Mapping a Mine
Do:
- Remember that mines are man-made.
Despite being in a very natural setting, you can use the same simple and orderly lines that you would use in a castle map. This is especially important for tile-based mapping, as it's much more difficult to create true "natural" randomness with tiles. You can use clear lines, symmetry and squareness without making the map look unrealistic.
- Use a relatively straight main passage with various branches.
It is easiest and most effective to have one main line that miners can use to transport ore (this is the main passage). The branches are where the veins run. They are only followed for as long as there's ore, and quickly abandoned if the miner encounters things like impenetrable walls. It's a perfect setup for game exploration and adding reward-like treasures.
- Add reinforcement to walls.
A mine could easily collapse if the weight of the rock isn't distributed equally. Miners use wood beams and/or wire netting on the mine ceiling to reinforce the mine. It's crucial to add these reinforcements, so that a mine collapse only takes out a section of the mine instead of the entire network.
- Keep tracks as close to the mining area as possible.
Carrying heavy loads is time-consuming and inefficient. Miners want to be able to remove the debris, stone and ore quickly to keep moving forward.
- Add specks of ore that the miners were mining.
Whether it it be crystals or sparkles, adding a little shine can make the mine seem less repetitive.
- Include landmarks and/or a map.
Being underground is a disorienting experience. Miners used to mark walls or build some kind of landmark to help find the way in and out of the mine. Make use of this system to help guide the player.
Don't:
- Avoid using candles, fire or torches.
The space is small and enclosed, so it's easy to burn up oxygen and end up with the poisonous carbon monoxide. Instead, use a generator and some form of electric lighting (see tileset at the end of the post). In case you are working with a pre-electricity setting, you can also use
safety lamps or phosphorescent dried fish skin, mushroom or crystal.
- Don't make giant open spaces that was created by miners.
They would not be structurally sound. At the same time, remember that you're making a game and that the player needs to be able to move through the map. Things like narrow winding passages might look fun, but they're a pain to navigate.
- Don't add a lot of debris to the floor.
Debris is cleared and carried away in carts, just like ore. This is done to minimize miner accidents and things such as carts overturning. The ground also has a smooth texture because it's walked on repeatedly by miners. Save your detail for walls and objects, which you can add quite a lot of.
- Don't forget water.
This is especially useful if you plan on having things like large natural caves (ex. boss area), as one of the ways caves are formed is through water erosion. Water in some form may also be necessary in ore/mineral/gem formation.
- Don't go overboard with shadows.
Although caves are by nature dark, mines tend to be well-lit. Be subtle with shadows.
Example:
And there you have it. It's mostly theory and not a whole lot of visual examples, but mines don't make the most exciting-looking maps anyway.
Here's the object Tileset I used for the map:
Feel free to use it.
