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authorDavid Ploog <dploog@users.sourceforge.net>2009-10-04 06:20:30 +0200
committerDavid Ploog <dploog@users.sourceforge.net>2009-10-04 06:20:30 +0200
commit7ac6680a753eb416d2a4aaa1aa3b2ea8c10e3d80 (patch)
tree2f8c6755773558eb06968377f3652b003605f546 /crawl-ref/source/dat/ossuary.des
parent322904f753ddeaf5217d2a03ed67052279ed5bab (diff)
downloadcrawl-ref-7ac6680a753eb416d2a4aaa1aa3b2ea8c10e3d80.tar.gz
crawl-ref-7ac6680a753eb416d2a4aaa1aa3b2ea8c10e3d80.zip
Two new ossuary maps (Jude Brown, Vsevolod Kozlov).
Also changed weights for the various maps and added another entry vault.
Diffstat (limited to 'crawl-ref/source/dat/ossuary.des')
-rw-r--r--crawl-ref/source/dat/ossuary.des200
1 files changed, 175 insertions, 25 deletions
diff --git a/crawl-ref/source/dat/ossuary.des b/crawl-ref/source/dat/ossuary.des
index 222d2b3853..33e9c9a19d 100644
--- a/crawl-ref/source/dat/ossuary.des
+++ b/crawl-ref/source/dat/ossuary.des
@@ -67,32 +67,37 @@ default-depth: D:4-8
NAME: enter_ossuary_1
TAGS: uniq_ossuary no_monster_gen
-SUBST: . = . Y:7
-COLOUR: Y = yellow
-FTILE: Y = floor_tomb
-SUBST: Y = .
+SUBST: . = . ':7
+COLOUR: ' = yellow
+FTILE: ' = floor_tomb
+SUBST: ' = .
: ossuary_portal(_G)
MAP
.....
-.....
-..O..
-.....
+.'''.
+.'O'.
+.'''.
.....
ENDMAP
-NAME: enter_ossuary_2
-TAGS: uniq_ossuary no_monster_gen
-COLOUR: ' = yellow
-FTILE: ' = floor_tomb
-SUBST: ' = .
+NAME: enter_ossuary_2
+TAGS: uniq_ossuary no_monster_gen
+SHUFFLE: CD / c=
+COLOUR: ' = yellow
+COLOUR: C = yellow
+COLOUR: D = yellow
+SUBST: D = =
+SUBST: C = c
+FTILE: ' = floor_tomb
+SUBST: ' = .
: ossuary_portal(_G)
MAP
.......
-.cc=cc.
+.ccDcc.
.c'''c.
-.c'O'c.
+.C'O'C.
.c'''c.
-.ccccc.
+.ccCcc.
.......
ENDMAP
@@ -131,14 +136,33 @@ MAP
....'....
ENDMAP
+NAME: enter_ossuary_5
+TAGS: uniq_ossuary no_monster_gen
+COLOUR: ' = yellow
+FTILE: ' = floor_tomb
+NSUBST: = = 1:= / *:c
+SUBST: c : cx
+: ossuary_portal(_G)
+MAP
+ ...
+ ..c..
+ ..=c=..
+..=c'c=..
+.cc'O'cc.
+..=c'c=..
+ ..=c=..
+ ..c..
+ ...
+ENDMAP
+
#### The portal vaults ####################################
# Reset default depth to prevent random generation of portal vaults.
default-depth:
-NAME: ossuary_1
-WEIGHT: 60
+NAME: ossuary_tomb_1
+WEIGHT: 40
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen no_rotate
SHUFFLE: dwyz
@@ -179,7 +203,7 @@ x....................x
xxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-NAME: ossuary_the_hunt_dp
+NAME: ossuary_the_hunt_dpeg
WEIGHT: 10
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen
@@ -233,7 +257,7 @@ cc1.....WW~~~~~~~~~~~~~~~~^.....cc
ENDMAP
NAME: ossuary_crypta
-WEIGHT: 30
+WEIGHT: 20
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen no_rotate no_vmirror
MONS: mummy
@@ -290,11 +314,11 @@ ccc.c ccc+ccc c.ccc
ccccc
ENDMAP
-NAME: ossuary_2
+NAME: ossuary_tomb_2
# Generally have rooms full of either monsters or traps. To protect the
# monsters, all doors are secret, no alarm traps, and mostly needle
# traps.
-WEIGHT: 30
+WEIGHT: 40
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen no_rotate
KFEAT: ~ = dart trap w:1 / arrow trap w:1 / needle trap
@@ -350,8 +374,8 @@ c~~~c...cddddc...c.z<c
cccccccccccccccccccccc
ENDMAP
-NAME: ossuary_3
-WEIGHT: 10
+NAME: ossuary_tomb_3
+WEIGHT: 40
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen no_rotate no_vmirror
# zombies should be awake, so they march downwards in a line
@@ -389,13 +413,13 @@ ENDMAP
# Guardian mummies are a clue, and actually quite a scary threat.
NAME: ossuary_due_mausoleum
-WEIGHT: 5
+WEIGHT: 10
ORIENT: encompass
TAGS: ossuary no_item_gen no_monster_gen no_rotate no_vmirror
MONS: orc skeleton / kobold skeleton / gnoll skeleton / orc skeleton
MONS: mummy
MONS: patrolling guardian mummy
-# Loot: 22-30 items, now with added early loot!
+# Loot: 22-30 items, with early loot!
ITEM: any scroll / any potion
ITEM: any scroll / any potion / nothing
KITEM: x = any scroll / any potion
@@ -531,4 +555,130 @@ MAP
cc''cccccccccccccccccccccccccccccccccccccc''cc''cc
cc''''''''''''''''''''''''''''''''''''''''''''=c<Acc
cccccccccccccccccccccccccccccccccccccccccccccccccccccc
+ENDMAP
+
+NAME: ossuary_zaba_two_paths
+# There is no way up in the end. This is to give the zombies in the beginning
+# more time to go for a walk and another chance to meet the player.
+ORIENT: encompass
+WEIGHT: 10
+TAGS: ossuary no_item_gen no_monster_gen no_rotate
+#
+# Standard monsters: small zombies, large zombies, boss:
+MONS: kobold zombie / goblin zombie / orc zombie / hobgoblin zombie
+MONS: big kobold zombie / gnoll zombie
+MONS: mummy
+#
+KFEAT: F = floor
+COLOUR: F = cyan
+KMONS: F = rat simulacrum / goblin simulacrum / kobold simulacrum /\
+ giant bat simulacrum / nothing w:80
+KFEAT: S = floor
+COLOUR: S = green
+KMONS: S = spectral rat / spectral goblin / spectral kobold /\
+ spectral giant bat / nothing w:80
+# Loot.
+ITEM: any potion / any scroll / nothing w:1
+#
+# There are not always traps in corridors but they are guaranteed near the loot:
+KFEAT: ' = arrow trap w:3 / dart trap w:5 / alarm trap w:7 / floor w:85
+KFEAT: " = bolt trap w:1 / net trap w:3 / arrow trap w:5 / dart trap w:10
+#
+: ossuary_setup_features(_G)
+: ossuary_milestone(_G)
+MAP
+ccccccccccccccccccccccccccc
+c2c2c2cc...........cc2c2c2c
+c+c+c+c.............c+c+c+c
+c..........G...G..........c
+c.........................c
+c+c=ccccccccc+ccccccccc=c+c
+bScc'ccG2=.......=2Gcc'ccFv
+bSScc'ccGc.......cGcc'ccFFv
+bSSScc'ccc.12321.ccc'ccFFFv
+bSSSScc'cc.......cc'ccFFFFv
+bSSSSScc'c.......c'ccFFFFFv
+bSSSSSS+'c...G...c'+FFFFFFv
+bSSSSScc'c.......c'ccFFFFFv
+bSSSScc'cc.""""".cc'ccFFFFv
+bSSScc'ccc."ddd".ccc'ccFFFv
+bSScc'ccGc."ddd".cGcc'ccFFv
+bScc'ccG2=."ddd".=2Gcc'ccFv
+ccc+ccccccccccccccccccc+ccc
+c11111cc1c1c1c1c1c1cc11111c
+c......c+c+c+c+c+c+c......c
+c.........................c
+c..........<.A.<..........c
+ccccccccccccccccccccccccccc
+ENDMAP
+
+# A larger ossuary than usual: there is a corridor with some monsters (and
+# chances of wights) to get past, and then a little treasure room at the end.
+#
+# A hidden door in the treasure room leads to another corridor this one flanked
+# with a guardian mummy (a hint of what's to come) on one side, and a flying
+# skull on the other: the flying skull is basically an intelligent alarm trap,
+# both behind glass.
+#
+# At the end of the corridor is a second treasure room, this one also
+# containing more flying skeleton alarm traps, plus guardian mummies inside
+# 3x3 rooms with secret doors.
+#
+# The intent is that someone with a relatively high stealth skill (at least
+# for early) will be able to sneak past all of the flying skulls and grab the
+# loot, and escape out before waking anyone up. Whereas someone with 0 stealth
+# skill will wake up the mummies immediately.
+#
+# XXX: Should be looked at when noise/stealth is redone.
+#
+NAME: ossuary_due_cavern
+WEIGHT: 10
+ORIENT: encompass
+TAGS: ossuary no_item_gen no_monster_gen
+MONS: centaur zombie w:1 / orc zombie / hobgoblin zombie /\
+ kobold zombie / snake zombie / orc skeleton / hobgoblin skeleton /\
+ small snake skeleton / nothing w:5
+MONS: wight
+MONS: flying skull
+MONS: guardian mummy / mummy w:2
+ITEM: any scroll / any potion
+ITEM: any scroll / any potion / any wand w:4
+KMONS: V = guardian mummy
+KMONS: X = flying skull
+SHUFFLE: VX
+SUBST: x = c:20 o:8
+SUBST: z = c:20 o:4
+SUBST: y = c:20 o:1
+SUBST: $ = 1:10 2:1
+KFEAT: L = =
+: ossuary_setup_features(_G)
+: ossuary_milestone(_G)
+MAP
+ ccccccccc
+ cc.......cc
+cc.........c
+c...<..A..cc
+cc.......cc
+ ccc.....cc
+ cc...cc
+ cc.ccc
+ cc.cc
+ cc.cc
+ cc.cc
+ cc.cc
+ cc.cc ccccccccccccccccc
+ cc..ccc c...............c
+ cc...cc c.=cc..xxx..cc=.c
+ ccc...ccc c.c4c..x3x..c4c.c
+ cc......cccccccccccccccccccccccccc.ccc..yzy..ccc.c
+cc........cc$c$c$c$c$cc.....cccVccc...............c
+c..........c+c+c+c+c+cc.GdG.cccoccc.cxy..eee..yxx.c
+c..c.......+..........+..d..L.....+.c3z..eee..z3x.c
+cc.cc......c+c+c+c+c+cc.GdG.cccoccc.cxy..eee..yxx.c
+cc.c......cc$c$c$c$c$cc.....cccXccc...............c
+cc.cc....cccccccccccccccccccccccccc.ccc..yzy..ccc.c
+ cc.....cc c.c4c..x3x..c4c.c
+ cc...cc c.=cc..xxx..cc=.c
+ ccccc c...............c
+ ccccccccccccccccc
ENDMAP \ No newline at end of file