History Main / PatchworkMap

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.
9th Jul '16 11:25:51 AM nombretomado
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* ''Franchise/{{Bionicle}}'''s islands of Mata Nui and Voya Nui suffer from this, as each has volcanic, icy, desert, and forest/jungle regions pushing up against each other. On Voya Nui, a couple characters actually note that the forested "green belt" doesn't make sense and they hazard a guess as to why it thrives (there's a Mask of Life nearby; they think it's leeching energy and promoting growth), but we're never given an official explanation for it.

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* ''Franchise/{{Bionicle}}'''s ''Toys/{{Bionicle}}'''s islands of Mata Nui and Voya Nui suffer from this, as each has volcanic, icy, desert, and forest/jungle regions pushing up against each other. On Voya Nui, a couple characters actually note that the forested "green belt" doesn't make sense and they hazard a guess as to why it thrives (there's a Mask of Life nearby; they think it's leeching energy and promoting growth), but we're never given an official explanation for it.
14th Jun '16 7:24:06 AM erforce
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* [[VideoGame/DonkeyKongCountry Donkey Kong Island]] goes from a tropical rainforest, to a mine setting in the side of a grassy hill, to a temperate forest, to an ice capped mountain, to a polluted grassland, to a giant cave. This is actually justified, as most of the game involves you climbing up a very large mountain which will have similar changes in scenery in RealLife. It's pretty logical about the change too; the temperate forest is at a higher altitude (and thus colder) than the jungle, and the ice cap is higher still.

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* [[VideoGame/DonkeyKongCountry ''VideoGame/DonkeyKongCountry''
** [[VideoGame/DonkeyKongCountry1
Donkey Kong Island]] goes from a tropical rainforest, to a mine setting in the side of a grassy hill, to a temperate forest, to an ice capped mountain, to a polluted grassland, to a giant cave. This is actually justified, as most of the game involves you climbing up a very large mountain which will have similar changes in scenery in RealLife. It's pretty logical about the change too; the temperate forest is at a higher altitude (and thus colder) than the jungle, and the ice cap is higher still.
20th May '16 6:21:15 PM Apoz
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Something of an extreme opposite form of the SingleBiomePlanet. See also HailfirePeaks. Also note that [[LeftJustifiedFantasyMap the sea is typically off to one side]] and [[LawOfCartographicalElegance the whole thing fits into a neat square]] (like any good quilt should).

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Something of an extreme opposite form of the SingleBiomePlanet. See also HailfirePeaks. Also note that [[LeftJustifiedFantasyMap the sea is typically off to one side]] and [[LawOfCartographicalElegance the whole thing fits into a neat square]] (like any good quilt should).
should). [[NorthIsColdSouthIsHot The colder regions are also often located north of the map, and the warmer regions to the south]].
14th May '16 8:46:25 PM Steven
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** ''VideoGame/FinalFantasyXIV'' attempted to avert the trope back in its original release, but after the game was remade, a lot of areas were condensed for the sake of travel convenience, thus you get situations like a desert region being next to a forest area. However, the developers did try to make the zone transitions somewhat seamless by having the area next to the zone border being a mix of two zones. For example, Eastern Thanalan is a mostly dry and acrid zone, but to the far east of the map, there's some grass and trees growing in a few places and it becomes more dense when you approach the zone border that leads into the South Shroud, which is a forest region. Looking at the world map implies that the distance between each zone may be many miles apart, but the player will never actually walk that much since they'll appear in the next zone via loading screen.
6th May '16 10:41:54 AM aye_amber
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** Happens in Khorvaire too. Consider Karnnath and The Mror Holds, who have weather like northern Europe or Canada, with lots of snow. Slightly East of them are Lazhaar Principalities, with a Caribbean-like weather and palm trees. Must be a ''really'' warm ocean. Regalport (the main Pirate town in a tropical weather) is further north than Frostmantle and Rekkenmark, both of whom are described as cold. So warm ocean indeed. Similarly, Breland is supposed to be a tropical, rainy country, but most of the neighboring lands are depicted as temperate. [[http://images1.wikia.nocookie.net/eberron/images/f/f4/D%26D_-_4th_Edition_-_Eberron_Map_Khorvaire.jpg Khorvaire]] also has rivers that start nowhere and occasionally go nowhere, and lakes alone in the middle of nowhere.

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** Happens in Khorvaire too. Consider Karnnath and The Mror Holds, who have weather like northern Europe or Canada, with lots of snow. Slightly East of them are Lazhaar Principalities, with a Caribbean-like weather and palm trees. Must be a ''really'' warm ocean. Regalport (the main Pirate town in a tropical weather) is further north than Frostmantle and Rekkenmark, both of whom are described as cold. So warm ocean indeed. Similarly, Breland is supposed to be a tropical, rainy country, but most of the neighboring lands are depicted as temperate. [[http://images1.wikia.nocookie.net/eberron/images/f/f4/D%26D_-_4th_Edition_-_Eberron_Map_Khorvaire.[[http://i.imgur.com/xm6M67C.jpg Khorvaire]] also has rivers that start nowhere and occasionally go nowhere, and lakes alone in the middle of nowhere.
16th Mar '16 8:22:58 AM bobwolf
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Added DiffLines:

* ''{{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.
4th Mar '16 11:18:31 PM StClair
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* One of the most dramatic change in scenery and map patchwork is Western UsefulNotes/{{China}}, due to the [[SarcasmMode little-known]] mountain range known as the Himalayas shielding the interior region from rainfall, an event known as the rain shadow effect. You have lush farmland directly to the south of the mountains in UsefulNotes/{{India}}, then shifting abruptly to the highest mountain range on Earth, snow-capped all-year-round and having the largest and highest amount of glaciers on Earth (the Himalayas is the world's third-largest stock of untapped water, after the Antarctic and the Arctic). Directly to the north is the dry Tibetan Plateau, also known as the "Roof of the World". These combined heights created one of the driest, hottest, and, curiously, the coldest places on Earth: the Tarim Basin, which contains the Taklamakan Desert and its ever-changing temperature. Further north will take you to the the grassy steppes of Central Asia, which itself also contains a desert (Gurbantünggüt) containing the remotest point from the sea on Earth.

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* One of the most dramatic change in scenery and map patchwork is Western UsefulNotes/{{China}}, due to the [[SarcasmMode little-known]] mountain range known as the Himalayas shielding the interior region from rainfall, an event known as the rain shadow effect.rainfall. You have lush farmland directly to the south of the mountains in UsefulNotes/{{India}}, then shifting abruptly to the highest mountain range on Earth, snow-capped all-year-round and having the largest and highest amount of glaciers on Earth (the Himalayas is the world's third-largest stock of untapped water, after the Antarctic and the Arctic). Directly to the north is the dry Tibetan Plateau, also known as the "Roof of the World". These combined heights created one of the driest, hottest, and, curiously, the coldest places on Earth: the Tarim Basin, which contains the Taklamakan Desert and its ever-changing temperature. Further north will take you to the the grassy steppes of Central Asia, which itself also contains a desert (Gurbantünggüt) containing the remotest point from the sea on Earth.
4th Mar '16 11:16:43 PM StClair
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** The "rain shadow" phenomenon plays a big role in the patchwork nature of western North America. Basically, when rain clouds travel over a mountain range the pressure differential makes them dump all their precipitation on the windward face of the mountain. The land on the other side of the range is left virtually bone dry. Since the prevailing winds in the west are coming off the Pacific and the western half of North America is a continuous patchwork of mountains...

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** The "rain shadow" phenomenon plays a big role in the patchwork nature of western North America. Basically, when rain clouds travel over a mountain range the pressure differential makes them dump all their precipitation on the windward face of the mountain. The land on the other side of the range is left virtually bone dry. Since the prevailing winds in the west are coming off the Pacific and the western half of North America is a continuous patchwork of mountains...mountains and the spaces between them...
28th Feb '16 4:19:10 PM Theriocephalus
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* Christopher Paolini's ''Literature/InheritanceCycle'' has a desert right next to a dense forest in an otherwise medieval setting. Justified due to the forest being noted to have been grown with the elves' magic and the desert also being very close to a [[UpToEleven twelve mile high]] mountain range.

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* Christopher Paolini's ''Literature/InheritanceCycle'' has a desert right next to a dense forest in an otherwise medieval setting. Justified due to the forest being noted to have been grown with the elves' magic and the desert also being very close to a [[UpToEleven twelve mile high]] mountain range. The numerous large lakes that lack either tributary or distributary rivers without emptying or overflowing are a little harder to explain.
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