# 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:** 76

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### Author: ![DonGororo](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/dongororo/32/898_2.png) [@DonGororo](https://forum.revolutionarygamesstudio.com/u/DonGororo)
#### Post date: [May 3, 2019, 1:32pm UTC](https://forum.revolutionarygamesstudio.com/t/patch-map-design-discussion/597/76 "2019-05-03T13:32:19Z")

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That’s a really clever solution. That way we’ll have more control over how patches clump together while having a semi procedural map.  
By the way, i think conectors should be much shorter, there’s a lot of empty space on the map because of that. Also, interconected patches should be clumped in a box instead of puting each one in their own square, like you’ve done with the coastal with three tidepools.

![coastal](https://thrivedevforum-uploads.b-cdn.net/original/1X/93babb8aa21972ab6449b3e2346dcc237f6f0443.png)

Finally, I made this patches classification that, imo, we should take this into account when making new tiles

> [@DonGororo](#):
>
> In fact, we could separate regions according to the type of patches they have:
> 
> - **Abyss** for the hadal zone and sea vents (tho maybe those could appear on the seafloor too?)
> - **Ocean** for epipelagic, mesopelagic, bathypelagic, abyssopelagic and seafloor patches
> - **Shallow ocean** they’d have the same type of patches as normal ocean regions but obviously they’d have less depth. Also we may have to make new types of seafloors since they can be at any depth.
> - **Coastal** for estuaries and tidepools (and any new biome that is in contact with dry land like rivers or even aquifers).

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