# 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:** 61

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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: [April 15, 2019, 2:48pm UTC](https://forum.revolutionarygamesstudio.com/t/patch-map-design-discussion/597/61 "2019-04-15T14:48:23Z")

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Yeah interesting.

I like the rules list of which biomes can connect, that’s cool.

I guess in terms of number of steps to move around that’s partly related to the species splitting discussion. If it takes 3 minutes to swim around and get enough compounds to reproduce and you can move to a new patch every 2 editor sessions then to move (vent -\> abyss -\> meso -\> epi -\> coastal) might take 24 minutes, which is a reasonable amount of time I guess. I’m not sure we’d want it to take that much longer.

Re ocean floor depths we could do it continuously, so an ocean floor biome can be at any depth from 1m to 4000m if we like, rather than chunking up with titles. It’s an option.

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