I am trying to create a very complex dungeon structure, the idea is that alot of my dungeon will be accesible from the start for the party, and is all very interconnected. So a non-lineair approach, kind of like dungeon master choas strikes back. I want to create the effect of something vast and big... by ways of early acces to area's you can venture into (but perhaps are not yet strong enough to survive) ... it's a big maze of tunnels, hubs, changing corridors, spawn area's that you are pushed through, which change over time... earthquakes that limit parts of the dungeon, and open up others... and other tricks I have up my sleeve..
The only problem I have when making the layout and levels is that I tend to get lost in it myself. So for organising and knowing what connects with what... I have made a new layout. This design helps me to better see what I am doing by deviding parts of my dungeon between alot of levels. (the earlier version had alot of stuff on the same editor level, but tended to clutter.. and I really had to backtrack on which part connected to which part, which part should not be accesible yet...etc.... so in short: I am trying to organise things now by this layout, so I can design the complex dungeon in an easier manner, editor wise.....
xxx The levels themself consist of a grid size of 50 x50
xxx I am not using every space of the 50 x 50 grid of each level
xxx there will be 58 levels with a 50 x 50 grid
The image is to get an idea ... the connections in the dungeon will be complexer than the image

questions:
-- Is what I am doing good practice? (see above example image for explanation of what I am doing)
-- will I bump into problems engine/memory wise ?
-- any other ideas or suggestions for designing this mega dungeon are welcome
.... some sort of complexity idea I am using for refference on level design


