<sorry for the long post>
While a centralized organization for the Nether Network would be nice, I don't think it's terribly practical. Not at the outset at least.
Players will build tunnels where they want and need them, and instead of trying to force those tunnels to line up in some sort of organized fashion, it'd be more convenient to just let people do the work they're willing to do. Providing a guide for how to build tunnels/rails that will be easily integrated into the system would help players to add to the Network themselves, and give it a more cohesive feel.
The problem with that, however, is how to navigate inside the network. My solution to that would be to draw up or generate some sort of tunnel map, and update it with new tunnels whenever a player reports that they've expanded the Network.
This style guide contains 4 parts:
Portals, Stairs, Hallways, and Connections.
When you're done building remember to post to the Nether Network thread about your tunnel so we can add it to the map!Portals:Ok so you've got a portal you'd like to connect to the Network!
1)
Label the portal with the region it goes to.
2)
Enclose your portal in some sort of ghast-proof housing.
Label the outside with "Nether Network" and the region name.
3) Put an ender chest inside your little portal house there along with a sign saying you built the place.
4) If you're adding a rail to your tunnel, be sure to set up a launch spot.
You should post signs here listing where the rail stops.
Stairs:Now that your portal is all protected and labeled, you'll want to make a staircase up to the tunnel system so you can connect to it (or, if you're a pioneer in your area, so that others can connect to you later!).
The Nether Network tunnel system floor is at Y=121 for ice-lined paths and railways,
and at Y=120 for other tunnels.1) Build the stairs from your portal up to the correct height. (Please use actual stairs)
2) Encase your stairway in ghast-proof material, making the walls 4 blocks high.
3) If you're building a rail, place powered rails at 4-block intervals. They should have 3 non-powered rails between them.
Hallways:Finally you're at the Nether Network tunnel height and ready to get moving.
Tunnel hallways should always travel straight! So pick a direction (X or Z) and build consistently in that direction until the coordinate matches with your goal. This means that good tunnel connections only turn once.
1) Whether you're building an ice-lined path, a railway, or a regular tunnel, you should start by digging a 3-block high hole with the floor at Y=120. Build it as wide as you like!
2) Fill in any holes in the sides of your tunnel
3a) If you're building a regular tunnel, you're done building!
3b) If you're building a rail, place powered rails every 6 or 7 blocks. Remember that powered rails can't bend around corners!
3c) If you're building an ice path, remember that ice melts and be judicious with your torch-placement (idk how that works), or just use packed ice and don't worry about it.
Connections:1) If your tunnel connects to another tunnel, be sure to label the intersection. You should place signs indicating where your tunnel goes, who built it, and, if there's a rail, where the stops are.
2a) If your tunnel has a rail and the other tunnel does not, feel free to continue your rail along or across the other tunnel.
2b) If your tunnel has a rail and the other tunnel does too, you should build a stop for your rail before the intersection.
3) Build an intersection.
<NOTES>- idk how to build rail intersections.
- idk how to build rail stops, but the idea is that they'd always stop you & you'd push a button to keep going.
- input on how to do the map would be useful
- on ice-lined paths, you'd put animals on a leads and jumpsprint through the tunnel. (leads don't break unless animals get caught on something.)
- actually riding horses is unnecessary unless there's no ice on the path. jumpsprinting is super fast, especially if you spam the spacebar.
- network hubs could totes be a thing still, this is just for if players want to build onto the network without getting permission or worrying about organization.