What is the correct way to draw isometric tiles in a 2D game?

I've read references (such as this one) that suggest the tiles be rendered in a way that will zig-zag each column in the 2D array representation of the map. I imagine that they should be drawn more in a diamond fashion, where what gets drawn to the screen relates more closely to what the 2D array would look like, just rotated a little.

Are there advantages or disadvantages to either method?

Edit
Report