No offence to SxR, that's some lovely work but there's a huge difference between hand-craftng a POI and writing an algorithm that'll produce similar results during runtime.
I AM OFFENDED
Correct. These are loosely based hand-crafted PoI's just to showcase that with the current blocks available, it's possible to make them.
My logic is, given that City roads are 9x9(?) blocks wide, you can attach the 'PoI' to the City Road's 'model' if there is one.. There'd be NS, and EW variants, as well as X road (with manhole), T junction N, S, E, W.
My handcrafted PoI's of course are not to scale with this, it's just again, a concept to showcase that it can be done with the game's current resourses, and look good.
And if it cannot be done for RandomGen, then.. I think they'd be a nice addition to Navezgane, given that map is static..
Unless you place sewers under the roads, as modern cities tend to do, you'll end up with random building collapses. The reason cities tend to place sewers under roads is to prevent random building collapses and allow for easier access.
The choice is then to crudely lever the POI system to operate below the ground or write an algorithm to generate sewers at runtime. The latter would be easier.
They'd definitely be under the roads, and no part of the 'PoI' would leave the surface coverage of the road above.. the pipes jutting out of the walls are simply aesthetic and lead nowhere.
Some poor sod built a base next to mine on the surface, mine was underground.. and he wasn't aware that there was a tunnel beneath his foundation.. after a server reboot, we jumped on his roof and the ENTIRE thing crumbled to rubble.