01-26-2015, 11:21 PM
I actually experimented with that idea a bit with Pokemon style maps - the surrounding edges of other maps would be located to create the appearance of seamless transitions. Then later that "starter" kit came along and actually stitched the maps together. I always had lagging issues with that though (but that might've been my computer + RMXP crap), I'm pretty sure it was meant to be efficient... even if it overall is kind of terrible.
I'm personally fond of the way Chrono Trigger and Cross did things. I like both world maps and close-scale(?) travel too. The Chrono games treated their world maps a bit more like menus - there were no encounters, many locations, and some could be walked through (like valleys) after completing that location's dungeon.
For my own project though the "world map" really is just a menu, like how Persona or Lost Odyssey do it. In my own case it's because the larger game world is interplanetary, while on-world travel is/will probably be all in-location, close-scale stuff. I could save a lot of concern about how to handle "overworld" maps by having on-world location menus as well, but then I wouldn't have the ability to,er, show off the worlds.
I'm personally fond of the way Chrono Trigger and Cross did things. I like both world maps and close-scale(?) travel too. The Chrono games treated their world maps a bit more like menus - there were no encounters, many locations, and some could be walked through (like valleys) after completing that location's dungeon.
For my own project though the "world map" really is just a menu, like how Persona or Lost Odyssey do it. In my own case it's because the larger game world is interplanetary, while on-world travel is/will probably be all in-location, close-scale stuff. I could save a lot of concern about how to handle "overworld" maps by having on-world location menus as well, but then I wouldn't have the ability to,er, show off the worlds.