In my first level, Impossible Cubes
http://www.drod.net/forum/viewtopic.php?TopicID=886 I tried to keep with a theme or pattern. The original idea was an 'impossible objects' level which would have a variety of impossible objects like the impossible tribar triangle, or the impossible tuning fork translated somehow into DROD. But the cube was the only thing I could manage to recreate (at the moment, I still might work out a way for the others) so cubes became the basis of the level. Of course, I then simplified it further to 'squares with tricks' for many of the rooms as the actual cube design only seemed to lend itself to tar puzzles.
I also like the idea of a map (the big picture) being part of the pattern, like the serpentine look of Level 7, the introduction of the snakes, in the original DROD levels. In my level, while the main 4X5 block of rooms isn't a square it looks square-ish on the map, and allowed me to make an area outside it which broke the pattern on purpose for a couple rooms.
I hope that I can be creative enough in any future releases and stick with a theme of some sort, rather than random puzzles from room to room (not that there's anything wrong with that).
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And I can recall our caravel: a little wicker beetle shell with four fine maste and lateen sails,
its bearings on Cair Paravel. O my love, O it was a funny little thing to be the ones to've seen.
-Joanna Newsom "
Bridges and Balloons"