Here's a map for an alternative hexcrawl technique I'm knocking about:
Each hex side has a score for getting out of the hex in each direction (along a hex side). A party will have a given number of rolls each day/outdoor turn based on their movement rate and can only leave a hex if they get or beat the required roll (for now I'm considering 2d6 to be the roll). Multiple attempts to go in the same direction could get a bonus. Any number of modifiers could be applied to the roll such as travel mode, weather, guides, racial abilities and class abilities along with clever planning.
Just a notion for now but one that I felt like sharing as it looks like it could expand on the nature of hexcrawl play by having routes and specific terrain having an impact on play.