Node-Based Megadungeon (Halfway) Complete Graph

GreyKnight asked if I was going to put up a graph of the entire megadungeon.

I was planning to, and have been working on one as I develop the various areas.  A few things will change as I do so (such as merging the maintenance tunnels around the Abandoned Tower, Fungoid Cavern, Clockwork Hell and Dwarven Safehold, I don’t need three nodes where one will work), and the layout certainly will as I add more material to the node map.

The Fungoid Cavern section is just a placeholder, I needed to introduce a few intermediate nodes to Graphviz wouldn’t choke on laying it out — can’t have two nodes mutually higher than each other.  The layout is not perfect.  I can see places where manual placement would work better and the appearance would change somewhat (the Wolf Den should surround the Goblin Warren more than is shown here, for example).

However, this does illustrate fairly well, I think, how it is coming together, and just how big this is getting.

Megadungeon Halfway Complete

4 Comments to "Node-Based Megadungeon (Halfway) Complete Graph"

  1. Andy Hall's Gravatar Andy Hall
    October 5, 2012 - 2:35 pm | Permalink

    Fun stuff! I never would have known about GraphViz. It’s great for this kind of thing. THANKS.

  2. October 6, 2012 - 2:09 am | Permalink

    Phreeow, this is gonna be insane (in a good way)! And it gives me a fun idea for a project.

    “I’ll add it to the queue.”

  3. Ken's Gravatar Ken
    October 8, 2012 - 1:50 pm | Permalink

    I stumbled here via towerofthearchmage.blogspot.com via timbrannan.blogspot.com and just wanted to say WOW! I love the node design project and I too can’t wait to see a pdf version. Awesome stuff.

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