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author | David Ploog <dploog@users.sourceforge.net> | 2009-10-04 06:20:30 +0200 |
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committer | David Ploog <dploog@users.sourceforge.net> | 2009-10-04 06:20:30 +0200 |
commit | 7ac6680a753eb416d2a4aaa1aa3b2ea8c10e3d80 (patch) | |
tree | 2f8c6755773558eb06968377f3652b003605f546 /crawl-ref/source/dat/ossuary.des | |
parent | 322904f753ddeaf5217d2a03ed67052279ed5bab (diff) | |
download | crawl-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.des | 200 |
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
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