Showing posts with label tunnels. Show all posts
Showing posts with label tunnels. Show all posts

Monday, April 25, 2011

Tunnels = Choices


The analogy is pretty clear: choice A versus choice B. Perhaps one of the reasons the "dungeons" is in Dungeons & Dragons is because, in addition to being easy to map and plot, tunnels also provide some very clear decision-making and problem-solving scenarios. In fact, I'm often surprised at how linear a game's dungeon map will be. Most people probably just don't want to waste work that might never be experienced, and I can appreciate that; but everyone loves finding Easter eggs, and even the storyteller ought to be surprised once in a while.

Still, the basic choice of tunnel 1 or tunnel 2 is a pretty great one, assuming the stakes are high enough at the time of choosing. I'm a pretty thorough sort - I loathe never getting to find out what lay behind the unchosen door, and so I try to in such a way that I can scout out every corridor. This can be infuriating to those more intuitively inclined, which I secretly relish, because intuitive people are constantly getting the drop on me. I'm that irritating guy who plays chess by taking so much time to contemplate moves that the other person is driven to distraction.

Some will argue that tunnels are a little irrelevant outside of a role-playing game, but I disagree utterly. Even if there weren't a plethora of fascinating contemporary tunnels, the physical form of a tunnel is easily perceived in any number of situations. Sometimes there are tunnels made of crowds of people (a familiar problem in New York City) or of a given person's inability to see more than two or three choices. The idea of a "lesser of two evils" is pretty neatly encapsulated (literally and figuratively) by a pair of tunnels. Either way you choose, you're still underground, still committed to one time and place. The limitation of options not only serves to crystallize decision-making, but can inspire more creativity. That's not even to explore the effect of constraint upon the stakes of a situation or story.

There's something of a tendency in contemporary films to raise the stakes by expanding the horizon: Our hero not only has to overcome her alcoholism in the course of two hours, but SAVE THE KNOWN UNIVERSE. Yet the opposite choice can serve to ratchet up the stakes for all involved. This is an area in which a certain brand of science fiction film excels. I'm hardly the first to notice the omnipresence of corridors in sci-fi genre movies, and while they may technically be the exact opposite "underground," their effect is the same. By limiting the choices, our characters' plights are far more uncompromising. It's also great for pace - everything becomes directional and intentional, and literally picks up pace as the climax approaches (Kubirck aside).

(It's also of course, incidentally, great for economy. I'm learning this personally as I work on my first sci-fi film. Wall panels and portals can be moved around, reconstructed, turned upside down, relit . . . the possibilities are endless. Which is a pretty neat parallel between plotting a movie set and plotting an adventure map. Economy's a valuable virtue in both environment and storytelling.)

Of course, there's also the ultimate cruel twist to all this choice-inspired tunneling. The metaphor so apt, its identification is in its own colloquialism: the Dead End. That famous assonance implies the utter cessation of choice. As the story-teller, we can decide whether this physical feature is an opportunity for the characters to show great resolve and overcome, or whether perhaps it lives up to its name and means an ultimate end to the exploration. When it comes to confronting inevitability, the dead end can prove nice and unconquerable. Sometimes, death and the dead end even coincide exactly.

Friday, January 15, 2010

Academic Dungeon-Construction Journal

The Journal of Tunnelling and Underground Space Technology (incorporating Trenchless Technology Research) is available online. It's extremely technical, but I'd still love to read some of the articles (sadly not free). Here are a few that caught my eye:

"On utilization of underground space to protect historical relics model", by Zhang Ping, Chen Zhilong, Yang Hongyu, Wang Hui

"Nowadays, under the condition of economic globalization, a lot of valuable historical relics all over the world are in danger because of natural environment and disasters caused by human destruction. The large-scale development and construction of cities and rebuilding of old cities also bring serious “constructive destruction” for all kinds of historical relics. Therefore, it becomes more important to strengthen historical relics protection than ever before. The article expounds the importance of historical relic protection through underground and proposes different models of development of underground space in allusion to relic classification. The use of underground space cannot only alleviate contradiction of urban development and relics protection, but also provide effective measures for protection of valuable relics which are restricted by surface condition, thereby can realize sustainable development of relics protection."


Which seems to be, literally, about building underground complexes to store your treasures in. I've a feeling many of us have an urge right now to reach for the nearest graph paper.


"Tunnel boring machines under squeezing conditions" by M. Ramoni, G. Anagnostou

"Squeezing ground represents a challenging operating environment as it may slow down or obstruct TBM operation. Due to the geometrical constraints of the equipment, relatively small convergences of one or two decimetres may lead to considerable difficulties in the machine area (sticking of the cutter head, jamming of the shield) or in the back-up area (e.g., jamming of the back-up equipment, inadmissible convergences of the bored profile, damage to the tunnel support). Depending on the number and the length of the critical stretches, squeezing conditions may even call into question the feasibility of a TBM drive. This paper sets out firstly to give an overview of the specific problems of TBM tunnelling under squeezing conditions; secondly to analyse the factors governing TBM performance by means of a structured examination of the multiple interfaces and interactions between ground, tunnelling equipment and support; and thirdly to provide a critical review of the technical options existing or proposed for coping with squeezing ground in mechanized tunnelling."


Primarily this is an issue when an umber hulk gets stuck and can't back himself out. Not pretty.

Case studies of groundwater flow into tunnels and an innovative water-gathering system for water drainage, by Diyuan Li, Xibing Li, Charlie C. Li, Bingren Huang, Fengqiang Gong, Wei Zhang

"Groundwater inflow into tunnels can constitute a potential hazard and also is an important factor influencing the speed of tunnel excavation. In this paper the results of numerical modelling are presented to investigate the groundwater flow and the distribution of the pore pressure around tunnels. Two types of tunnels, double-arch tunnel and twin-tube tunnel, were studied. Potential leakage places are identified for the two types of tunnels. The most permeable place in the double-arch tunnel is at the contact interface between the middle wall and the overlying rock. The results of numerical modelling are compared with field observations in the case studies. Based on the results of numerical modelling and the field investigations, an innovative water-gathering system for reducing water leakage was proposed and applied in some tunnels on ChangJi Expressway in China. The water-gathering system can be quickly glued to the rock surface and easily installed for tunnelling. It can be applied in tunnels where water-bearing fractures are well-developed in the rock mass."


I've had numerous issues with groundwater seepage in my underground constructions (except when I've actually used reputable dwarven contractors with a proven track record), so this one holds promise.

Natural ventilation, harnessed by New Kingdom Egyptian tomb builders, may explain the changed floor levels in the Valley of the Kings tomb KV5, by Don Grubble

This article offers a plausible explanation for the floor level changes made during the construction of tomb KV5 in the Valley of the Kings. The construction of ancient Egyptian single entrance subterranean corridor tombs would have required a natural ventilation system; otherwise workers would have suffocated from the diminished oxygen in the depths of the tunnels and from the dust that resulted from the construction. This article postulates that the ancient Egyptians understood the concept of air exchange where, when in the desert, the outside air temperature drops dramatically in the evening causing a cool air draught to flow into the excavations that flushed out the stale air and dust, and replaced it with fresh air, enabling the workers to continue working day after day.


Here's your chance to learn from the experts.

Wednesday, October 28, 2009

Tuesday, October 20, 2009

"Smugglers Build an Underground World"

Via "Smugglers Build an Underground World" NYT, Dec 2007:

Monica Almeida/The New York Times


TECATE, Calif., Dec. 6 — The tunnel opening cut into the floor of a shipping container here drops three levels, each accessible by ladders, first a metal one and then two others fashioned from wood pallets. The tunnel stretches 1,300 feet to the south, crossing the Mexican border some 50 feet below ground and proceeding to a sky-blue office building in sight of the steel-plated border fence.

Three or four feet wide and six feet high, the passageway is illuminated by compact fluorescent bulbs (wired to the Mexican side), supported by carefully placed wooden beams and kept dry by two pumps. The neatly squared walls, carved through solid rock, bear the signs of engineering skill and professional drilling tools.

...

Most of the tunnels are of the “gopher” variety, dug quickly and probably by small-time smugglers who may be engaged in moving either people or limited amounts of drugs across the border. But more than a dozen have been fairly elaborate affairs like this one, with lighting, drainage, ventilation, pulleys for moving loads and other features that point to big spending by drug cartels. Engineers have clearly been consulted in the construction of these detailed corridors.


While a 1300' tunnel isn't exactly an 'Underground World', the idea does have some possibilities to it. What would a more complicated underground complex dedicated to smuggling look like? Where would such a complex be located? What would its inhabitants be like?

1)Where are smuggling tunnels found? Smuggling takes place where some commodity or service is cheaper on one side of a border of some sort, and profit can be made by selling it on the pricier side of the border. Once it's across the border, further smuggling tunnels/complexes/methods may be used to continue the commodity's journey to the center of maximum profit for the smuggler.

Top places to find smuggling tunnels in the real world today are places like the US/Mexico border - there are people who want to cross, and there is also a commodity (drugs) which is easier/cheaper to produce on the Mexican side and smuggle across than it is to produce on the 'denied' US side of the border. Another place smuggling tunnels may be found today is on the Egypt/Gaza Strip border, where weapons and other denied goods that can be obtained in Egypt are smuggled into Gaza. These borders are not 100% hostile, but neither are they tension-free.

2)What is being transported? You name it. Drugs, money, people (with or without their consent), weapons, and other goods get smuggled through a variety of means. Perhaps in a fantasy setting, monsters that have been eradicated and outlawed in a peaceful kingdom are smuggled in for underground bloodsport arenas. Deep elves pay handsomely for surface elves captured and transported below as slaves. Salt is taxed heavily in one kingdom but plentiful next door, and the salt mines connect directly to passages that circumvent the border.

3)What features might a smuggler's complex have? Well, for starters, its about transportation, so there will be systems of pulleys, tracks, elevators, slides, and other means of conveying things from one part of the complex to another with relative ease. Even so, a smuggler must be able to stop things getting from one place to another too easily when law enforcement (or delvers!) show up, so any such transport system will be peppered with defenses, traps, diversions, false pathways, and portions which can be shut off by the complex's controllers. It will have hidden entrances at least on the denied side (but probably on both sides), and may have 'dead drops' for cargo so that suppliers or customers never actually come face to face with the smugglers.

If the complex is inside a borderland mountain, it might have lookout towers on both sides of the border, to warn of pending invasion on the denied side and of incoming shipments on the production side. It might also contain warehouses for storing goods, housing areas for the smugglers (or any living traffic). It might have communication systems of speaking tubes built in to allow various parts of the complex to coordinate moving goods or people. If the complex ever falls into disuse and becomes inhabited by other denizens, these features will still make it distinct from other subterranean complexes. The speaking tubes may instead be used for taunting other denizens, and controlling the chokepoints in the transportation system will always indicate who the real powerholders are.

Am I forgetting anything?