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Mapping Cyberspace

Alt in Cyberspace

Introduction

This place... changes every time. Feels like I'm... deeper.

  • V

Your perception of cyberspace - that is what changes. You adapt to it - the raw flow of data. It follows that your world gradually fades. You witness your mind's defense systems slowly give in.

  • "Alt"

Sayn' the more I'm here the more I lose touch with the outside, with reality?

  • V

You lose nothing. Cyberspace is where we awake from what we know as dreams.

  • "Alt"

@Todo

Map previous instances of this room. They are much more simple and do not allow deep travel like the final one.

The Final Layout

@todo use something a little more pleasant than hand mapped stylus boxes. for now, its fine. Long story short you can't actually map this place directly due to:

Observations

  1. Geometry doesn't work. Upstairs exits would collide into alternate path routes.
  2. The teleportation between rooms prevent a direct 1:1.

However, you can figure out the rules to travel and then implement the only possible outcome from those rules. What are the rules?

Rules

  1. Top floor exits will take you into a horizontally flipped version of the current room
  2. Bottom floor exits will take you into a vertically flipped version of the current room
  3. Paths from where you came from must map to where you go.

Outcome

This creates a non-euclidean space if we try to map it up in a 3D scene. This explains why teleportation is necessary. If we draw out the room patterns based on the rules, and then connect the input and output doors that we know we can travel, we end up with a very interesting pattern:

Double Helix

It does not matter how close or how far you put these two sets of rooms. The doorways must connect for you to travel them, and as long as that remains true then the only outcome is a double helix DNA strand.

Work In Progress

@todo - add landmarks, notable projected images/colors.