The Meaning of Life, the Universe, and Everything.
I've been tinkering with this idea for almost 2 years, but it was unanimously agreed on in that post that strongholds are heavily outdated, particularly due to the fact that the only changes they have received have been loot table adjustments and any related bug fixes, yet no specific direct content updates. Breaking away from the traditional stronghold almost entirely, I've been building a stronghold of my own with many new aspects, including some new blocks, new room ideas, reworked old rooms, etc.
Another Room, Another Door, Another Room
One of the major features of the stronghold is the plethora of rooms. I scrapped the original concept of the stronghold, including the rudimentary upgrades found in the post above in favor of a bit more streamlined mega-structure, what could be seen as a stronghold pyramid. The various rooms (except the portal room) are a static size of 15x7x15, composed of a tall central section with a fire pit hanging from the ceiling via chains. The outer sections are alcoves that extend from the central section, leaving the corners and the entire upper outer ring empty to be occupied by the ground the stronghold is found in, and stairs (see below). This size has a lot of good points, which I'll note late, but ultimately could be larger for various reasons, including that that size cannot properly fit a Nether portal room type, though this may be an unnecessary room type given we have Nether portal ruins with the Nether Update.
I'm still working on the number of rooms and their layouts, but I'm entertaining the idea of having two variant sizes. The inner ring of 3 strongholds will always be small variants (20 or so non-portal rooms), while the next ring will have a small chance for each stronghold to be a large variant (up to 40 rooms); the chance increases with each further ring, with the outermost ring being all large variants. The number of rooms would be expected to be a multiple of 4, given the base layout is square, with each side and corner being identical.
Adjacent rooms will usually have a doorway to connect them (found in the alcoves). The room type will occupy the center of the room (if applicable) and any of the alcoves that do not have a doorway or stairway (see below). Some room types, such as the prison cell room type, may be exclusively be content that is generated in valid alcoves. If such a room does not have any valid alcoves (which should occur very rarely), the room will appear empty.
A particular aspect of this stronghold idea is the rooms being linked between the floors via stairs that generate at the side of the alcoves. Each floor layout will be offset from adjacent floors, causing a limited selection of stairways possible, being L, C, or Z shaped (no straight stairs I think). A current limitation is the top part of a stairway may interfere with the adjacent alcove of the room it starts in, which may cause otherwise valid stairways to be invalid without overwriting the alcove. Each room should generate one stairway of its own, which will result in most having 2, some 3, stairways. The stairways will be lit by torches or fire pits depending on the shape, being somewhere near the middle of the stairway.
Cut Our Losses and Portal Out of Here
Of course, there is the End portal room. It will be in the center of the entire stronghold, spanning 2 or 3 floors, with the portal itself being at the bottom floor of the room. As with the traditional portal room, the portal is atop stairs, but being within a square stronghold, each side will have a staircase, meaning 4 silverfish spawners. There are various walkways connecting the doorways to other rooms and the portal as well, but no stairs connecting the floors, as that is handled by the stairways between rooms. The walkways have minimal overlap, as underneath the portal/bottom floor walkways is a lava pit spanning the entirety of the room, making the room very dangerous when silverfish breaking out of infested blocks cause the walkways to "crumble" with holes. Due to the pyramid nature of the stronghold, some rooms' floors will lead into the portal room, potentially with the same danger if silverfish are provoked into breaking out of infested blocks.
Light the Way
The fire pits consist of magma blocks (resembling embers) with flames on top since they stay lit forever. However, to emphasize the acient nature of the stronghold, some may end up being unlit (20% chance) and instead be an obsidian block. If unlit torches are added, torches will have the same chance of being unlit instead (intended as just an aesthetic).
Overall, the stronghold is attempting to accomplish a few goals:
1. Motivate the player to seek farther strongholds.
2. Consistent layout/minimal procedural generation that might cause overlap issues or weird dead ends.
3. More room types
4. Looking generally awesome.
5. Being more dangerous for those less prepared.
I will have screenshots as I go, but should not be taken too... finitely. Aspects may change slightly or majorly based on needs, and many details are just my personal preference.