âI briefly used what I dubbed Melan diagrams â a technique created in 2006 by Melan for a thread on ENWorld where he discussed âmap flow and old school game design.ââ
âas Melan said in his original post:
[They are] a graphical method which âdistilsâ the dungeon into a kind of decision tree or flowchart by stripping away ânoise.â On the resulting image, meandering corridors and even smaller room complexes are turned into straight lines. Although the image doesnât create an âaccurateâ representation of the dungeon map, and is by no means a âscientificâ depiction, it demonstrates what kind of [navigational] decisions the players can make while moving through the dungeon.â
âBy getting rid of the ânoiseâ you can boil a dungeon down to its essential structure. They also allow you to compare the structures of different dungeons at a glance.â
âItâs fairly important to note that you donât actually use Melan diagrams for designing dungeons. They are an analytical tool, not a design tool: You use them to look at something which has already been created, not to create it in the first place.â
â**STRAIGHTEN THE LINE
**
The first principle of making a Melan diagram is to eliminate all the irrelevant twists-and-turns on the mapâ
âFORK THE PATHâ
â**ELIMINATE SIDE CHAMBERS
**
âWait another minute!â you cry. âI can see other doors that youâre ignoring!â
The second principle of a Melan diagram is that we are going to eliminate all paths that are only one chamber deep.â
âMelan diagrams will introduce superfluous ninety-degree turns in order to keep the diagrams relatively compact or to conveniently make room for other paths.
So if you see a turn on a Melan diagram that doesnât have a second path branching from it, youâll know that itâs purely cosmeticâ
â**ELIMINATE FAKE LOOPS
**
Dungeon paths will, of course, form loops. In fact, a well-designed, jaquayed dungeon will probably feature LOTS of loopsâ
âthis is indicated with a dotted line on the Melan diagramâ
â**LEVEL CONNECTIONS
**
The last functional element of a Melan diagram are the connections between levels. When a path goes from one level of the dungeon to another (by stair, elevator, sloping ramp, teleporter, or whatever), this is indicated by a break in the line with terminating lines on either sideâ
â**OTHER ELEMENTS
**
Melan diagrams may also include labels (e.g., âGoblinsâ or âSecret Labâ or âTeleportation Trapâ). These are technically non-functional parts of the diagram, but can be useful to help readers orient themselves.â
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