Lutefisk Mafia
Inscrutable Enforcer
If a huge map had an inaccessable polar zone or other area that is always blocked off (The Forbidden Island), you could use this area to generate dungeon maps. Then the explorable dungeons would be doable.
Another thing I have played with is to create two new terrains or features called "East Ocean" and "West Ocean." Not surprisingly, these make vertical stripes in the Ocean. They use an "onUnitMove" call to see if the unit moved onto either of these zones. If so, it is instantly teleported to the opposing zone at the same latitude. In this way, you can section off a huge chunk of the map to use for dungeon zones, etc. that the player can never get to normally. And you still have map wrapping! (sort of) Just remember to code in a restriction that prevents moving from one type of "limiter" zone to a tile of the same type, to prevent exploits.
Another thing I have played with is to create two new terrains or features called "East Ocean" and "West Ocean." Not surprisingly, these make vertical stripes in the Ocean. They use an "onUnitMove" call to see if the unit moved onto either of these zones. If so, it is instantly teleported to the opposing zone at the same latitude. In this way, you can section off a huge chunk of the map to use for dungeon zones, etc. that the player can never get to normally. And you still have map wrapping! (sort of) Just remember to code in a restriction that prevents moving from one type of "limiter" zone to a tile of the same type, to prevent exploits.