The Route 411 bit though I can't fix, if it's even something to fix. Are sand and rocky outcroppings supposed to have wild Pokémon? I would have thought darker sand, possibly even slowing movement by 1/3 or something, would make more sense for a desert than random grass. It seems out of place. I'm sure I can pick up a tile editor and change the settings myself, but can't do it from where I am now.
Another one, but I didn't mark it as an error as there was no way to really see this normally.
The Ancient Regi Room off of Mt. Shuem; clearly I've turned the mist off (and turned it back on after copying the modified file over, so it will still be there), and I made the rocks "skippable" to get there (also back to normal). Somehow, the rocky border tile is different in colour than the same tile used within the map; this can be seen on all borders of the map.
Needless to say, I've enlarged this map to solve the problem. Now you shouldn't see any of this discoloration with the mist off, and I've installed rows and columns full of the actual border tile. I think this is why you see in official games the maps are four or five tiles in from each side; in the older games: they wanted to ensure any tile misalignments like that never got seen. Could be considered a cardinal rule of mapmaking. I have two more Ancient Regi rooms to check out here, too, when I get to Mt. Zhery and Mt. Icestorm.
I can't for the life of me explain the colour changing, however. I did go back and fix an error with the Dardusk City name not showing when leaving a building or loading a save, however; for consistency with other cities, I restored that.
I'm on Route 411 now; is it supposed to be like a cave with wild Pokémon encounters? Makes the grass seem pointless to have; I'm seeing Pokémon everywhere I walk, even on the rocky area by the Route entrance. I think some tiles have been erroneously set to show wild encounters; I saw this in Dardusk Woods as well with some tiles outside the grass being wild encounters, but at a much smaller rate (there was a small batch near the northern entrance, then it seemed to go away). (Later edit: it turns out only the basic path tiles are not generating encounters; the other desert tiles are all acting like the grass. I commented about this in the thread as well.)
Stumbled upon that awkward looking shot just through normal gameplay. Apparently there's also a limit to how far a border around a map can go. In any case, I've already fixed this by adding two columns to the width of the map:
If you had this on the list of things to fix, go ahead and cross it off. Same error can be seen north of the eastern exit of the bridge when a tree seems to get halved on the right side as you reach the cliff where the Elixir is located. There's a lot of unused forest space, however...kind of a shame that went to waste.
Change needed to the Dardusk Gym advice guy - he advises on Dark and Psychic. Pure Ghost types are not weak to Psychic (Gengar is however, which may be why that advice is in there). Since the advice guy generally only gives general type advice, I'm not sure Psychic should be referenced and thus left to the player to figure out.
Speaking of...Gym completed! Now to check out that tower...
Okay... I was kinda worried... o.O If you fix it, then it's okay.
As for the bridge guy... I think it's pretty normal for Pokémon games. You actually know that trainers are there and you can be prepared for it. =)
Just corrected more problems with the permissions in National Park - he left several in there. This one will require a retest!
Something odd I noticed. The bridge is not safe to walk on in 410 until you do Dardusk; however, the first Trainer is standing right behind the construction guy. That just seems kinda weird, perhaps hiding her and others on the bridge to be triggered when the bridge "opens" might be better?
And I have discovered where the connection is on the maps.
As the filename naturally suggests, this cannot be done (same with the first two I took, one of which was the Seanport City beach area to the west above the entrance). I've already turned rock-skipping back off by eliminating the path I drew there, but notice the deep water there and then look at the east side of Seanport City. That's the deep water there. Might have been neat if we could surf over to there and find something hidden underwater later using Dive, or if we could Dive and end up back on 408 after going through the passage there. Oh well.
Fortunately for my rock-skipping wants, I had a Luxray leading my party; it took out the Lv.35 Tentacool that appeared while I was traversing between rocks on the water. I considered catching it and boxing it for later, only bringing it out once I was able to actually Surf, but decided to honour my returning to the previous save state and not saving random encounters while skipping along. :D (Trust me, the temptation of finding a Carvanha to trade for that Seadra is overwhelming; I know they have a 1% appearance rate in that water via Surfing!)
I'm not. The map LOOKS exactly the same. Since I'm correcting bad movement permissions NEway, I'm putting in ones to help me photograph out-of-the-way areas of the map (such as right now, the water area on 409, and I did the same on 408 and have since corrected it back to the original with a movement permission fix). The copy in my AdvanceMap folder has the original setup back. I'll know once I have the entire map created whether there are any tile errors anywhere, even if they are out of sight, and movement permissions I will find and simultaneously correct while wandering around the map.
I'm surprised he didn't connect Seanport City and 409 in the water, frankly. I guess he wanted the boat to not travel through Surfable terrain.
I've finally started mapmaking and Trainer detailing on Route 409, and continuing my mapmaking efforts down into Dardusk City (I just added a temporary mock path through the forest - and another through the rocks - to help make my photography easier on the Route, not to mention turned off the rain in Dardusk since I hate photographing with other elements and want the maps to not change colours when I put them together ).
I might eventually, at Marfeny, mock a path through the trees for when I'm done exploring so that I can explore the rest of the Safari Zones that I didn't map yet, then savestate back to the right spot and block it back up. Speaking of that, I'm surprised he didn't put a ferry along Marfeny Lake (which could have been kicked into operation upon victory over - wait for it - the Dardusk Gym leader); it's nice to be able to backtrack when necessary.
What I'm wondering is whether, upon getting Surf, the boats disappear...that would be a nice touch, get rid of the boat and the captain after the event with Steven in Mt. Zhery in the same fashion that Mr. Briney no longer takes you on his boat once you can Surf yourself. Oh well, time to map!