OK, I'm willing to pull this apart as much as I can, but I'm limited by time at the moment, and I do not wish for this forum thread to turn into something that it shouldn't be.
"Before I go into more details, about your response. First, note, I haven't tried to look behind the curtain to see how many command blocks etc. are there, making sure everything (okay, most things) works... I do have some moderate experience with programming. Just so you know where I derive my opinion from."
I can tell you're trying here, but unfortunately "moderate experience with programming" just isn't enough. Command blocks are a completely different animal. Coding by text is far easier than dealing with a physical, 3D environment hindered by constant server lag. You cannot compare in the way you chose to. Your subsequent paragraph is dismissed to that extent. I can see where you're going, but it just doesn't work like that.
"Had I been anywhere past the mentioned point (before the first rival battle), I most likely would've had a working team already, so the entire point would be moot. So, essentially, your solution is to skip the rival battle which you placed there and go through Traverse Cave first to get the VS Seeker."
Not quite true - after the initial story outline, your lead should already be at LVL 8, only a single level below your rival's main. I admit to a fault that TM Dig should be obtainable ahead of the rival encounter, but it seems like that alone isn't necessary to win. In addition, I have no idea what "lvl 2 derp" is referring to. Perhaps you can enlighten me later.
"switching is not a free action. If you switch out, the mon you're sending out will take damage from the incoming move, so you'll need to heal up. But healing isn't a free action either, so you will take another attack. Rinse and repeat, until a: the enemy attack misses (rng), b: the enemy uses a non-offensive move (rng), or c: the enemy crits and takes you out (rng)"
I can only question your strategies here. While your later argument points back towards the lack of switch-grinding, you shouldn't need to rely on such strange methods to train. I'm not a stranger to Pokémon. I'm actually pretty bad at it. This map, while difficult, does not require this.
"So, the question arises: if [switch-grinding is] difficult to do, is it worth doing?"
I think you (not me) need to visit command blocks to properly rationalise my answer to this question.
"Daycares. Leave your mon with us and the grinding will do itself, slowly but steadily. Of course, it has some problems, like automatic move learning and skipping evolutions (which I can definitely understand why you didn't include in Cobalt/Amethyst), but you get some, you lose some."
Then you'll also understand why "switch-grinding" isn't a thing in this map. It's basically the same thing. An extra slot. More contingencies. Again, please read my immediately foregoing answer. This should cover your next several paragraphs where you continue to discuss the same thing.
"You can quietly fix it and update the download and just tell people who already have it to run one /setblock command and voila, problem solved. But instead, we got "just don't fall into it". With an approach like that, it's no wonder you're not willing to fix the game's mechanics if it's way more difficult. But then the question is, if it's too difficult and not worth doing, then why did you try to make a Pokémon game in vanilla Minecraft in the first place? There are other options, way more friendly for Pokémon games' specific mechanics - RPG Maker, or actual romhacks. Or was it just meant to be a display of skill, regardless of the end effect?"
Unfortunately, I am stuck with a horrific internet connection, which means updating the download would take substantially longer than most. There were /setblock commands on the bug tracker, but I've decided to remove them and only leave the more critical issues there. Surely switching to creative and then back to adventure mode wouldn't cause any more lag than a /setblock command. You can find this link on the main forum thread. Not sure why you didn't mention this in your post. I'm disappointed. The map is a display of skill on many levels. The end effect is just the same. It's so much more than you're making it to be.
"And speaking of romhacks and attempts at displaying one's skill"
Please, you cannot compare a Minecraft map to a ROM hack.
Thank you for your kind words on the music. I'd like to keep analysing what you've said, but it sounds like you're trying to compare apples and oranges, despite some design differences. Of course, there could be some improvements. I've admitted to these already - if you'd like to respond, please do so via my email ([email protected]).
Regardless, I'd like to commend your positive use of knowledge of Pokémon. It's sad to see you won't recommend this map to anyone on the substantial basis of a lack of switch-grinding. As someone who isn't so good at Pokémon, I was able to complete this map without any difficulty. As a veteran, you should be able to do the same.
Thanks!
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