Here are concepts, with each 20x12 room representing a letter.
Straightforward, typical map. Easy way to get around, and every remake will basically be the same. Too repetitive.
Mixed and randomized, forces players to forget the previous game's routes, it will feel like playing a different map. It also renders the minimap useless. However, minerals and vespene gas will represent coordinates, with 0 by 0 representing the bottom left corner.
Amount of rooms available (The tiles between each 20x12 are borderlines and to rid vision.)
If it has 1 tile on each side and has 3 tiles between every 20x12:
2x2 (Basic)
2x4 (64x64)
4x6 (96x96)
5x8 (128x128)
8x12 (192x192)
11x17 (256x256)
If it has 1 tile on each side and has 1 tile between every 20x12:
2x2 (Basic)
3x4 (64x64)
4x7 (96x96)
5x9 (128x128)
9x14 (192x192)
12x19 (256x256)
Thinking of a 12x19 is really ridiculous, especially if you play it differently every time. There is an incredibly tiny chance of playing the same exact stage again.
And to elaborate about 20x12, each 20x12 screen will have their set of terrain but will have a number one rule: Each four sides must have the same terrain on every room. Because of this, it helps to avoid of walking from ice to outpost without a ramp. Of course, you can limit the randomization in the map to break the number one rule (But I have yet to add that in). Or you can just break it and put whatever you want. Also, the four sides will be the spots of going to that direction.
Also, the concept map is nearly finished, but there may be a chance when I'm lazy, leaving blank rooms.
None.