[2d] Drawing Isometric game worlds

Either way gets the job done. I assume that by zigzag you mean something like this: (numbers are order of rendering)

..  ..  01  ..  ..
  ..  06  02  ..
..  11  07  03  ..
  16  12  08  04
21  17  13  09  05
  22  18  14  10
..  23  19  15  ..
  ..  24  20  ..
..  ..  25  ..  ..

And by diamond you mean:

..  ..  ..  ..  ..
  01  02  03  04
..  05  06  07  ..
  08  09  10  11
..  12  13  14  ..
  15  16  17  18
..  19  20  21  ..
  22  23  24  25
..  ..  ..  ..  ..

The first method needs more tiles rendered so that the full screen is drawn, but you can easily make a boundary check and skip any tiles fully off-screen. Both methods will require some number crunching to find out what is the location of tile 01. In the end, both methods are roughly equal in terms of math required for a certain level of efficiency.