For the map, why not something like this:
There can be three maps, of four elements each. Each of the four-element group forms square, so there are three squares. The three squares are then interlocked together to form a cube. This is inspired by something Kael Hate posted a long time ago: each of the three squares can rotate freely, therefore all elements can reach all other elements.
The three squares can be the following:
Cardinal: - This square will resemble outer space.
Material: - This square will resemble the material world.
Spiritual: - This square will resemble heaven, hell, etc.
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Anyone else give this a thought?
I love the concept, minus the 'square' map - the maps should be circular or somewhat even, because I can imagine bases in each of the corners (which to mean, doesn't sound fun, because you're basically trapped if four adjacent elements at every other corner of the cube intercept you). It makes sense, definitely.
However, if the map isn't going to be an 'MMORPG'-based concept with shifting spaces and variable advantages/disadvantages to each element, then this would tie in well, assuming that there were 'points' of traveling from one world (spiritual -> cardinal, etc.).
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I'm starting to think that spaces should be defined by TRIANGLES, rather than squares/hexagons, because that way, only 3 people can move into a space at a time. Not to mention, 6 triangles still form a perfect hexagon, which means that major bases could require multiple spaces (6 to be exact) to be toppled over before the elemental base was defeated. Simultaneously, this would also solve the 'battling' issues in the other thread, where if it was hexagons, you'd have 6 people possibly fighting on one space (which would be hell to organize), compared to 3 people (triangle = 3 sides).