Here's an example of how to do the map styling (attached and inline below). There are a few things to note:
1) The InitUserInterface function sets the background color for the grid/map canvas to black.
2) I imported the base "defaultobject" type into the game, so that I could set the default grid variables. That saves having to set them for every room.
3) I imported the Grid_DrawLine and Grid_DrawPlayerInRoom functions into the game, so that I could override the hard-coded colors they use. (#202020 for grid fill, #101010 for grid border, and #7f7f7f for the player circle - based on the colors I could "pick" in the image you posted. The player circle is also expanded to 8 instead of 2, to fill the room box a bit more.)
4) The rest of the game is just rooms.
With that in place, you should be able to just create rooms as normal. (Perhaps this should be moved into a library and allow the colors to be customized!)
<!--Saved by Quest 5.6.5783.24153-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<function name="InitUserInterface">
JS.eval ("$('#gridCanvas').css('background-color','black');")
</function>
<game name="mapstyle">
<gameid>085affcd-6ccb-4898-a594-7b77670699e0</gameid>
<version>1.0</version>
<firstpublished>2015</firstpublished>
<gridmap />
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="west" to="w1">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="e1">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="n1">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="s1">
<inherit name="southdirection" />
</exit>
</object>
<object name="e1">
<inherit name="editor_room" />
<exit alias="west" to="room">
<inherit name="westdirection" />
</exit>
</object>
<object name="n1">
<inherit name="editor_room" />
<exit alias="south" to="room">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="n2">
<inherit name="northdirection" />
</exit>
</object>
<object name="w1">
<inherit name="editor_room" />
<exit alias="east" to="room">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="s2">
<inherit name="southdirection" />
</exit>
</object>
<object name="s1">
<inherit name="editor_room" />
<exit alias="north" to="room">
<inherit name="northdirection" />
</exit>
</object>
<object name="n2">
<inherit name="editor_room" />
<exit alias="south" to="n1">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="e2">
<inherit name="eastdirection" />
</exit>
</object>
<object name="e2">
<inherit name="editor_room" />
<exit alias="west" to="n2">
<inherit name="westdirection" />
</exit>
</object>
<object name="s2">
<inherit name="editor_room" />
<exit alias="north" to="w1">
<inherit name="northdirection" />
</exit>
</object>
<type name="defaultobject">
<visible />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
<value>Drop</value>
</inventoryverbs>
<take type="boolean">false</take>
<use type="boolean">false</use>
<givesingle type="boolean">false</givesingle>
<drop />
<gender>it</gender>
<article>it</article>
<isopen type="boolean">false</isopen>
<open type="boolean">false</open>
<close type="boolean">false</close>
<container type="boolean">false</container>
<descprefix>You are in</descprefix>
<objectslistprefix>You can see</objectslistprefix>
<exitslistprefix>You can go</exitslistprefix>
<contentsprefix>containing</contentsprefix>
<description type="string"></description>
<scenery type="boolean">false</scenery>
<hidechildren type="boolean">false</hidechildren>
<listchildren type="boolean">false</listchildren>
<usedefaultprefix />
<volume type="int">0</volume>
<dark type="boolean">false</dark>
<lightstrength type="string"></lightstrength>
<darklevel type="boolean">false</darklevel>
<attr name="grid_width" type="int">1</attr>
<attr name="grid_length" type="int">1</attr>
<attr name="grid_fill">#202020</attr>
<attr name="grid_border">#101010</attr>
<attr name="grid_bordersides" type="int">15</attr>
<attr name="grid_render" type="boolean">false</attr>
<attr name="grid_label" type="string"></attr>
<grid_parent_offset_auto />
<attr name="grid_parent_offset_x" type="int">0</attr>
<attr name="grid_parent_offset_y" type="int">0</attr>
<attr name="pov_alias">me</attr>
<pov_alt type="stringlist">
<value>myself</value>
<value>self</value>
</pov_alt>
<attr name="pov_look">Looking good.</attr>
<attr name="pov_gender">you</attr>
<attr name="pov_article">yourself</attr>
<attr name="feature_usegive" type="boolean">false</attr>
<attr name="feature_container" type="boolean">false</attr>
<attr name="feature_switchable" type="boolean">false</attr>
<attr name="feature_edible" type="boolean">false</attr>
<attr name="feature_player" type="boolean">false</attr>
<attr name="feature_lightdark" type="boolean">false</attr>
<changedparent type="script">
if (game.pov = this) {
if (IsDefined("oldvalue")) {
OnEnterRoom (oldvalue)
}
else {
OnEnterRoom (null)
}
if (game.gridmap) {
MergePOVCoordinates
}
}
</changedparent>
<changedisopen type="script">
if (this.isopen and HasScript(this, "onopen")) {
do (this, "onopen")
}
if (not this.isopen and HasScript(this, "onclose")) {
do (this, "onclose")
}
</changedisopen>
<changedlocked type="script">
if (this.locked and HasScript(this, "onlock")) {
do (this, "onlock")
}
if (not this.locked and HasScript(this, "onunlock")) {
do (this, "onunlock")
}
</changedlocked>
<changedswitchedon type="script">
if (this.switchedon and HasScript(this, "onswitchon")) {
do (this, "onswitchon")
}
if (not this.switchedon and HasScript(this, "onswitchoff")) {
do (this, "onswitchoff")
}
</changedswitchedon>
</type>
<function name="Grid_DrawLine" parameters="x1, y1, x2, y2, border, borderWidth">
JS.Grid_DrawLine (x1, y1, x2, y2, "#4f4f4f", 3)
</function>
<function name="Grid_DrawPlayerInRoom" parameters="room">
if (room.grid_render) {
Grid_DrawRoom (room, false, game.pov)
player_x = Grid_GetGridCoordinateForPlayer(game.pov, room, "x") + room.grid_width/2.0
player_y = Grid_GetGridCoordinateForPlayer(game.pov, room, "y") + room.grid_length/2.0
player_z = Grid_GetGridCoordinateForPlayer(game.pov, room, "z")
// Grid_DrawPlayer(x, y, z, radius, border, borderWidth, fill)
JS.Grid_DrawPlayer(player_x, player_y, player_z, 8, "black", 2, "#7f7f7f")
}
</function>
</asl>