History Main / PatchworkMap

22nd Sep '16 11:19:50 PM jormis29
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* ''{{Zootopia}}'': The titular city has several extremely climate-controlled suburbs - a snowed-over polar zone is sandwiched between an extremely dry and windy desert and a wet equatorial jungle. Justified in that the city's infrastructure works to transfer atmospheric conditions from one area to another, creating extremes in both. For example, the air conditioners that freeze Tundra Town produce a lot of heat exhaust, which heats the adjacent Sahara Square.

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* ''{{Zootopia}}'': ''Disney/{{Zootopia}}'': The titular city has several extremely climate-controlled suburbs - a snowed-over polar zone is sandwiched between an extremely dry and windy desert and a wet equatorial jungle. Justified in that the city's infrastructure works to transfer atmospheric conditions from one area to another, creating extremes in both. For example, the air conditioners that freeze Tundra Town produce a lot of heat exhaust, which heats the adjacent Sahara Square.



* Justified in ''EndlessFrontier'' [[spoiler:which ends with five different worlds getting mixed together in a fairly haphazard way]]. Of course, Nature is soon to start asserting itself, so...

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* Justified in ''EndlessFrontier'' ''VideoGame/EndlessFrontier'' [[spoiler:which ends with five different worlds getting mixed together in a fairly haphazard way]]. Of course, Nature is soon to start asserting itself, so...
20th Sep '16 10:00:58 PM PaulA
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* In the SF novel ''[[Literature/WellWorld Midnight at the Well of Souls]]'' by [[Creator/JackChalker Jack L. Chalker]], the surface of the Well World is divided into regular hexagons, each featuring its own environment, often startlingly different from its neighbors in climate, biome, atmosphere, gravity, or even achievable tech level, with no apparent separating mechanism other than force walls that just about anyone can shove through without noticing. {{Justified|Trope}} as the construction of {{Sufficiently Advanced Alien}}s.

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* In the SF novel ''[[Literature/WellWorld Midnight at the Well of Souls]]'' ''Literature/WellWorld'' series by [[Creator/JackChalker Jack L. Chalker]], Creator/JackLChalker, the surface of the Well World is divided into regular hexagons, each featuring its own environment, often startlingly different from its neighbors in climate, biome, atmosphere, gravity, or even achievable tech level, with no apparent separating mechanism other than force walls that just about anyone can shove through without noticing. {{Justified|Trope}} as the construction of {{Sufficiently Advanced Alien}}s.
12th Sep '16 7:31:54 AM Kalaong
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For when it's justified by some force randomly or deliberately slotting regions together to create one of these, see PatchworkWorld.
28th Aug '16 2:24:46 PM fluff_thorrent
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** '''Elsweyr''' features another separate inland desert separated from Hammerfell by temperate Cyrodiil with tropical lands in the southern part of the province, the swampy Blackwood to the west, and bordering the towering forest province of Valenwood to the west.

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** '''Elsweyr''' features another separate inland desert separated from Hammerfell by temperate Cyrodiil Cyrodiil, with tropical lands in the southern part of the province, province.
** The province of '''Valenwood''' is inhabited by
the swampy Blackwood to the west, and bordering Wood Elves, who make their home in the towering forest province of Valenwood to trees that distinguishes the west.region.



** Finally much of '''Morrowind''' is an alien volcanic desert bug region completely distinct from the rest of the continent. This is generally believed to have something to do with Red Mountain and/or Dagoth Ur, the EldritchAbomination pseudo-god living inside the volcano. In the Fourth Era a massive eruption of said Red Mountain has laid waste to the province, and interestingly turned half the icy isle of Solstheim (once part of Skyrim) into a copy of Morrowind, as wild-life and native Dark Elves migrated there.
** Of note here is the swamp region of Argonia, home to the reptilian Argonians and the sentient tree race known as the Hist. The trope is justified here in that this is supposedly all that remains of a transplanted region of the Hist's home realm, which joined with Tamriel in the Dawn Era.

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** Finally much Much of '''Morrowind''' is an alien volcanic desert bug region completely distinct from the rest of the continent. This is generally believed to have something to do with Red Mountain and/or Mountain, the massive volcano of the Vvardenfell island (and/or Dagoth Ur, the EldritchAbomination pseudo-god living inside the volcano. it). In the Fourth Era a massive eruption of said Red Mountain volcano has laid waste to the province, and interestingly turned half of the icy isle of Solstheim (once part of Skyrim) into a copy of Morrowind, as wild-life the ash rain allowed Vvardenfell flora and native Dark Elves migrated fauna to migrate there.
** Of note here is the swamp region of Argonia, '''Argonia''', home to the reptilian Argonians and the sentient tree race known as the Hist. The trope is justified here in that this is supposedly all that remains of a transplanted region of the Hist's home realm, which joined with Tamriel in the Dawn Era.
28th Aug '16 1:49:01 PM fluff_thorrent
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** '''Skyrim''' is GrimUpNorth with a viking theme goes from boreal forests and icy peaks in the south to tundra to a frozen ice choked coast. However similar coastal latitudes in High Rock and Morrowind are not nearly as icy.

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** '''Skyrim''' is GrimUpNorth with a viking theme goes theme, going from boreal forests and icy peaks in the south to tundra to a frozen ice choked ice-choked northern sea coast. However similar Similar coastal latitudes in High Rock and Morrowind are not nearly as icy.



** '''Elsweyr''' features another separate inland desert separated from Hammerfell by temperate Cyrodiil with tropical lands in the southern part of the province, the swampy Blackwood to the west, and bordering the towering forest province of Valvenwood to the west.
** '''Cyrodiil''' the central province is a temperate climate contrasting with all the more extreme climes, but in some earlier lore was described as containing a massive tropical jungle now having recieved a {{Retcon}}, in universe even courtesy of Tiber Septim even back into earlier periods as of ''ESO''.
** Finally much of '''Morrowind''' turns into an alien volcanic desert bug world completely distinct from the rest of the continent. Generally believed to have something to do with Red Mountain and/or Dagoth Ur the EldritchAbomination pseudo-god living inside the volcano. Notably in the Fourth Era a massive eruption of said Red Mountain has laid waste to the province and interestingly turned half the icy isle of Solstheim (once part of Skyrim) into a copy Morrowind.

to:

** '''Elsweyr''' features another separate inland desert separated from Hammerfell by temperate Cyrodiil with tropical lands in the southern part of the province, the swampy Blackwood to the west, and bordering the towering forest province of Valvenwood Valenwood to the west.
** '''Cyrodiil''' '''Cyrodiil''', the central province province, is a temperate climate contrasting with all the more extreme climes, but in some earlier lore was described as containing a massive tropical jungle now (now having recieved a {{Retcon}}, in universe even courtesy of Tiber Septim even back into earlier periods as of ''ESO''.
''ESO'').
** Finally much of '''Morrowind''' turns into is an alien volcanic desert bug world region completely distinct from the rest of the continent. Generally This is generally believed to have something to do with Red Mountain and/or Dagoth Ur Ur, the EldritchAbomination pseudo-god living inside the volcano. Notably in In the Fourth Era a massive eruption of said Red Mountain has laid waste to the province province, and interestingly turned half the icy isle of Solstheim (once part of Skyrim) into a copy Morrowind. of Morrowind, as wild-life and native Dark Elves migrated there.
** Of note here is the swamp region of Argonia, home to the reptilian Argonians and the sentient tree race known as the Hist. The trope is justified here in that this is supposedly all that remains of a transplanted region of the Hist's home realm, which joined with Tamriel in the Dawn Era.
14th Aug '16 5:05:03 PM UmbrellasWereAwesome
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* ''VideoGame/{{Halo 3}}'' not only has jungle with MisplacedVegetation and savanna right next to each other, but Mt. Kilimanjaro is way too close to the Tsavo/Mombasa area. And let's not talk about the rings themselves.

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* ''Franchise/{{Halo}}'':
**
''VideoGame/{{Halo 3}}'' not only has jungle with MisplacedVegetation and savanna right next to each other, but Mt. Kilimanjaro is way too close to the Tsavo/Mombasa area. And let's not talk about
** Forerunner installations like
the rings themselves.titular Halos are like this too, but it's justified by them being artificial worlds deliberately designed to have their systems to enforce this trope.
5th Aug '16 9:27:44 PM Moopsball
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* ZigZaggedTrope in ''VideoGame/TheBattleForWesnoth''. Campaign maps will try to keep the terrain relatively sane (although the varying scale of the maps means that there will sometimes be deserts right next to snowfields), but multiplayer skirmish maps ''have'' to be a wild patchwork for the sake of balance, since different units have varying movement and defense ratings on different terrain types.
5th Aug '16 12:41:31 PM Stealth
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* ''VideoGame/MountAndBlade'' is [[http://vignette4.wikia.nocookie.net/mountandblade/images/a/a6/WarbandWorldMap.png/revision/latest?cb=20110214224210 another offender]]: there are no less than seven distinct biomes (tundra, steppes, desert, heavy mountain, temperate forest, coastal, plains) all within casual travel distance of each other. You can start in a corner of the desert and be shivering on the deep tundra in less than a day, but only after having traversed either the steppes or the low plains.
30th Jul '16 4:16:48 PM LaughingGiraffe
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* Tamora Pierce's Tortall universe seems to suffer from this. Roughly based on the outline of Western Europe, it nevertheless possesses a southern desert apparently similar to the Sahara, though smaller.
20th Jul '16 5:26:06 PM Dallenson
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* Similarly averted in ''VideoGame/TorchlightII''. An Embercraft takes you to the Ossean Wastes of Act II then Grunnheim of Act III, Act IV simply involves you travelling underground into a similarly hellish environment. Though Act I does feature snow just North of rain frequented badlands but it's more due to the fact you travel far up a mountain. The loading screen maps also show where each of these act areas are in relation to each other (including the burning town of VideoGame/{{Torchlight}}) but there's no figure of distance, meaning it could be averted or played straight depending on the scale of the map.



** According to [[https://mojang.com/2013/08/minecraft-world-generator-update/ one of the snapshots for the upcoming 1.7 update]], biomes will be put into four main categories: snow-covered, cold, medium, and dry/warm. Biomes will be avoided getting placed next to a biome that is too different to itself. (Though this isn't completely foolproof yet, as mistakes will still happen occasionally.) This essentially means that deserts, mesa biomes, and savannah will often be shown together with the occasional forest, taiga isn't always snow covered and mountains are snow capped based on elevation.

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** According to [[https://mojang.com/2013/08/minecraft-world-generator-update/ one of the snapshots for the upcoming 1.7 update]], biomes will be put into four main categories: snow-covered, cold, medium, and dry/warm. Biomes will be avoided getting placed next to a biome that is too different to itself. (Though this isn't completely foolproof yet, as mistakes will still happen occasionally.) This essentially means that deserts, mesa biomes, and savannah will often be shown together with the occasional forest, taiga isn't always snow covered and mountains are snow capped based on elevation. elevation, warmer biomes requiring higher elevations for the effect to occur.



* Played perfectly straight in ''VideoGame/{{Terraria}}'', in which the biomes are randomly generated and divided from one another by an invisible line.
* ''VideoGame/SuperSmashBros'': The Smash Run area in ''for [=3DS=]'' has the apparant goal of putting together as many typical VideoGameSettings as it can into one floating island. The surface area alone, from left to right, has a forest, plains, desert, and snowy grounds all within walking distance of each other. Though this does help with quickly identifying where on the map you are, since it would be far more confusing even with the minimap if all locations looked alike.

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* Played perfectly straight in ''VideoGame/{{Terraria}}'', in which the biomes are randomly generated and divided from one another by an invisible line.
upon world generation. Like the page image, you can go straight from a frozen tundra into a desert. The only consistency is that the Snow and Jungle biomes are never next to each other depending on which side of the world the Dungeon is generated in. The Snow biome will always be in the direction of the Dungeon and the Jungle is located in the opposite direction from the center spawn point.
* ''VideoGame/SuperSmashBros'': The Smash Run area in ''for [=3DS=]'' has the apparant apparent goal of putting together as many typical VideoGameSettings as it can into one floating island. The surface area alone, from left to right, has a forest, plains, desert, and snowy grounds all within walking distance of each other. Though this does help with quickly identifying where on the map you are, since it would be far more confusing even with the minimap if all locations looked alike.
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