I&#x27;ve seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design.<p>Dungeons are (in theory) built by intelligent people for a reason.  There needs to be distinct working, eating, socializing, farming areas.  There needs to be wider or thinner pathways between areas based on flow of people &amp; goods.<p>A good starting place to look for amazing looking dungeons is to look at people who play Dwarf Fortress, and how they build &amp; organize their forts, which are essentially dungeons.<p>Here are a few good links:<p><a href="http:&#x2F;&#x2F;discourse.stonehearth.net&#x2F;t&#x2F;slave-to-armok-god-of-blood-dwarf-fortress&#x2F;2613" rel="nofollow">http:&#x2F;&#x2F;discourse.stonehearth.net&#x2F;t&#x2F;slave-to-armok-god-of-blo...</a><p><a href="https:&#x2F;&#x2F;leelubutterfly.wordpress.com&#x2F;2013&#x2F;01&#x2F;01&#x2F;dwarf-fortress-the-ultimate-story-creator&#x2F;" rel="nofollow">https:&#x2F;&#x2F;leelubutterfly.wordpress.com&#x2F;2013&#x2F;01&#x2F;01&#x2F;dwarf-fortre...</a><p>etc. just google image search for &quot;dwarf fortress&quot; and you&#x27;ll see a lot.<p>Good algorithmic dungeon design should take into account some of these factors, like good city design would.