That's a good idea, having a variety of events take place in a large area: It'll help familiarize the player with the hack early on, I like it!
Thanks for the support!
I've kind of had this idea for a pokemon game for a few years now. I have a world map that I drew out a long time ago, and I've written a few pages about the storyline and features I'm aiming for, so the maps have been easy to make in shape based on the world map I've made, but since the world map is a crude drawing, trying to scale down the that map to varying rectangles is a bit of a challenge to me. I've just been making them really large and figured, if they are honestly too big I could just trim the fat and scale them down in size, but by the time I've filled all of the area, I'm constantly making every area within the map matter in some way, so in the end I just get these huge maps.
I think my map sizes will be less intimidating if I think in the opposite direction, start out small and if it needs more I'll just expand the size of the map instead.
Also, sorry if I seem kind of vague about things going on in my hack... besides this hack being this huge brainchild of mine, it's also a playground for me to try new things and learn things, plus it's actually my first hack, but because I've put so much thought into it... I kind of want it to be perfect when I start releasing more information about it... I don't want to make any promises I can't keep, especially since I'm a beginner. I started learning how to ROM hack because of this game idea I had, but I really don't want it to be "Obvious Hacker's First Hack", with all sorts of obvious bugs or laziness. Also, it's all in my free time, I don't really have a personal due date.
I'm lurking around a lot in Hack Hub reading anything that can help me in my endeavors, (Most of FBI's information has been fascinating and resourceful.) and I just finished reading through the Hacker's DCC, and got some great tips and ideas from that, I even had to jot down some ideas from that thread that I never thought of to add to my game until I browsed through there. lol
Something else I wanted to know about that sort of relates to the "Large Maps" issue. So I'm feeling a little bit of pressure about, "Natural" vs. "Standard" map design. I'm experimenting with both types and forcing myself to run my player character through the different styles of Maps multiple times in order to get an idea of which one feels more comfortable from a player perspective. I've really come to enjoy both kinds but for different reasons. For example I enjoy my "Natural" maps because they feel more mysterious and explorative, but I also like my "Standard Map" because it's perfect for lining up a collection of trainers that move comfortably around in the map without as many obstacles to maneuver around.
I made sure that within my "Natural" style map, that the varying obstacles never send you through single squared paths (unless I'm funneling the player into an area that forks or something like that, I'll admit I do have a couple of single tiled path ways, but they're rare) because it sounds like people get annoyed by that.
I was thinking of attempting to build my next route map as a half and half sort of map, half "Natural", half "Standard", sort of like a wild forest that transitions into a city park or something like that, just to see if the combination is more comfortable than the two map styles separated.
As I said, I'm just trying to do a bunch of experimenting, mostly with mapping at the moment, so I just want an idea of what people are more "comfortable" with playing through. When does a map become boring to you while playing, when is map exciting to travel through, what makes a map unique, etc.?