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okay so continuing on with what i said i'd post in stuff from 17, next up is the other floor plan you guys have already seen. that is, of course, sugiline, as was posted in this topic way back in the day 

so this time i've got a few different images to share. with all of these i do strongly recommend you make good friends with the ctrl button + your scroll wheel so you can read the small text and stuff.

first up, the whole full-size floor plan. 

i'll also post the two separate floor layers on their own. that image up there has them both stacked up together so it's not too easy to see how things sort out on their own-- like i said in the other thread, that was great for organizing the puzzle. not so great for showing you guys here.

1F
B1F 

oh, it's worth mentioning that the dotted lines in rooms are just different terrain levels.

so the first thing written is about gible. if you look in game the top and bottom inner ruin areas don't really exactly match up to a 3x3.... but they do in a general sense, and they have as many sand pits and food basins to match. as you can see it was designed from the beginning to be set up to catch gible this way-- everything else is just a distraction. i have a bit about how that part of the puzzle was made saved to go over, but that'll be a future day.

"various event pokemon" for the middle room makes it sound like i wasn't just planning on chocking the whole thing full of garchomp.
but i probably was.
What other pokemon. I don't know any. zzzz

so i wasn't planning on posting this originally but looking through the file i had, i actually found and older sketch for this place... which makes sense, this draft is actually quite tidy. 

here's the original clusterfuck. 

okay, so what's going on there? well,

how the fuck should i know lol

no just kidding. i dont really remember a lot of the details i was thinking of  but knowing how i work on things, this makes pretty good sense. i work best just by drawing out boxes (i.e maps) haphazardly and understanding the general path i want a player to have to take through an area. that's the common pattern you'll see going forward. 

doing it that way allows me to first figure out the macropuzzle of the area in this case that is: hit 2 switches to get to the back, but the path to each switch and the entrance is through a completely different area. if i separate the layers a bit more you can kinda see that here:

there's a target room, and three directions that need to be taken to get to it 

then i start filling in the details of what obscures those paths (besides the micropuzzle-- the sand pits). i started thinking about how i would divide up the rooms to make it more interesting along the way, which i suppose gave us this layer

you can see the shape of the entrance room pretty clearly here in fact 

and then i just added some more details here and there, and marked up the final room

and the lord said let there be a bunch of random stuff 

you can one of the basement rooms pretty clearly by the elevation line here. the diagonal lines are the stairs, the switches are marked, and that last room has already taken its 3x3 form.

i think at the time i did this sketch i wasn't 100% what to do with gible... i knew i wanted it to be another case where you had to chase it around-- but instead of just being a small area in front of julia's gym, it'd be a much larger area! at this time i wasn't sure what the solution to that chase would be, but i whent ahead and sketched out something for it to run around at least,

anyway it worked out.

yesterday i happened across similar drawings on paper for tourmaline, the scrapyard, and tania and amaria's gyms, so i'll be post all those soon ^^ there isn't one for the mirage tower because it is a tower and i just made it up as i went. 

Comments

Jacob

You can say Ame is laying out the ground work for new locations.

Jean-François Piron

Will there ever be berry tree graphics for roseli, kee and maranga berries?