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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-07-19 12:31:32 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-07-19 12:31:32 +0000
commitab679653017c1d661572cf34a62bf5ddf7c1304e (patch)
tree359b57bcf3e60574d64ce9c6ee4ca54a2d788807 /crawl-ref/source/dat/elf.des
parent73eb0f77865d30c6da027b85c716bce7edd3fa1b (diff)
downloadcrawl-ref-ab679653017c1d661572cf34a62bf5ddf7c1304e.tar.gz
crawl-ref-ab679653017c1d661572cf34a62bf5ddf7c1304e.zip
Added elf arrival vaults (Eino).
Tweaked dungeon builder so you always land on { on level 1 of a branch (using a map marker to identify which stair was a {). Maps with the "uniq" tag will be used only once in a game. Maps with a "uniq_foo" tag will be used only once, and will also prevent any other maps tagged "uniq_foo" from being used thereafter. Breaks saves. Oklob plants should not receive stab brands, fixed. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1897 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dat/elf.des')
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diff --git a/crawl-ref/source/dat/elf.des b/crawl-ref/source/dat/elf.des
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--- a/crawl-ref/source/dat/elf.des
+++ b/crawl-ref/source/dat/elf.des
@@ -3,6 +3,92 @@
# Elven Halls.
##############################################################################
+##############################################################################
+# Elf:1 arrival vaults
+#
+# The concept:
+# There are no entry vaults for the Elven Halls. Instead, there is a "border
+# check" vault on the other side, in the Elf:1 level. Note that elves and orcs
+# are not necessarily at war or have big enmities against each other. It's
+# just a border check.
+#
+# The intention:
+# I (Eino here, hi!) lost a lot of characters trying to do the Halls right
+# after the Mines until I realized the Halls are significantly harder. A
+# welcoming party on the other side will hopefully warn the player about this.
+#
+# Honor this intention. Lots of space between the monsters and the stairs, so
+# the players have many turns to realize their mistake. Note that designing
+# can be a challenge with the eight space LOS. What might make the player
+# realize it's better to flee: facing a nasty summon, taking a few hits from
+# conjurations.. they might engage melee opponents, at which point it's quite
+# difficult to flee. Please keep that in mind. Note also, that a corridor is
+# usually easier for the player than an open space.
+#
+# This is an instance where an entry (arrival) vault really does benefit from
+# having monsters, even a nasty bunch. However, don't go overboard trying to
+# make it really hard. And try to make it seem like a plausible border guard.
+#
+##############################################################################
+
+##############################################################################
+# Dummy Elf arrival vault
+
+NAME: elf_arrival_dummy
+TAGS: dummy
+PLACE: Elf:1
+CHANCE: 50
+ORIENT: float
+MAP
+{
+ENDMAP
+
+##############################################################################
+# Elf arrival vault: corridor one (with the hidden toll cashbox)
+
+NAME: elf_arrival_001
+PLACE: Elf:1
+ORIENT: float
+SHUFFLE: asd/v$=
+SHUFFLE: fgh/v$=
+SUBST: a = v, s = v, d = v, f = v, g = v, h = v
+MONS: deep elf soldier, deep elf mage, deep elf conjurer / deep elf priest / deep elf fighter
+MONS: deep elf summoner / deep elf knight w:2
+MAP
+ aaa
+ asa
+vvvvvvvvvvvvvvvvvvvvdv
+v...vvvvv..12..3.....@
+v.{........v12..v.4..v
+v...vvvvv..12..3.....@
+vvvvvvvvvvvvvvvvvvvvhv
+ fgf
+ fff
+ENDMAP
+
+##############################################################################
+# Elf arrival vault: open area
+
+NAME: elf_arrival_002
+PLACE: Elf:1
+ORIENT: float
+FLAGS: no_rotate
+MONS: deep elf soldier, deep elf mage, deep elf conjurer / deep elf priest / deep elf fighter
+MONS: deep elf summoner / deep elf knight w:2
+MAP
+xxxxx@xxx@xxx@xxxxx
+xxxx...........xxxx
+xx....G.3.3.G....xx
+x...1.........1...x
+x.G...2..4..2...G.x
+x.................x
+x.......G.G.......x
+x.................x
+x.....G.....G.....x
+xx.1.....{.....1.xx
+xxxx...........xxxx
+xxxxxxxxxxxxxxxxxxx
+ENDMAP
############################################################################
# elf_hall