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authordploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-23 23:52:00 +0000
committerdploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-23 23:52:00 +0000
commit9cdeda9a8b2b02967cfe523082d69b3072a6a5ab (patch)
tree66456c497320f96d380e0cfaaf82518e06cc685b
parentda1eea9b9b2fc7cefddcfa22fc990062f2de1b4e (diff)
downloadcrawl-ref-9cdeda9a8b2b02967cfe523082d69b3072a6a5ab.tar.gz
crawl-ref-9cdeda9a8b2b02967cfe523082d69b3072a6a5ab.zip
Added some remarks on portal vaults.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7563 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/docs/level_design.txt29
1 files changed, 22 insertions, 7 deletions
diff --git a/crawl-ref/docs/level_design.txt b/crawl-ref/docs/level_design.txt
index 744a71445d..ec3ca511ae 100644
--- a/crawl-ref/docs/level_design.txt
+++ b/crawl-ref/docs/level_design.txt
@@ -31,6 +31,7 @@ use:
float.des - floating vaults
hells.des - hell entrances, Geryon's vestibule, Coc:7, Tar:7, Dis:7, Geh:7
hive.des - hive entrances, Hive:4
+ icecave.des - the ice cave portal vault
lab.des - labyrinths exits and flavour vaults
lair.des - lair entrances, Shoals:5, Swamp:5, Snake:5, Slime:6
large.des - all regular vaults which have ORIENT:encompass/northwest etc.
@@ -39,7 +40,7 @@ use:
mini.des - minivaults (no ORIENT line at all)
orc.des - orcish mine entrances, orc only vaults
pan.des - vaults of the Pan demon lords, Pan minivaults
- portal.des - portal vaults entrances
+ sewer.des - the sewer portal vault
temple.des - Ecumenical Temples, and Temple entrances
vaults.des - entrances for the Vaults, and Vaults:8
zot.des - vaults for the Zot branch and the maps for Zot:5
@@ -1266,10 +1267,26 @@ portal vaults in the following steps (no compilation is necessary):
Before going into the details of portal vault creation, some words about
their uses: Portal vaults are different from branches in that they are
-not guaranteed. Furthermore, there is only one go at a portal vault - if
-you leave, it's gone for good. Finally, you can apply special rules to a
-portal vault, like enforcing maprot. Bazaars and labyrinths are typical
-examples.
+not guaranteed. Also, there is only one go at a portal vault - if you
+leave, it's gone for good. You can apply special rules to a portal vault,
+like enforcing maprot.
+Portal vaults can be particularly thematic, using specialised monster
+sets, fitting loot, coloured dungeon features etc. Avoid death traps;
+it is no fun to enter a vault, unable to leave and be killed outright.
+Randomise in order to provide fun and reduce spoiler effects. For portal
+vaults, it is desirable to have several different layouts (ideally each
+of the maps has some randomisation on its own). Often, it is a good idea
+to skew the map distribution: e.g. with four destination vaults, weights
+like 40,30,20,10 might be more interesting than 25,25,25,25.
+
+Portal vaults can be particulary thematic, using specialised monster
+sets, fitting loot, coloured dungeon features etc. Avoid death traps; it
+is no fun to enter a vault, being unable to leave and be killed outright.
+In order to provide fun and reduce spoiler effects, randomise. For portal
+vaults, it is desirable to have several different layouts (ideally each
+of the maps has some randomisation on its own). Often, it is a good idea
+to skew the map distribution: e.g. with four destination vaults, weights
+like 40,30,20,10 might be more interesting than 25,25,25,25.
In order to test a portal vault, you can either use PLACE: D:2 for an
entry vault, or use the wizard mode command &L for conjuring up the entry.
@@ -1363,7 +1380,6 @@ lot of duplicated header statements. This can be lessened using lua.
Define a lua block right at the top (after your comments) as follows:
{{
-
function generic_portal(e)
e.marker([[O = lua:one_way_stair { desc = "A portal to places unknown",
dst = "generic_portal",
@@ -1371,7 +1387,6 @@ function generic_portal(e)
e.kfeat("O = enter_portal_vault")
e.colour("O = magenta")
end
-
}}
Instead of the MARKER and KFEAT lines introduced above you now just use