Thanks I4L, I do like this idea. One or two people have suggested something similar, and it's an issue I encounter when using Trizbort with large maps as well.
I've vaguely thought about this in the past, and could envisage floors or layers being separate tabs in the interface, each with its own rooms and connections, but with visible "stubs" allowing automatic switching between the two as you suggest.
I also still like the idea of permitting multiple regions on each layer, each as their own labelled area, possibly with its own background colour for clarity. (I'd like to permit rooms to be individually coloured as well, at some stage.) The main thing that puts me off this is how it would fit in with automapping, which uses a pretty primitive algorithm to lay out the map and would be difficult to imbue with intelligence. Mind you the same can be said for layers I imagine; in either case automapping would I suspect have to default to placing new rooms in the same region, and on the same layer as the previous room, which could be irritating since they'd have to be fixed up by hand. For games like Anchorhead this might work quite well; for some games - with many different ways of getting between "regions" - I imagine it could be rather more frustrating.
Thanks for the suggestions, I'll definitely think on them
Well, I wasn't thinking in terms of automapping. I don't think it would be able to automatically differentiate between regions, since it's simply scraping text out of the log file and regions are typically indicated on-screen. But if I'm looking at my map, Anchorhead for example, I assume
that the mansion is a different region from the town. So I click on the "Scenic View" room and tell Trizbort that this is the entrance room to a new region. Maybe Trizbort could let me name it.
Trizbort then breaks that and the connecting rooms off to a new layer. Any time I hit that room, it automatically switches to the new layer or tab. I am, of course, welcome to click between the tabs, but unless it turn off automapping, if I move in the game, it snaps me back to the correct region.
I suppose there would be some complication where a region has multiple entrances, which isn't the case in Anchorhead. Maybe a more eloquent solution would be to select all of the rooms that you want to assign to a new region instead?
I don't know, just thinking out loud.