But wait, there's more!
I've yet to make Goldenrod City using graphics from:
Gen I (Red, Green, Blue, & Yellow)
Gen III (Ruby, Sapphire, & Emerald + FireRed & LeafGreen)
Gen IV (Diamond, Pearl, & Platinum)
Gen V (Black & White)
Gen VI (X & Y)
And don't forget about the console releases of Pokémon - the possibilities are limitless!
If you don't like it, I will summon a midget to corner you in a restroom at Starbucks who will force you to stare at his little member as he does a little dance to the opening theme of Camp Lazlo.
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Idiocy aside,
The remake of Goldenrod from Gen II was left in the abyss to be either a supplement or a replacement otherwise. Clearly it ended up being the former, and turned out to be PK Cancer γ.
As for the Gen IV remake, that was more or less of an implied replacement release for my previous spaghetti spill of the other map I made.
I get the impression that I am being an imposition in some way, though that is not my intention at all, if that is the case. It is undeniable that the amount of Goldenrod is oversaturated and my unoriginality is really showing (as if it was evident from day 1 - 2 years ago). This city is the most iconic landmark from the series and the area of exploration is neither too large or too small like the other cities/towns from the original games in the series - my intention was to, more or less, improve upon the abnormalities and whatever else there was I thought that could use a touch-up. It's whatever, now.
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I did have one old idea that I'd like to share for any mapper that would be curious to try out;
I was planning to use and abuse some of TF2's player model scaling properties via generic console commands so that I could make a micro scaled rendition of Johto. I did follow through with this idea, but got tired of it and gave up on it (no surprise there) - I worked on it up until Mahogany Town & the Lake of Rage. (Fun fact, the Skybox in the new Gen II Goldenrod City has the North and West portions of it - copy and paste.)
I'm not sure if this idea can or will be completed, but it would be interesting to see someone follow through with it.
Commands if anyone is interested:
sv_cheats 1
ent_fire !player setmodelscale .125 (fiddle around with it)***
***Still haven't figured out how to sort out the collision properties/physics mesh of the player model after downsizing - meaning that despite being small, the minimum scalable height (that is to step up from one brush to the next) is around 16 units.