>>40606I made one thread about necromunda sucking for not being an RPG. relax.
Anyways, I made a little thing in minecraft to illustrate an idea I had about labyrinth design and it is proportions. In real life, a lot of the (well built anyways) infrastructure that people use is normally scaled in proportion to the size of a real person and how much that person is expected to move. Coincidentally, good buildings are also scaled based on the number of people expected to use them. Unfortunately, building proportionately appropriate buildings is highly expensive, but in games, you get a feeling of freedom that is uniquely rare to games like boltgun, cube world, the chalice dungeons from bloodborne were well scaled, and I think from the original thief.
I think these images illustrate what a proportionately sized labyrinth should look like. The structure is convulted, but it perfectly meets the size needs of the player exploring through it.