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Map Route between Pelican Port and Starling City

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  #1    
Old November 28th, 2016 (12:32 PM).
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Spoiler:


So this connects from the port side of Starling City to Pelican Port (the water part of which will be updated to match this, or vice versa).

Rocks in the middle may or may not be included depending on how people feel about it.
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Old November 28th, 2016 (1:30 PM).
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You can use the big boulder tile that uses the four corner of the cliffs to break up the monotony of the rocks.

As for the layout it's sort of generic and not very interesting, but functional at the same time. I was under the impression the two towns were further apart, though?
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Old November 28th, 2016 (3:18 PM).
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Quote:
Originally Posted by Spherical Ice View Post
You can use the big boulder tile that uses the four corner of the cliffs to break up the monotony of the rocks.

As for the layout it's sort of generic and not very interesting, but functional at the same time. I was under the impression the two towns were further apart, though?
It should be the same length as Route 1, or at least the same when you piece them together (taking Pelican Port into consideration).

I get what you're talking about with the rocks, I'll make a version with that soon.
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Old April 7th, 2017 (9:22 AM).
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    Why do we need the grey rocks at the top when we can have it bordering the coast instead which would be more interesting to look at?

    We could also have a little house on an island or something with a little garden with berries or something. The person inside could not like talking to people so they live in a little house on their own like that. Tons of sidequest potential.
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    Old April 7th, 2017 (9:23 AM).
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    Good point. The coast can be brought down a bit so we can fit some more scenery in without messing up the border tiles.
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    Old April 7th, 2017 (9:50 AM).
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      Jotting down general water route ideas:

      Make random encounters on water less frequent

      Shipwreck

      RSE-style fast currents

      House on a tiny island

      Splashing water events that indicate special encounters

      Use Item Finder to find sunken treasure you can pick up with a fishing rod (Wind Waker-style)

      Water Pokemon treatment facility (Where they make it so a Pokemon can't get out with an artificial barrier. Maybe we can have a Free Willy event where a Pokemon gets out of the
      enclosure.

      Sunken City. Ruins of an ancient civilization that is now mostly underwater. Maybe there's just the peak of one of their buildings sticking out of the water. This mostly only works if we're gonna have Dive in the hack.

      People just kinda sitting in a boat fishing, rather than on the shore.

      Boat Race (could use Briney's boat overworld)

      Mirage Island-esque event, but more frequent or just under user control.

      Lighthouse

      Pier with a building on it

      Hermit's cave built into the side of an ocean cliff
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      Old April 7th, 2017 (8:43 PM).
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      Quote:
      Originally Posted by Dyskinesia View Post
      Why do we need the grey rocks at the top when we can have it bordering the coast instead which would be more interesting to look at?

      We could also have a little house on an island or something with a little garden with berries or something. The person inside could not like talking to people so they live in a little house on their own like that. Tons of sidequest potential.
      Yeah I dunno why I did that lmao

      Will change later, or you guys can change, I can't promise anything for another 3.5 weeks.
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      Old April 7th, 2017 (10:52 PM).
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        Quote:
        Originally Posted by Dyskinesia View Post
        Make random encounters on water less frequent
        Here's a thought: what if there were two types of water tiles, the normal one where you can find wild Pokemon and then one with no encounters at all. I think the problem with too many encounters on water routes stems from the fact that there can be encounters on every tile, unlike land routes where you can avoid a lot of the grass (but still not quite all) if you want. We could make the water routes the same way.
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        Old April 8th, 2017 (1:28 AM).
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        Quote:
        Originally Posted by Dyskinesia View Post
        Sunken City. Ruins of an ancient civilization that is now mostly underwater. Maybe there's just the peak of one of their buildings sticking out of the water. This mostly only works if we're gonna have Dive in the hack.
        I think you got a location for Lugia's lair right here. :]
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        Old April 10th, 2017 (8:18 AM).
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          Quote:
          Originally Posted by Uncommon View Post
          Here's a thought: what if there were two types of water tiles, the normal one where you can find wild Pokemon and then one with no encounters at all. I think the problem with too many encounters on water routes stems from the fact that there can be encounters on every tile, unlike land routes where you can avoid a lot of the grass (but still not quite all) if you want. We could make the water routes the same way.
          You can already just use land tiles and chuck some beaches in, no, wait, this is a really good idea! Making surfing virtually encounter free would make navigating giant ocean routes so much less irritating, without needing to make the whole place one shallow sand patch. I'm all for this.
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