# Patch Map Design Discussion

**URL:** https://forum.revolutionarygamesstudio.com/t/patch-map-design-discussion/597
**Category:** Theory
**Created:** [April 7, 2019, 4:56pm UTC](https://forum.revolutionarygamesstudio.com/t/patch-map-design-discussion/597 "2019-04-07T16:56:23Z")
**Posts on this page:** 1
**Showing post:** 104

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### Author: ![tjwhale](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/tjwhale/32/24_2.png) [@tjwhale](https://forum.revolutionarygamesstudio.com/u/tjwhale)
#### Post date: [June 19, 2019, 7:29am UTC](https://forum.revolutionarygamesstudio.com/t/patch-map-design-discussion/597/104 "2019-06-19T07:29:46Z")

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So I’ve been thinking a bit more about this. I think maybe a good approach to the proc gen side is to have a tile based, free form generator.

So by tile based I mean a tile is a little section of map, maybe with one patch on it and some connectors, maybe has an ocean stack on it, maybe has a few little boxes connected together each of which has a couple of patches.

By free form I mean the tiles can be placed anywhere, not in a grid, and can then be connected with interesting connections not just horizontal and vertical.

I think this might give a good balance between control of being able to design the tiles and freedom where the maps can look relatively fluid.

Here’s a few examples of things, cut from the patch map we’ve drawn, which could be tiles and then could be connected up. I think the trick is to have the tiles be big enough to keep things neat while being small enough to allow a lot of different feeling worlds to emerge. All feedback welcome.

 ![](https://thrivedevforum-uploads.b-cdn.net/original/2X/f/f9e7f5f023b7858c75bdd4f1c93fa7ab46fb2c7f.png)

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