Labs right now are kinda boring. I like procedural generation for dungeons, but since the grammars are so simple in DDA, the game ends up creating only three or four types of maptiles in labs. There’s the big open room, the hallway intersection with four rooms, and those rooms with the annoying diagonal doors. I also really like the premade maptiles, but there aren’t enough of them. After you’ve seen them, you’ve seen them. Beyond the maptiles themselves, is the way they connect. There is always a wall running along the edge, giving you a clear idea as to where the tile is. And since there are always doors at all four faces, it’s really easy—barring turrets—to walk straight across an entire lab with no interruptions.
So my idea is to make a stock of premade tiles that can fit together in interesting ways. Rather than put walls along the borders, there will be partial rooms at the edges of the maptiles. When adjacent tiles connect, those rooms will combine into novel shapes. The tiles can be rotated to increase the number of possible combinations (and even flipped horizontally and/or vertically). Hopefully, those combo-rooms will keep the labs somewhat fresh even after a player becomes familiar with the tile set. And although the labs will still be on a fairly obvious a grid, by adding T-junctions, gates, turns, and dead ends to hallways, it should be a bit more maze-like.
Here’s a picture to illustrate:
These are two of same tile side-by-side; it’s just they’re rotated to different degrees. At the corners you can see the partial rooms for this maptile, and down the middle how they join together seamlessly.
I’ve already made a starter stock of about twenty maptiles for anyone who wants to look them over.
https://mega.nz/#!fJMDDZzR!z-A4vtFPHsxR6WBBmp2V2ErIBJu7gk2dbV1ZbxtEDk0
The terrain and furniture for these are done, but I’m still playing around with item frequencies and monster placement and traps and such. And there are no doubt mistakes in there since I’m still figuring out the jsons. I can handle that part OK, but the mapgen code is beyond me. So, it’s really up to someone else to decide if they want to make use of this stuff. If it works, I could also make sets for other buildings like mansions/bunkers/whatevers.