Notch could implement something like this in Minecraft in place of the current dungeons, giving you something to explore.
Each room would have a 1/3rd chance of having a chest, and a 1/3rd chance of having a mob spawner, and each dungeon should have one BIG room.
The big room would be a bit bigger than all of the other rooms, and would house either A. two mob spawners or B. 1 mob spawner that spawns a dungeon 'boss' mob- something harder than all of the mobs currently in the game. The big room would also be the only room with a double chest.
While the small room chests would house relatively common items such as smelted iron, brick, redstone dust, smelted gold, bread, arrows, stone swords, iron swords, torches, gun powder, string, and wood, the big room chest would contain the rarer things such as diamond, obsidian, records, saddles, and TNT.
Also, while the rest of the dungeon would be made entirely out of cobblestone, the big room would be made out of stone, with a block that acts the same as stone/cobblestone/mossy cobblestone, but is aesthetically different, and can only be found in big room walls, lining the center of the walls. So for example, one wall of the big room would look something like this:
       
where  = the big room only block.
For the big room block, I'm thinking quartz or marble would work. Right now mossy cobblestone serves that purpose, but I'm assuming that mossy cobblestone is going to be used in a similar way to grass in the future.
So then if the big rooms are 8 by 8 you would be able to get 32 marble/quartz for every dungeon you find.
Another suggestion: dungeons could even be split into several floors, using ladders placed throughout the dungeon to move up and down through the floors.
Quote from Drury »
What about splitting dungeons into dungeons and treasure rooms?
Treasure room - dungeons as they're now. Very close to the surface, one mob spawner, one or two chests.
Dungeon - your idea, huge cobblestone complex, very deep underground (lava level).
Yeah, that sounds like a pretty good idea. Then the treasure rooms could also be a bit more common than they are right now, but would only hold the types of things that the smaller rooms hold.
Also, will the place be lit already or will it have to be manually lit up with torches and/or lanterns?
Good question, I was considering the same thing. Perhaps tourches could be sparsely placed through out the dungeon? Like 1 per every 8 blocks? And 2 on every wall in the big room?
It's not as if torches are super rare or anything.
Only problem is, that after the dungeon has been raided, then that's about it. A large space underground either forgotten or possibly be into a base.
Same as a cave or any other structure. :tongue.gif:
What's wrong with that?
The only issue I see with it is that they'd take up a bit of space on finite maps. Perhaps turning them off could be an option on server/game creation with finite maps.
EDIT: It'd also be cool to have a new game mode that just generates a GIGANTIC dungeon on one finite map, with one big room, and lets you try to clear it out. Minecraft: Nethack edition.
I REALLY like this idea. MAN, you make me want to start roleplaying. I agree that the hallways need to be bigger, maybe 2 squares wide, 3 squares high?
I think that there should be hallways that end in dead ends of Obsidian which leads to a room covered in Obsidian (That way they can't just mine around it) with no Mob Spawners and a few delicious chests. That way if they successfully cleared out the dungeon instead of just rushing through it grabbing everything from chests before a monster appears, they could savor a reward just as juicy or maybe even juicier than the big room.
There should also be statues in the big room and the entrance, something terrifying, like Skeletons or Zombies. Or maybe even destroyed statues of a human; foreshadowing anyone?
Some really nice ideas in this thread. I think that most of the dungeon's outer walls should be made of some adminium-like material. It could either be impossible or extremely hard to break (maybe only via TNT or by using a diamond pickaxe, which would instantly decrease its durability by 33%?). Several entrances should be generated. They could either just be holes or special doors that need to be unlocked.
About the unlocking process: How about craftable keys? I thought about something like this:
The diamond could be replaced by any other valuable resource (such as iron, obsidian...) and generate different keys depending on the material you used. Keys break after one use.
An alternate idea would be to somehow visually link the dungeon entrance up with an activation mechanism of sorts, which is hidden in another cave somewhere else in the world. It could be sort of an "energetic wire"; a transparent, translucent block that just emits a sparkling effect and through which you could walk and fall without being affected. Imagine the glass block, animated, with semi-transparent texture and without the outlines. The sparkle blocks would form a direct connection between trigger and door, and could be hidden in other blocks. This means that you could randomly break stone blocks and discover that a sparkle has been hidden in that block. You can dig on, trying to find both ends of the wire, finally uncovering the trigger and the giant dungeon linked to it.
Anyways, however it might be implemented, I'd love to see bigger dungeons!
I would enjoy this. They would have to be limited to certain depths, though, so they aren't consistently appearing half-above ground level. I would probably loot a dungeon, and then move into it after I had cleared out the mob spawners.