It sounds like a lot but remember every one of these maps is only 17x13 tiles - a single screen. It's the equivalent of two 100x100 maps. Of course there has to be a reason for the player to explore these maps if he want to, i'm currently thinking about a couple of side-quests and side-dungeons that can occupy most of the non-relevant areas. Some sort of overview-map for the player to see where he is and where his quest-objectives are is also planned, but i'm not sure this is really required. The overall-area will be not so big after all. Thank you for your input but i will not ditch the tile-idea. It might be a bad idea (i don't think so), if it is i will have learned something from the game. I thought a bit more about my problem and decided to go with option 3, that is making the village occupy more tiles on the world-map to have the same scale everywhere. The reason i didn't want to do that at first was because i was still thinking in the general-world-map scale where one village=1 tile, and not in the smaller scale of my system. This requires a whole redoing of the world-map and i will take note to also plan side-dungeons ahed, so no area is really non-relevant to the game.