Sinnoh route design
>>56473696Kanto route design
>>56473696whats wrong
>>56473755oops, bit of a whoopsy-daisy moment from ya boy
gonna shill this interactive map of platinumhttps://pkmnmap4.web.app/
>>56473805Clicked this link and my phone screen turned black and repeated back to me "April 11th, 2045. The day of ruin for ye" in morse code. What the fuck man.
>>56473805Kino>56473844Works on my machine
>>56473757OP is mad one of the first routes isn't some labyrinth that makes you question your sanity
>>56473755In hindsight, Kanto is actually the most unusual and complex in terms of layout, which is funny considering it was the first region.
>>56473696K*nto route design
>>56473696>item on the right to reward looking around>items requiring surf/cut to reward backtracking>trainers are a mix of mandatory and optional>multiple biomes in one route, with different encounter tables>double battle at the end (testing your knowledge from the multi battle in Jubilife)Absolute Kinnoh.
>>56474542I always found Route 4 very strange. It feels far too early to be a point of no return, and the way it's constructed makes it easy to jump down the slope without realizing that you can't go back.
>>56474552If Route 7 and Route 8 were just one route divided by a gate, would that make this perfectly ok?
>>56473844That’s my birthday…