Saturday, October 17, 2009

Storing $1,000,000 of treasure

Via Weather Sealed, here's a handy chart of how much space $1,000,000 worth of various goods takes up, the best subterranean hiding place, and the, er, risks associated with each.
Stuff That You Might Put In Your Hole
MaterialValue Per PoundSize Of $1,000,000Bury InProsCons
Wheat$0.09190,000
bushels
subterranean silonever hungrybulky, mildew, mice, locusts
Moonshine$0.13160,000
7gal stills
corked clay jugsmany lovely banjo solosblindness
Gasoline$0.49320,000
gallons
underground tankPeak Oil, baby!fumes, third degree burns
Ammo$2.10525,000
shells
surplus ammo cansgun owners need youyou need owners with matching gun
Vodka$7.801,800,000
shots
Russian-proof bear boxesthe Bloody Maryrequires V8 and Worcestershire
Jerky$1827 tonsduct-taped lawn bagsinfinite lifespaneverything stinks like jerky
Cigarettes$577 palletsbasement of abandoned 7-11captive marketnicotine stains
Guns$602,500
shotguns
water-tight firearm lockersreinforces Alpha Dog imageATF raids, terrorism indictment
Silver$2703,700 poundsrolling plastic totesWerewolves begone!not Gold
Caviar$2,4001,100 servingsArctic tundraendear yourself to power elitemust ice or eat within 3 hours
CPUs$6,0004,000
chips
sealed anti-static traylight weight, inert, brainyloses half of value every two years
Cocaine$9,00050 kiloslegs of faux llama keepsakesworld-wide demandunstable customers, Scarface
Gold$16,500275 bars, 100g eachtreasure chesttime-tested currencymetal detectors, confiscation
$100 Bills$45,00043? stackmason jarsbacked by U.S. Governmentworthless beyond Thunderdome
Diamonds$175,000black velvet pouchfullvault with lasers and trip wiresprofit, intrigue, girl’s best friendlow utility, De Beers assassins
Plutonium$2,000,0001.3 inch sphereargon-filled, lead-lined bunkerultra-compactCIA, critical mass, death by inhalation

Friday, October 16, 2009

Tuesday, October 13, 2009

Dungeon Design in 'Shadow Complex'


Via MTV Multiplayer, some discussion of how a drawn side-view map of the subterranean complex of a game was crucial to its development:

For [Donald] Mustard, the map was one of his proudest achievements. "We always considered the main character in 'Shadow Complex' to be the world itself. The idea that it's this massively unfolding, layered world, and the more you get the power-ups, the more the world opens up to you."

Clearly it wasn't as simple as just designing as they went. For a game like this it requires a huge amount of planning. Said Mustard, "Even before we started making the game at all, we designed the entire game on paper first. We knew where every power-up was going to be, where every secret was. And that planning phase took a long, long time."


Before you start building, it pays to spend a long time in the design phase. I also like that to the developers, the map is the protagonist. How true that is sometimes for those of us in the subterranean design and construction business. Sure, delvers and denizens come and they fight, but the map itself often sticks more strongly in my mind. More from Donald Mustard:

"We created these little grid blocks and lines. We did a lot of it by hand at first, but then we went and transcribed it all into [Adobe] Illustrator…you could literally see a side view of the map, it was all just gray, with lines and stuff. And we had a stick figure that represented the player, and we'd say, 'Ok, the player can jump this many units high.' And we had a little graph that showed how high you could jump and how long it would take to build up to a speed run and stuff like that. So we'd 'play through' the entire game with this little stick figure guy."


Say, that's not a bad idea - maybe we could take some of the maps of subterranean complexes we've designed and, before committing to building schedules and excavation subcontractors and all the other headaches of production, maybe we could, like, pretend to have imaginary delvers visit the dungeons, but do it all on paper! Oh man, this is going to save me so much trouble. But where am I going to find people willing to pretend to be imaginary dungeon delvers?

Sunday, October 11, 2009

Bats via Infravision

Remember how in early D&D some races had "infravision" which was essentially thermal predator vision? This is what the entrance to the bat-infested cave system looks like to an elf:


I always thought I wanted infravision, but now it seems a little, well, terrifying. (edit: Of course I still want it though. Don't be silly.)

Via Wired

Saturday, October 10, 2009

Lithoautotrophic Cave Engineering

Via Boingboing:

Lechuguilla Cave is part of the Carlsbad Caverns Natural Park in New Mexico and is regarded as one of the most beautiful caves, with some of the most unique geography, in the entire world.

You can't visit.


Because of the delicacy of many of the formations, the cave is only open to scientists and the explorers who are still figuring out what all is down there. Nobody else is allowed in. Or, rather, nobody else but David Attenborough.


This video from the Planet Earth TV series takes you down into Lechuguilla for some amazing sights and fascinating commentary on the chemistry and biology that make this cave so strange and lovely. Even more impressive, nobody knew it was there until 1986.



Psst, Nova has a whole page on Lechiguilla, if you want to read more.



I love that sentiment expressed at the end, that there may yet be many more such subterranean wonders beneath our feet. I also would like to know more about "extremophile bacteria feeding on the very rock" - could their processes be sped up and controlled to create planned caves in a less-than-geologic timescale?

Probably not, but its fun to imagine voracious colonies of lithoautotrophic bacteria carving out new chambers, selectively killed by spraying bleach or some other deterrent or fostered by spreading the dust of their favorite mineral compounds in the direction the cave engineer hopes they'll grow. Imagine if such a colony could grow cave systems on the order of feet per day. Let's limit their behavior to keep from excessive cave-ins by imagining that they leave behind directional cave systems that gradually wind their way down into the earth, with occasional branches but not expansion in every direction. In other words: they create lairs.

Warning: I am not a chemist: What will the bacteria leave behind? Well, as limestone is primarily CaCO3, they'll be breaking it up and creating gorgeous, semi-organic-looking calcium deposits, and it'll be releasing carbon dioxide and oxygen into the air. Would lithophagic bacteria leave behind breathable cave systems? Let's imagine so. Let's also say they're of value to miners, because if you point them at a vein of rock with your favorite precious metal in it, they'll leave it lying around as they pass through it and you just sweep it up in their wake.


In an even more fantastic setting, you could have the equivalent of Gelatinous Cubes, but these 10' cubes eat inorganic matter instead of organic stuff. They excrete a solvent for rock, but only on one side of the cube at a time. Unfortunately they are impossible to control or predict, but their likely movements have carefully been modeled as a particular set of random dungeon-generating tables! All you have to do is add doors, denizens, and treasure! It's a bit over the line from where I like my fantasy, but if you're in a pinch to justify miles and miles of endless dungeon that no sentient being in his/her right mind would ever create (see how I carefully excluded us all there?), you might need rock-eating-cubes doing all your dungeonbuilding for you.

If you do have such things actively building in an underground setting when delvers, adventurers, or other denizens take up residence, it might be fun to track where they are and where the expansion is happening. Like the miners who sweep up gold dust in the wake of our lithoautotrophs, it might benefit a party to hang behind an excavator cube as it works, waiting to see if it connects them to an otherwise hard-to-reach part of the delve (while you roll dice on the 'excavator-cube-movement' [aka random dungeon] table to see what it does).

Or maybe you, a dungeon designer and builder, need to hire some delvers to go deep into the mazes created by such things in order to have them harvest autolithotrophs to bring to your nascent dungeon to get it started or help with that wing you've been meaning to expand. You'll have to pay them well, and I recommend not telling them the actual location of your underground construction lest they come and raid it later, but if you're looking to get your hands on these kinds of creatures, you don't really have many more options than to have those loathsome adventurers go on an underground retrieval mission for you.

Thursday, October 8, 2009

Central Grandeur

As I research for more exotic adventures (though never knowingly illegal ones, I have to promise -- otherwise, how could I publish them?) my day-to-day travels through New York bring me in contact with more and more underground features that we tend to take for granted. Grand Central Terminal (not "Station," much to my surprise) is an awfully interesting subset of the underground New York. It could almost qualify as an "underground city," were it not for the fact that its underground portions are predominantly for transportation purposes. The main room itself is below street level on the west side, and then the rest of the complex just keeps going on down. With the addition of the MTA's East Side Access project's tracks 140 feet below the surface of Park Avenue, the whole thing will have dimensions reminiscent of an iceberg.

There have been three different buildings, each of increasing size and complexity, on the same site where Grand Central Terminal now stands. As you can see from the cross-section above, even the plans from the early 20th century structure (the extant third iteration itself) demonstrate an impressive hive of subterranean rooms and passages. Though for a short while in the 60s there were plans to build the Terminal upward, all major additions have continued to burrow further down through New York's famous bedrock. The image below of one of the first excavations of the site alone is an exciting glimpse of dieselpunk possibilities, for those of you so inclined.
I was in the GCT last week to meet up with someone, and we spent much of our time in its truly subterranean "dining" concourse -- I must confess, rather by my own design. This concourse is approximately the same floor dimensions as the main one above it, but subdivided by support arches and other foundational structure into rough two areas: the inner hallway of seating, and the outer circumference of food shops and entrances to the tracks. What immediately struck me as I entered it last week was the problem of lighting; here was a space that would cling to its darkness at every opportunity. By and large, the designers overcame this by the sue of hundreds of regular ol' lightbulbs, at regular intervals.

There were plenty of other, more creative solutions to filling some of those pesky lower areas of murk, such as illuminated poles built into each food shop's structure -- a must-have for any underground market, I should think.

The main seating areas (divided in two by a central open, bar-like shop) are cleverly patterned after older-fashioned train cars, including luggage racks. Actually, the whole dining course has rather suffered from a "Disney-fication" along the lines of Times Square, though they have made sure to include some authentic touches to such cheery nostalgia. The inner seating areas also feature warm-feeling wooden cross beams that serve to make the place feel rather like a well-lit vault but also, more importantly, no doubt serve to cut down on the sheer acoustic assault echoing marble can create in such a bustling place.

There are wall sconces, too! Light, light, everywhere! Below is a shot from outside the seating vault, further accenting its vaultiness with arched, spear-tip-gated portals. I'm unsure as to why there is a grand portal, and that wee imitation beside it. Perhaps it's indicative of some aspect of the original support design for the upper concourse.
Gleam also takes care of some of the lighting, as the polished marble reflects a lot of that bulbed light. A glimpse down one of the many track entrances shows just how significant the color of those incandescent bulbs can be. As you can see, too, most of the tracks are in fact further underground from the dining concourse.

There are a good amount of secrets attached to the GTC, of course. One of the best known (and by extension, least covert) is a secret "platform 61" beneath the Waldorf-Astoria, nearly ten blocks north of the terminal building itself. A great write-up about this platform's history and purpose by Joseph Brennan can be found here. In addition, there are various abandoned and converted tracks, as well as some secreted rooms. Sub-basement M42, though it has been explored by a few television programs (including Cities of the Underworld) is in a location still kept secret. As it provides the traction current to the Terminal, its undermining would mean a whole lot of mess. During World War II, Hitler sent spies with the specific intent to find and disable this key component in troop transportation in the US.

As I headed for the 7 train to make my return to Queens, I was reminded of DC's expansive metro platform tunnels. Most of New York's platforms are very modest, function-over-form affairs, and quite small, but the 7 platform beneath the GCT dates from the same period and has a huge, arching ceiling. It is nothing to paint a portrait of, but I wonder at how it was lit before someone installed its current Brutalist fluorescent lighting scheme.

An incandescent set of headlights saves us all (even the dude in the red sport coat) from the lightsaber-like glare...

Vast, subterranean and semi-submerged spaces hold a certain unique appeal. Not all caves and caverns are cramped, or chaotic in their structure. Some are more like mansions, or cathedrals.

Another Tuff Town

Here are a few quick photos from Kandovan, a town in Northern Iran near Tabriz. Like Cappadoccia, it's carved into volcanic tuff rock, making excavation easy but lasting. (via IranProud forum)