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If you're looking to give the whole thing a universal offset you would have to edit the code.
"Big"?
I bumped up room size and resized CHRY's table up by 1,5 so I'd have plenty of room to drop large maps, since I get to play with a group where everyone has decent hardware.
I do realise 'big' might not be the best answer so if there's a way for me to actually give you more meaningful numbers, do let me know!
If there a way to increase the maximum area it will affect, as I've taken to using a few bigger maps and am finding the grid now leaves the 'outside' of the maps ungridded.
I'm familiar with sky tools, which works by projecting a shadow rather than the built-in vector drawing methods I've used for this.
Many advantages: six squares surround each individual square (just like hexes)
Distances count single squares (like hexes)
Fits normal dungeon rooms better than hexes.