In which more methods are expounded by which one may refine a dungeon to more sublime levels of confusion.
This isn't nonsense--this is logic!
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
The Chinese, when attacking a castle or fort, flew kites over the city wall and used the length of string it took to get it there as a measurement to know how far they had to dig a tunnel to get under the wall.