I'm reviving this since I've been thinking of this topic lately and it seems to have cropped up in this thread as well:
Satellite imagery? Mostly Photoshop. You'll see some repeated elements in the waves, and the bevel effects really give it away.
www.tenfootpole.org
A topic that came up in the other thread is whether a hex map is a useful abstraction for the GM. For reasons of verisimilitude the abstraction of hexes may be hidden from the players.
What then does the player map look like? The above precludes handing the players a blank hex map and allowing them to fill it in. Yet I like this idea as it embraces the game as a game and provides motive for exploration. Conrad's narrator in Heart of Darkness sees the blank map and wants to know what is there. Properly stocked hexes then stimulate PCs to explore the unknown even further.
On the other hand, PCs may only care about how to travel between their havens and the nearby (mega-) dungeons. PC paths between these points will emphasize speed and safety and a PC map of the world will be a point- / pathcrawl map. Even if the GM world or region map is broken into hexes, players will probably only concern themselves for the most efficient path between points of interest unless prompted to do so otherwise (ie the 'safe' path becomes unsafe).
Historically it seems the idea of overland wilderness travel is a rarity. Although Lewis and Clark have been referenced here several times in various threads as the ideal for wilderness crawls using hexcrawling procedures, their actual path was far more linear. But for a brief span most of their expedition followed the paths of rivers with one of the expedition goals being to find an expeditious route between two points:
Going even further back in time, actual maps of Africa, Europe and Asia were very much pathcrawls with little regard to geographic accuracy. The late, great Umberto Eco explains:
The Middle Ages was a period of great voyages, but what with bad roads, forests, and stretches of sea to be crossed trusting in some boatman of the day, there was no possibility of making accurate maps. They were purely indicative, like the instructions in the pilgrims' guide to Santiago de Compostela, which said more or less: "If you wish to go from Rome to Jerusalem, proceed southward and ask directions on the way." Now try to think of maps you find in old railway timetables. That series of junctions is very clear if you need to take a train from Milan to Livorno (and you find out it necessary to pass through Genoa), but no one could use it to extrapolate the exact shape of Italy. The exact shape of Italy is of no interest for someone who has to go to the station. The Romans mapped a series of roads that connected every city in the known world, but here's how these roads were represented in the map known as the Tabula Peutingeriana [...]
(quote from Umberto Eco,
The Book of Legendary Lands)
Tabula Peutingeriana:
https://www.tabula-peutingeriana.de/index.html
Hexes may make sense as in the context of table top war games: taking the easiest, most obvious route along a road is a good way to get ambushed and killed. Imposing this on wilderness exploration in D&D runs antithetical to how people have navigated historically and in the modern day. Even explorers rarely struck out across open country or open ocean without a sense that they were traveling on the straightest path towards their destinations.
On the other hand, hexes make much more sense to me for domain play.
Wilderness exploration rules should not be onerous and preferably similar to dungeon exploration rules. I like some of the ideas in these rules:
Old-school Renaissance / OSR theory and design.
osrsimulacrum.blogspot.com
Most specifically the rules address a contradiction often made about the war games that inspired D&D. War games take flak for being complicated, yet those same games often simplify movement and distance to movement points and grid distances respectively. D&D still insists on using time, speed and distance even in wilderness play. This becomes clunky.
I'm thinking about using different modes of play in my game with similar rules for each mode. Domain / wilderness play uses hexes; hexes are broken down not into smaller hexes but rather the interior of a hex is a pathcrawl. Then the points of interest may be dungeons at which point the usual dungeon play applies. Wilderness exploration and dungeon exploration use turns / watches and movement points. Even combat, the most granular of play modes, should embrace the grid and use movement points or grid spaces instead of distance.