Newtopia uses 80x80 maps by intentional design, as this allows 36 13x13 burrow "claims" in a 6x6 pattern in the centre of the map, with a surrounding border of 1 tile around all edges of the map. Burrows correspond one-to-one with the surface.
When I was thinking about how the "create new map" function of the online creation system was going to work, something popped into my brain: staggered maps.
More specifically, my question for my readers is as follows:
Should maps be a standard grid:
+---+---+---+---+ | | | | | +---+---+---+---+ | | | | | +---+---+---+---+ | | | | | +---+---+---+---+or should maps be on a staggered grid:
+---+ +---+ | +---+ +---+ +---+ +---+ | | +---+ +---+ +---+ +---+ | | +---+ +---+ +---+ +---+ | +---+ +---+Using a square-based grid is advantageous to me as a developer because it's quite a bit easier to implement. It's advantageous to a player because it's easier to understand.
Using a staggered grid (hex-like grid) is advantageous to me as a developer because it allows me to preload only six surrounding maps instead of eight surrounding maps. It's advantageous to a player because it makes it a little more difficult to "spoof" a pursuer (a very out-of-character means of escape), since there are only three maps you can run across at a time at a corner instead of four maps at a corner.
What do you think? The architecture easily supports both systems. Only one map presently exists: the Newtopia Sanctuary map, containing the endowment land and the tinest fraction of the Sanctuary Inlet, so I don't have to kludge any existing maps.
Anyway, good night. I'll read responses in the morning (perhaps early afternoon ;-)).