D&D General D&D Dungeon Map Design: Good and Bad

I think dungeons should be designed on what makes the most sense on how to build the dungeon (why would the builders make this hallway this way?). And how to defend the dungeon by it's inhabitants if they are smart enough.

I have tried to use real world castles in play and they just don't work well for what D&D is trying to do. I don't think realism in dungeon design creates fun play.

I follow @Sacrosanct's idea and design dungeons that make sense in-world. I also agree with @Reynard that they are not the most fun for D&D when designed that way. That is a big reason I don't use a lot of built dungeons. I am less burdened by my need for rational dungeon design when I design a naturally occurring dungeon, aka a cave or cavern system. With those I have the mental freedom to design whatever I want.
 

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I would reckon that if a given map is going to feature in one, maybe two, play sessions, non-linearity is going to play a small part in making it interesting to play through. The larger the map and the more play time it will occupy, the more non-linearity is going to be part of the fun of exploring it. I would personally set the cut-off at around 10 hours of play time.

From what I can bring to mind, the Tomb of Diderius from Rise of Tiamat has a nice side-section that the players don't have to explore but that adds flavour and lore (and, if memory serves, loot!) if they do, but it's also large enough that it really needs more non-linearity, which to my recollection was lacking.
 

A lot of the things that are often brought up as good aspects of dungeon maps are things that I think are great about 90% of the time, whatever the context (though size/sense sometimes restricts the inclusion of all), provided I'm running something bigger than a simple lair:
  • Multiple entrances/exits
  • Nonlinear/looping pathways/"Jaquaysing"
  • Use of verticality and varied slopes
  • Disruptive natural elements (subterranean rivers, crevasses, etc.) cutting through whatever grid is there
  • Places you can see but can't obviously reach without further exploration
  • Mixture of small and large spaces, chokepoints and open areas
  • This is verging on dungeon stocking advice, but I want a mix of relatively empty and "busy" areas
  • One way gates and portals that interrupt normal spatial navigation
  • Structure that can be reasoned about ("symmetry implies a path/secret door here", or "this ecosystem/structure likely has a water source")
  • But enough asymmetry to make things interesting
In general, I want to promote interesting tactics both by the party and the inhabitants (flanking, chokepoints, ambushes); encourage exploration, navigation and longterm thinking beyond moving from room to room ("we see that area across the crevasse, how to we get there"); reward players mastering the space (e.g. being able to use the layout against enemies, or thinking about the "archaeology" of the space to find things, like "a mine probably has vent shafts"); and often leave open the possibility of getting lost (one way teleports are useful for this).

I have tried to use real world castles in play and they just don't work well for what D&D is trying to do. I don't think realism in dungeon design creates fun play.
I can imagine this for castles but there are a lot of great real world subterranean structures that I think would play quite well. This is part of the underground city of Naples (purple), I think it would make for a nice dungeon layout, maybe "gridified" for convenience:

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(Side note: in case anyone tries to dispute the plausibility of large underground structures everywhere in your setting, just remember that Rome, Paris and Naples all basically sit atop multilevel megadungeons).

As far designing dungeon layouts that are both fun and make sense in the real world, I think this is usually a place where you can have your cake and eat it too. I've rarely found these two things in conflict (more often, they synergize). While most real world castle layouts might not provide the best gaming, I think you can usually throw together a modification on the theme that keeps most of the elements players would expect (and critically, can tactically reason about) in a castle, and add in just enough gaminess to make it fun without busting verisimilitude. That said, sometimes I find it healthy to throw out sense and just chalk weird stuff up to the nature of the underworld.
 
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One other impression I've gotten is that at somepoint in the history of dungeon design, the default grid size went from 10 feet to 5 feet (presumably for game reasons), and that maps didn't always adapt, so that something that in an old school map would be a standard 10 foot hallway became a standard 5 foot hallway.

This is based on a rather non-scientific impression, I'm sure someone else knows the history better, but this seems to have resulted in more modern dungeons often feeling cramped! The 10 foot standard hallway (and commensurate room size) is usually way more interesting for exploration, battle tactics, etc. I've (in my opinion) greatly improved published/online maps by changing the assumed gridsize and doubling things everywhere, much more room to manuever.
 

One other impression I've gotten is that at somepoint in the history of dungeon design, the default grid size went from 10 feet to 5 feet (presumably for game reasons), and that maps didn't always adapt, so that something that in an old school map would be a standard 10 foot hallway became a standard 5 foot hallway.
Yes, that change happened in 3e. 3e introduced a 5-foot grid as the standard scale for combat, but some dungeon maps still used a 10-foot grid. I’m not sure at what point they started doing 5-foot scale for dungeon maps too, probably either 3.5 or 4e.
 

  • Places you can see but can't obviously reach without further exploration
I don't do this nearly often enough. I will make myself a note!
I can imagine this for castles but there are a lot of great real world subterranean structures that I think would play quite well. This is part of the underground city of Naples (purple), I think it would make for a nice dungeon layout, maybe "gridified" for convenience:

View attachment 423934

(Side note: in case anyone tries to dispute the plausibility of large underground structures everywhere in your setting, just remember that Rome, Paris and Naples all basically sit atop multilevel megadungeons).
Yeah, I was speaking of castles specifically. There are tons of very cool real world inspirations for dungeons -- endercities like you mention, as well as caverns, underground river paths, and (my favroite) the underground cities of Cappadocia.
 

For me the best map designer and artist is Heroic Maps. It doesn’t hurt that they are always beautiful maps but the quality of the dungeons tick all the boxes!


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Yes, that change happened in 3e. 3e introduced a 5-foot grid as the standard scale for combat, but some dungeon maps still used a 10-foot grid. I’m not sure at what point they started doing 5-foot scale for dungeon maps too, probably either 3.5 or 4e.
Like many things 3e, it actually started in 2e Combat and Tactics books ;)

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