The SAGE due date is fast approaching and I've already revealed I'm working on a small dungeon.
What I'm noticing is the way I make a dungeon is to think up situations and then somehow cobble them together on a map.
What I mean by situations is I have an idea of a trap door that when opened from below dumps nasty stuff on the opener. Pretty simple, even obvious as a situation, but to make that one little thing possible means my dungeon now has two levels. I like the idea that an early dumping combined with other trapdoors encountered later might produce dread/disgust in players. So that means this particular trapdoor should be early on in the dungeon. But if there are other trapdoors does that mean this dungeon must have even more levels?
Just an idea of the creative process I use and how it's usually situations that shapes a whole map.
I realize the dungeon making tools I posted before (using dominoes & tracing dice) work the opposite way; a map is made which then must be interpreted/fleshed out into an adventure locale.
I wonder how you all make your dungeons?