Earlier I gave you Mazetown v1.0:
Here is an updated V1.1a based on the v1.0 layout:
v1.1 changes:
-overworld is now 10x10 cells to match nether, because symmetry
-walls in center of cells to block lines of sight
-detailed intermediate levels
v1.1a Portal levels have 100 cells and intermediate levels have 81 cells in both the overworld and nether. An 11 layer version would have 6 portal levels and 5 intermediate levels in each dimension, for a total of 2010 nodes. It would take a vertical height of 45 blocks. Each node would have a potential maximum of 12 degrees of freedom (DOF), for a Maze Potential Difficulty Index (MPDI, a term totally made up by me) of 24120 (2010x12). The overworld section now matches the nether section taking up 61x71 of real area. The portals now aren't matched exactly on the block, but still link according to portal mechanics. The nether maze still occupies an of 488x568 in the overworld. Any portal within 1100x1100 of the overworld maze will link to a portal in the maze in the way in but not in the way out. So ideally, it would still be nice to find an island out in the ocean where no one else is likely to build within 1100x1100 area. Theoretically, someone could potentially build as close as outside of 250x300 to the overworld maze and still manage to create a link to a nether portal outside of the nether maze (I think) but its just too easy to screw things up so I'll search for a properly secluded locale.
Here is an alternate v1.1b:
v1.1b has the exact same footprints as v1.1a, but ditches the "cells with doors" layout for a more maze like feel. Really, I just shrunk each cell down to a 1x1 node, with 4 1x1 "hallway" exits to each node. There would be no intermediate levels.
What this would mean for the maze is that each
layer
of the maze would potentially have 1002 nodes in the overworld and 1008 nodes in the nether. This means an 11 level (to compare apples to apples) maze would have a total of 22110 nodes. With now only 6 DOF per node, that gives an MPDI of 132660, or potentially 5.5x more difficult than v1.1a for the same footprint.
However because this version is more mazelike, a hallway could potentially cross several nodes before actually coming to some kind of intersection, where as in v1.1a, a higher percentage of nodes would actually be intersections. After I actually design the maze itself, I can calculate an actual MDI by multiplying the number of intersections by the average DOF per intersection. I would hypothesize that the ratio MPDI(b)/MPDI(a) would be higher than MDI(b)/MDI(a) - which only goes to say that v1.1b won't be as proportionately more difficult than v1.1a as the increase in number of nodes would suggest, due to the layout.
And... I'm sure if anyone is reading this, I just completely lost you there. Moving on...
Notice I keep calling this Maze
town
and not just
the maze
. This is my inspiration for all I hope Mazetown will become:
click for full size image (Artwork is Sea Castle by skaya3000 on deviantart)
I'll build the overworld part of the maze into one of the towers and use the rest for whatever. But this means in order to really do it right now I need to find myself
a pair of islands
out in the middle of the ocean surrounded by at least 1000x1000 of water, instead of just a single island, with proper spacing in the right direction. So I'm only making it harder on myself to find the right location, but in an infinite minecraft world, such a place should definitely exist.
And so ends another chapter in useless boredom posting that nobody will read.