I like the map. That's a cool idea, one that I'm handling similarly for th "sci-fi" design on the backburner.

I have thought long about doing the map itself with black outlines, since - as pointed out by some of you guys - it would look very consistent with the 3d view and the pics. However, it is also a matter of scale: If one square in the area view represents around 20x20 squares in the 3d view, objects in the area map (towns, big buildings etc.) are big enough to be drawn with black lines. However, for Helmetlands one square in the area view shall represent a larger area (probably 40x40 squares or more), so that important structures have only a few pixels width - black outlines would make these objects appear as black spots...

The idea with the device drawn in the same style as the walls and the overland map being a computer graphic was a good compromise...

You could also program the entire overland in 3D view.

In this context, I thought again about scales in DC and FRUA (we talked that over several times, and maybe I missed that the following is already detailedly discussed somewhere - but if not, it may be interesting):

I think we more or less agree that a wall in the 3d view is 2.4 to 3.6 m high (8 to 12 ft), thus, a square should be around the same distance wide and long (a little shorter in default DC's 3d view, but let's assume a square is 3.3 m long for simlipicity).

This means that a distance of 1 km would be represented by 1000m:3.3m = 300 squares. Thus 1 mi would be almost 500 squares.

Thus, imagine how many levels you would need to construct e.g. two villages only two miles away from each other...

Of course this calculation is crazy.

The approach I would use for doing the overland completely in 3d view would be the following: It lasts one minute to pass a square. Thus, the party can walk the distance of 60 squares in one hour. The human walking speed is 5km/h (3mp/h), thus, I would use not more than 20 squares to represent one mile, which is factor 25 less than 500 squares.

With this approach, the "distance feeling" when walking from e.g. one village to another would be more realistic than with the calculation method based on the square size.