I'm not understanding you, and I'm not sure you are understanding me. More elegant than what? I'm not talking about how to display the coordinates, I'm talking about what the coordinates are. It would seem to me that the most sensible thing for you to have is to decide on an absolute reference point for the coordinates, and us it in all the levels. So, for instance, all the levels could be:
2N2W | 2N1W | 2N | 2N1E | 2N2E
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1N2W | 1N1W | 1N | 1N1E | 1N2E
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2W | 1W | -- | 1E | 2E
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1S2W | 1S1W | 1S | 1S1E | 1S2E
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2S2W | 2S1W | 2S | 2S1E | 2S2E
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or:
-- | 1E | 2E | 3E | 4E
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1S | 1S1E | 1S2E | 1S3E | 1S4E
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2S | 2S1E | 2S2E | 2S3E | 2S4E
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3S | 3S1E | 3S2E | 3S3E | 3S4E
------------------------------
4S | 4S1E | 4S2E | 4S3E | 4S4E
------------------------------
Changing the coordinates from level to level makes no sense, since it just means that if I want to report a bug in the corner room, I have to look and see what it's coordinates are, and I can't just tell from the map. In DROD, that's the system because there's no choice, not because it's a good system. There's nothing wrong with having the level entrance sometimes be at 3S.
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I got my avatar back! Yay!
[Last edited by eytanz at 02-12-2006 05:35 PM]