, though I give them credits for having towns connected in a believable way instead of being a fucking circle like in Unova
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>>33438292
Every region has terrible routes except Johto and maybe Unova
>>
this was on a fucking gameboy
they should have retconned it in fr/lg but didn'tfor whatever reason.
>>
They were actually trying to make a RPG.
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>>33438292
>haha let me grade a 21-year old game by modern standards XDDDDDDDDD
were you dropped on your head as a child? Or you're just that underage to not understand it?
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>>33438299
Pretty much this.
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>>33438458

But it's so UNREALISTIC! Every route should be a straight path with grass because that is realistic!
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>>33438299
>>33438381
>>33438458
>>33438478
It wouldn't be hard to just use a bush tile, that way it would have been a labyrinth and made sense. They could have easily done that in RGB.
At least FRLG removed those horrible barrel tiles which I have no idea how got implemented in the first place.
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>>33438292
I don't know what everyone is complaining about....
Do you mean to tell me that y'all don't have your yard look like this without the people???
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>>33438299
I want to see what would Kanto look like if it was made today, the remakes had to keep the RPG maker ish level design for accuracy purposes, I want to see what it would look like if they had access to landmarks and decorations
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>>33438304
>Implying Kanto isn't a circle
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>>33438527
It's a funky square, that's totally different you know.
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>>33438527
To be fair, it's multiple circles instead of just one big one.
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Wow I hate mazes, hallways ftw.
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>>33438304
>having towns connected in a believable way
Nigga what? that little empty space between Celadon and Saffron makes no sense, it should just be a single road considering how close both cities are of each other
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>>33438540
fucking hallwayfags always have to make it about themselves, mazes are a-maze-ing
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>>33438550
dude mazes are complex and varied, like homosexuals. hallways are strait and heterosexual.
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>>33438458
Johto's 18 years old and those routes are great

>>33438534
No, that's Alola
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>>33438581
>No, that's Alola
You do know that a thing can be true about more than one thing... right?
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>>33438569
>undervaluing the variety and flexibility of a maze, the excitement and adrenaline rush in every twist and turn
it's clearly the patrician choice
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>>33438292
You're right man, I wish everything could be a straight line with multiple cutscenes to remind me where to go.
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>>33438581
>johto
>great
Lmao
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>>33438767
>he is unable to separate Johto's level curve from its route design
Stop being such a fag
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>>33438478
>But it's so UNREALISTIC!
>in a game when a 10 years old kid travels around the world capture dangerous creatures with magical powers which can destroy the world
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>>33438292
>people complaining about this """"""""""puzzle""""""""""
Holy shit, do you want a corridor simulator that much?
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What I want to know is why there are 37 trainers between Lavender and Fuchsia.
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>>33438910
No one is calling it a puzzle you retarded twat.
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>>33438767
Johto has no bad routes though. And the perfect balance of land to water.

>>33438881
it's an obvious joke

>>33438942
you mean Lavender and Saffron
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>>33438942
Your rivals passing left a lot inhabitants for the pokemon tower. Or they are stuck cause the fucking guards haven't been bribed by tea.
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>>33438962
I don't, once you have the Pokeflute you can go straight from Lavender to Fuchsia. There are a fuckton of trainers, the image from the OP is on the way. Saffron is directly to the left of Lavender, it's just a short route with like 10 trainers or so.
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>>33438972
it felt like 37 to me though. But you;re right that your route was much worse. And so was Cycling Road.

Still prefer it to the 2 or three trainers per route nonsense in Gen 7, but it was pretty rough regardless
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>>33438981
I think the route connecting lavender and saffron has those four fucking idiots all standing in a row which probably makes it feel like more.
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>>33438986
Yes it does, and fuck them.
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Because they were making actual video game levels
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>>33438763
>Complain about old route design
>b...but sun and moon
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>>33438509
... barrel tile?
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>>33439637
I'm not sure what they're actually supposed to be, maybe some weird geometrical rocks but who knows. Anyway, they look like barrels to me. You see those things lining the right side? Those are what I'm talking about.
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>>33438292
as if the routes from new pokemon games are good
here's your (OP)
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>>33438540
When I'm just wandering to the next town, I want a nice, winding path. I want a fucking maze when I'm in a cave or like a villain base that's made to be confusing.
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>>33439704
I always thought they were tree stumps arranged as a fence
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>>33439728
They use the same tiles when they're blocking the edges around surfable water, so unless there are mangrove trees in Kanto or they tile is supposed to represent multiple things I doubt that.
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>>33439704
I always interpreted them as concrete bollards, like the sort you might get at the quayside or to stop cars entering a pedestrian area.
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>>33438509
As soon as you said barrel tiles I knew what you were talking about. But I think I called it pillows or marshmallows as a little child. I have no idea what those were, but it always prevented me from crossing to places I wanted to go to. Have you seen all those grasses at Route 1 beyond the walls? I was wondering what was there. Of course, as you grow up, that magic is gone when you just realise if it was all in Route 1's data, it would just have nothing but Pidgeys and Rattatas as well.
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>>33438881
This argument is retarded and everyone who uses it is retarded.
"Thing that doesn't exist/makes sense in real life exists and makes sense in-universe" is not the same as "thing doesn't make sense in universe" and the former doesn't excuse the latter.
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>>33438292
Because it's a video game
Thread posts: 48
Thread images: 5


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