History Main / CutAndPasteEnvironments

22nd May '17 6:11:52 PM Gen
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* One of the better known routines of German comedian Dieter Nuhr spoofs this. He describes a meeting with a friend thusly: "I had an appointment with a friend at an Italian restaurant in Koblenz. I followed the directions to a T: turn right at the Schlecker drug store, opposite of perfume store Douglas left past the Sun Point tanning salon, at computer store Vobis enter the mall, then Citi Bank, Apollo Optik, H&M, and diagonally across from Eduscho there's the Ristorante Veneziano. So I was waiting for an hour, but my friend didn't come. Until I realized: I'm still in Augsburg."



* One of the better known routines of German comedian Dieter Nuhr spoofs this. He describes a meeting with a friend thusly: "I had an appointment with a friend at an Italian restaurant in Koblenz. I followed the directions to a T: turn right at the Schlecker drug store, opposite of perfume store Douglas left past the Sun Point tanning salon, at computer store Vobis enter the mall, then Citi Bank, Apollo Optik, H&M, and diagonally across from Eduscho there's the Ristorante Veneziano. So I was waiting for an hour, but my friend didn't come. Until I realized: I'm still in Augsburg."
21st Apr '17 10:47:53 AM Abodos
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Added DiffLines:

** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has the [[MiniDungeon Sheikah Shrines]]. Each and every one of the entrances is the exact same stone cave with ornamental TronLines. Furthermore, the "shrines" themselves are vast underground {{Magitek}} puzzle chambers with a minimalist angular architecture. While the layout is different in each shrine (aside from the numerous "tests of strength" which host the exact same battle against the exact same robot in the exact same arena), their walls, railings, platforms, doors, torches, and everything else look exactly alike. This is at least justified by the backstory: the Shrines were built in the distant past using highly advanced LostTechnology, so some degree of industrialized standardization was likely in effect.
22nd Mar '17 10:41:21 AM Ulkomaalainen
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Added DiffLines:

* One of the better known routines of German comedian Dieter Nuhr spoofs this. He describes a meeting with a friend thusly: "I had an appointment with a friend at an Italian restaurant in Koblenz. I followed the directions to a T: turn right at the Schlecker drug store, opposite of perfume store Douglas left past the Sun Point tanning salon, at computer store Vobis enter the mall, then Citi Bank, Apollo Optik, H&M, and diagonally across from Eduscho there's the Ristorante Veneziano. So I was waiting for an hour, but my friend didn't come. Until I realized: I'm still in Augsburg."
22nd Mar '17 10:25:12 AM Ulkomaalainen
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* ''VideoGame/EvEOnline'' follows this trope to the letter. Each race has a handful of different station, stargate and planet designs. Agents assign you to a mission randomly picked from a relatively small pool. Also, several NPC factions use ships from one of the major factions, with the only difference being the paint job.

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* ''VideoGame/EvEOnline'' ''VideoGame/EveOnline'' follows this trope to the letter. Each race has a handful of different station, stargate and planet designs. Agents assign you to a mission randomly picked from a relatively small pool. Also, several NPC factions use ships from one of the major factions, with the only difference being the paint job.
22nd Mar '17 10:22:27 AM Ulkomaalainen
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*** ''FNV'' also directly reuses a few building layouts from its predecessor, for example the Securitron Deconstruction Plant, X-2 Transmitter Array, and train tunnels in ''Old World Blues'' are near-exact copies of the Robot Repair Center, Satcomm Array NW-05a, and subway/utility tunnels, respectively, the Mysterious Cave's layout is identical to Broc Flower Cave from the ''FNV'' base game, and Hidden Valley Bunker reuses architecture from Raven Rock. In the main game, the REPCONN basement appears to copy parts of Vault 101(such as the GOAT room) and the Jefferson Memorial basement.

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*** ''FNV'' also directly reuses a few building layouts from its predecessor, for example the Securitron Deconstruction Plant, X-2 Transmitter Array, and train tunnels in ''Old World Blues'' are near-exact copies of the Robot Repair Center, Satcomm Array NW-05a, and subway/utility tunnels, respectively, the Mysterious Cave's layout is identical to Broc Flower Cave from the ''FNV'' base game, and Hidden Valley Bunker reuses architecture from Raven Rock. In the main game, the REPCONN basement appears to copy parts of Vault 101(such 101 (such as the GOAT room) and the Jefferson Memorial basement.
22nd Mar '17 10:18:55 AM Ulkomaalainen
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* ''VideoGame/DragonAgeOrigins'' was top-notch when it came to unique one-of-a-kind environments. One place in particular however that copy-and-pasted environments was Denerim when your clearing out the city's backstreet encounters. There's dozens of backyard encounters when you roam around Denerim, but only two maps are ever used for these fights. One encounter the map will have a thief ambush waiting for your arrival. The next time you return, the map will have a special black vial lying about that summons a powerful Revenant wanting to kill you.

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* ''VideoGame/DragonAgeOrigins'' was top-notch when it came to unique one-of-a-kind environments. One place in particular however that copy-and-pasted environments was Denerim when your you're clearing out the city's backstreet encounters. There's dozens of quite a few backyard encounters when you roam around Denerim, but only two maps are ever used for these fights. One encounter the map will have a thief ambush waiting for your arrival. The next time you return, the map will have a special black vial lying about that summons a powerful Revenant wanting to kill you.
16th Mar '17 2:22:59 PM GoblinCipher
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16th Mar '17 2:20:02 PM GoblinCipher
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** ''VideoGame/TheLegendOfZeldaI'' for NES (128 KB) encoded each map screen as a list of 16 vertical columns as tall as the screen, causing some areas to look familiar. The dungeons were comprised of combinations of only a handful of room layouts, with only the doors, enemies, treasures, and so on being different.

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** ''VideoGame/TheLegendOfZeldaI'' for NES (128 KB) encoded each map screen as a list of 16 vertical columns as tall as the screen, causing some areas to look familiar. The dungeons were comprised of combinations of only a handful very finite number of room layouts, with only the doors, enemies, treasures, and so on being different.
20th Feb '17 4:29:36 AM jormis29
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Sometimes called "geomorphic design" after a set of TabletopRPG dungeon design "tools" sold by [=TSR=] in the 1970s and 1980s.

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Sometimes called "geomorphic design" after a set of TabletopRPG dungeon design "tools" sold by [=TSR=] Creator/{{TSR}} in the 1970s and 1980s.
15th Feb '17 3:03:27 AM LucaEarlgrey
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* ''Every'' stage in the original ''VideoGame/{{Darius}}'', its PCEngine ports, and ''Darius R''.

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* ''VideoGame/{{Darius}}'':
**
''Every'' stage in the original ''VideoGame/{{Darius}}'', ''Darius'', its PCEngine ports, and ''Darius R''.R''.
** ''Another Chronicle''[='=]s Chronicle Mode and ''Chronicle Saviours''[='=]s CS Mode have you flying across hundreds or thousands of different star systems, however they just reuse the same 30 or so base stages over and over with occasional variations.
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