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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-05-01 17:28:26 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-05-01 17:28:26 +0000
commit7c43ae687852200c77b44e5f97144a74f4cba394 (patch)
tree18b89fe98d4edad89ec77936ec160f93788375c9 /crawl-ref/source/dat
parentb661ab5671ddec2bd6265e455868b9cba9230825 (diff)
downloadcrawl-ref-7c43ae687852200c77b44e5f97144a74f4cba394.tar.gz
crawl-ref-7c43ae687852200c77b44e5f97144a74f4cba394.zip
Extensive map randomisation (David).
Zot trap sound messages were being sent to the wrong channel, fixed. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1403 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dat')
-rw-r--r--crawl-ref/source/dat/splev.des591
-rw-r--r--crawl-ref/source/dat/vaults.des1059
2 files changed, 602 insertions, 1048 deletions
diff --git a/crawl-ref/source/dat/splev.des b/crawl-ref/source/dat/splev.des
index fd12238360..67d3b33dd8 100644
--- a/crawl-ref/source/dat/splev.des
+++ b/crawl-ref/source/dat/splev.des
@@ -1,298 +1,12 @@
##############################################################################
-# splev.des: special levels definitions.
-#
-# If you want to define random vaults and minivaults, they should go
-# to vaults.des.
-#
-# Key:
-# ----
-# x - DNGN_ROCK_WALL
-# X - DNGN_PERMAROCK_WALL -> should always be undiggable! -- bwr
-# c - DNGN_STONE_WALL
-# v - DNGN_METAL_WALL
-# b - DNGN_GREEN_CRYSTAL_WALL
-# a - DNGN_WAX_WALL
-# . - DNGN_FLOOR
-# + - DNGN_CLOSED_DOOR
-# = - DNGN_SECRET_DOOR
-# @ - entry point - must be on outside and, except in ORIENT:float layouts,
-# must always be on a particular side or sides - see templates
-# W - shallow water
-# w - deep water - Entry vault makers: this may receive water creatures!
-# l - lava - Entry vault makers, note that this may receive lava creatures!
-# (Use the no_monster_gen tag to prevent both of these effects.)
-# >< - extra stairs - you can leave level by these but will never be placed o
-# them from another level
-# }{ - stairs 82/86 - You must be able to reach these from each other. The {
-# upstair is also the stair on which the player will enter the dungeon for
-# entry vaults.
-# )( - stairs 83/87
-# ][ - stairs 84/88
-# I - orcish idol (does nothing)
-# ^ - random trap
-# ~ - random trap suitable for the branch and depth the map is being used.
-#
-# A - Vestibule gateway (opened by Horn).
-# B - Altar. These are assigned specific types (eg of Zin etc) in dungeon.cc,
-# in order.
-# C - Random Altar.
-# F - Typically a Granite Statue, but may be Orange or Silver (1 in 100)
-# G - Granite statue (does nothing)
-# H - orange crystal statue (attacks mind)
-# S - Silver statue (summons demons). Avoid using (rare).
-# T - Water fountain
-# U - Magic fountain
-# V - Permanently dry fountain
-#
-# $ - gold
-# % - normal item
-# * - higher level item (good)
-# | - acquirement-level item (almost guaranteed excellent)
-# O - place an appropriate rune here. For portal vaults, place the portal here.
-# P - maybe place a rune here (50%)
-# R - honeycomb (2/3) or royal jelly (1/3)
-# Z - the Orb of Zot
-#
-# d-k - item array item. See section below on ITEM: arrays for more info.
-#
-# 0 - normal monster
-# 9 - +5 depth monster
-# 8 - (+2) * 2 depth monster (aargh!). Can get golden dragons and titans
-# this way.
-# 1-7 - monster array monster. See section below on MONS: arrays for more
-# information
-#
-# A vault always has its body between MAP and ENDMAP commands. Furthermore,
-# several other additional commands are possible (some of them mandatory).
-#
-# NAME:
-# ----
-# Each vault/level/map must have a unique name. Underscores and digits are ok.
-#
-# ORIENT: (north | northwest | ... | float | encompass)
-# ------
-# Some kind of ORIENT: line is mandatory, unless you want the vault to be a
-# minivault, which is usually not what you want. Valid values are:
-# "float": The dungeon builder will put your vault wherever it wants to.
-# "some_direction": The vault will lie along the mentioned side of the map:
-# xxxxxxxxxx xxxxxxxxxxxxx
-# xORIENT:Nx xORIENT:NW|..
-# x.VAULT..x x.VAULT...|..
-# x--------x x---------|..
-# xrest....x xrest........
-# x...of...x x.....of.....
-# x...levelx x.......level
-# ...which brings us to padding. With any some_direction orientation, you need
-# 6 layers of x-padding along any level-edge that the vault borders. For
-# instance, if your map is ORIENT: north, you must have a 6 deep border of
-# rock wall (or any other kind of wall) along the northern, eastern, and
-# western edges of the map.
-# "encompass": the vault completely occupies the entire level. Padding is
-# needed on all 4 sides.
-#
-# ITEM:
-# ----
-# These are used to help place specified items at specific places within a
-# vault. They create an array with up to 8 positions. What's in the first
-# position in the array will be used when the dungeon builder sees a "d" in
-# the vault definition, the second will be used for "e"s, etc. Positions are
-# comma-separated; several ITEM: lines are possible as well.
-# Positions can contain multiple possibilities, one of which the builder will
-# choose randomly. Separate such multiple possibilities using a slash. Note
-# that "nothing" (without the quotes) is a valid possibility. The random
-# choice is done for each individual occurence of the letter.
-# You can also give possibilities a "weight," which affects their chance of
-# being picked. The default weight is 10. The chance to pick a possibility is
-# [possibility's weight: / sum of all weight:s in that array position]
-# Modifiers:
-# "good_item" makes the builder try to make the item a good one.
-# "any" by itself gives random choice; you can combine "any" with "good_item."
-# "any book", "any misc" etc. gives a random item of that class.
-#
-# Limitations: You can't affect stack quantity for stackable items, nor can you
-# affect curse status nor item race, nor can you give specific egos, nor can
-# give fixedarts. You also can't lay down corpses, skeletons, or chunks.
-#
-# MONS:
-# ----
-# These are used to help place specific monsters at specific places in a
-# vault. They create an array with up to 7 positions. What's in the first
-# position in the array will be used when the dungeon builder sees a "1"
-# in the vault definition, the second for "2," etc. Note that if, for
-# example, you place a 3 on the map, but your MONS: line has no third
-# position, the 3 will be filled with RANDOM_MONSTER.
-# Individual monsters may be prefixed with the "generate_awake" (without
-# the quotes). Use this sparingly.
-# Note that 8, 9, 0 also place monsters (see the table above).
-#
-# CHANCE:
-# ------
-# For entry vaults and any other vaults randomly picked from among a set,
-# this type of line affects the likelihood of the given vault being picked in
-# a given game. The default CHANCE: is 10. The likelihood of a vault getting
-# picked is:
-# [vault's CHANCE: / sum of all CHANCE:s of vaults of that type]
-# !!! Note for entry vault builders: really high values like CHANCE:5000
-# almost guarantee that a vault will be picked, and thus are great
-# for testing. !!!
-#
-# TAGS:
-# ----
-# Tags go an a TAGS: line and are space-separated. Valid tags are:
-# "entry": this tag MUST be there for a vault to be pickable as an entry vault.
-# "generate_awake": Monsters placed (using MONS, KMONS) in this vault will be
-# generated awake.
-# "no_item_gen": Prevents random item generation in the vault. Items
-# explicitly placed by the vault are not affected.
-# "no_monster_gen": Prevents random monster generation at the time of
-# the vault's creation. Highly advised for entry vaults with
-# a player-hostile geography, MUST-HAVE for those with water
-# or lava.
-# "no_pool_fixup": prevents water squares next to land from being randomly
-# converted from deep water (the default) to shallow.
-# "branch_entry" eg. "orc_entry", "lair_entry" etc. If chosen, these maps
-# will contain the stairs for that branch. Use "O" to place
-# the stairs. Branch entries should go to splev.des.
-#
-# FLAGS:
-# -----
-# Flags go on a FLAGS: line and are space-separated. Valid flags are:
-# "no_rotate": Normally, the dungeon builder can, at its whim, rotate your
-# vault. This flag tells it, "hey, don't do that to my vault!"
-# "no_hmirror": Like no_rotate, but for horizontal mirroring.
-# "no_vmirror": Like no_rotate, but for vertical mirroring.
-#
-# SHUFFLE:
-# -------
-# This allows you to randomly permute glyphs on the map. There are two ways:
-# SHUFFLE: 123w (i.e. list of glyphs, NOT slash-separated)
-# could, for example, swap all occurences of "1" with "2",
-# as well as swapping all "3" with "w" (or any other of the 23
-# possibilities).
-# SHUFFLE: 12/3w (i.e. list of slash-separated blocks of same size)
-# will either do nothing or swap all "1" with "3" and then also
-# swap "2" with "w" everywhere.
-#
-# Several SHUFFLE: lines can be used, and mixed with SUBST:, and the shuffles
-# and substitutions will be applied in order. You can also put multiple
-# SHUFFLEs on one line, comma-separated. Shuffles cannot use , or /. All spaces
-# are stripped before shuffling.
-#
-# SUBST:
-# ------
-# The SUBST: directive allows you to specify a placeholder symbol that is
-# replaced with a random glyph from a set. For instance:
-# SUBST: ? = TUV
-# will replace occurrences of ? with one of TUV.
-# SUBST: ? = T U V
-# does the same thing - whitespace is not significant.
-# SUBST: ? = T:20 U V
-# makes T twice as likely to be used as U or V (the default weight
-# is 10). Note that there has to be at least one space before and after
-# T:20 and that whitespace in T:20 is not permitted.
-# SUBST: ? : TUV
-# replaces occurrences of ? with one of TUV, and guarantees that all
-# occurrences of ? will get the same replacement symbol.
-#
-# The placeholder and replacement symbols can be any non-space, printable
-# character, including : and =, apart from commas - "SUBST: = = +=:123def" is
-# valid.
-#
-# SUBST: lines can safely replace symbols with themselves:
-#
-# SUBST: w = wW
-#
-# Multiple SUBST: lines can be used, and mixed with SHUFFLE:, and will be
-# applied in order. Multiple substitutions can be performed on one line, using
-# commas.
-#
-# KFEAT:
-# -----
-# The KFEAT: directive allows you to specify a placeholder symbol that is
-# replaced with another symbol, named feature, trap, or shop. Eg.:
-#
-# KFEAT: Z = C / needle trap / antique armour shop / altar of Zin
-#
-# Replaces occurrences of Z with C (random altar), a needle trap, an
-# antique armour shop, or an altar of Zin. Different instances of Z may
-# receive different replacements. To force a single replacement for all Z,
-# use:
-#
-# KFEAT: Z : C / needle trap / antique armour shop
-#
-# You'll notice that 'Z' is the symbol of the Orb of Zot. Kxxx directives
-# allow you to assign arbitrary definitions to any symbol.
-#
-# The placeholder used by KFEAT can be shared by KITEM and KMONS. See below.
-# If the placeholder is shared, all defined Kxxxx operations for the
-# placeholder are performed.
-#
-# KMONS:
-# -----
-# KMONS: allows you to specify a placeholder symbol that indicates the
-# position of a monster (or monsters).
-#
-# KMONS: ? = orc priest / deep elf priest
-#
-# Using KMONS: allows you to exceed the 7 slot limit for monsters. It is also
-# useful if you want to place a monster on a non-floor square (used in
-# association with a KFEAT:). Eg:
-#
-# KFEAT: Z = W
-# KMONS: Z = rat
-#
-# (Places a rat on a shallow water square for all occurrences of Z.)
-#
-# KITEM:
-# -----
-# KITEM: places the specified item at all occurrences of the placeholder. It
-# can be combined with KFEAT and KMONS for the same placeholder. Eg:
-#
-# KITEM: ? = potion of healing / potion of restore abilities
-#
-#
-# Note that a lot of the vaults are in there mainly to add some
-# interest to the scenery, and are not the lethal treasure-fests you
-# find in Angband (not that there's anything wrong with that)
-#
-# Guidelines for creating new vault maps:
-# ---------------------------------------
-#
-# If your map is not a minivault or a floating vault, make sure the side(s)
-# forming the border have a rock wall padding at least 6 deep. For instance,
-# if your map is ORIENT: north, you must have a 6 deep border of rock wall
-# (or any other kind of wall) along the northern, eastern, and western edges
-# of the map. If you're doing a fullscreen map (encompass), you must pad all
-# around the map with 6 layers of wall. For ORIENT: encompass maps, you
-# don't need to explicitly include the padding provided you make the map
-# small enough that the padding can be provided automatically.
-#
-# You do not have to place all of the stairs unless the level is full screen,
-# in which case you must place all except the extra stairs (> and <). The <>
-# stairs can be put anywhere and in any quantities but do not have to be
-# there. Any of the other stairs which are not present in the vault will be
-# randomly placed outside it. Also generally try to avoid rooms with no exit.
-#
-# You can use the templates below to build vaults. The entry point '@' must
-# be present (except full-screen vaults where it must not and orient:float
-# maps, where it is optional - the builder will randomly convert '.' spaces
-# on edges to entry points if needed) and be on an edge of the vault.
-#
-# Minivaults are handled very differently from regular vaults and special
-# levels. They're placed *after* normal map generation, whereas normal
-# vaults are placed before generating the rest of the level. There's no way
-# to guarantee generation of a minivault on a particular level, whereas
-# vaults can be forced to appear using a PLACE: attribute.
-#
-# I think that's all. Have fun!
-#
-###############################################################################
-
-NAME: vestibule_of_hell
-PLACE: Hell
-ORIENT: encompass
+# splev.des: special levels definitions, including branch ends,
+# the Ecumenical Temple versions, pan levels and branch entries
+##############################################################################
-# [dshaligram] If modifying the Vestibule, ensure that:
+#############################################################################
+# Vestibule of Hell and Geryon
+#
+# If modifying the Vestibule, ensure that:
#
# * The portal to Dis is surrounded by floor squares and nothing but floor
# squares.
@@ -306,6 +20,15 @@ ORIENT: encompass
# If you don't do this, the portals will not be unbarred correctly when
# Geryon's horn is sounded.
+NAME: vestibule_of_hell
+PLACE: Hell
+ORIENT: encompass
+
+MONS: Geryon, Murray / nothing
+
+SHUFFLE: 2de
+ITEM: nothing, nothing, nothing
+
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -379,11 +102,6 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: Geryon, Murray / nothing
-MONS: random, random, random, random, random
-
-SHUFFLE: 2de
-ITEM: nothing, nothing, nothing
#############################################################################
# Dispater's castle - rest of level filled up with plan_4 (irregular city)
@@ -1111,15 +829,16 @@ SUBST: Z = 9:10 8:30 .:40
SUBST: c = x .:20
# general loot and additional features
-SUBST: | = | *:2
-SUBST: * = * |:2
SUBST: / : / .:3
SUBST: / = 8 9 ^ * | .:50
-SHUFFLE: klmnopqr
+SUBST: | = | *:2
+SUBST: * = * |:2
+SHUFFLE: klmnopqs
SUBST: k : ^ x =:3 .:40
SUBST: l : ^ x =:3 .:40
SUBST: m : ^ x =:3 .:80
SUBST: n : ^ x =:3 .:80
+SUBST: o=., p=., q=., s=.
MONS: vault guard
@@ -1170,7 +889,7 @@ xxxxxxxxx..xx.x.x.x.x.x.x.x.x.x.x.x_xx....x.Y..Y..Y..Y..Z..Y..Z..Y..x..xxxxxxxxx
xxxxxxxxx..x.x.x!x.x.x.x.x.x.x!x.x.x.x....x..Y..Y..Z..Z..Y..Y..Y..Z.x..xxxxxxxxx
xxxxxxxxx..xx.x_x.x.x!x.x.x.x.x.x.x.xx....x...Y..Z..Y..Y..Z..Y..Y...x..xxxxxxxxx
xxxxxxxxx..x.x.x.x.x_x.x.x.x.x.x.x.x.x....c.Y..Y..Z..Z..Y..Y..Y..Z..x..xxxxxxxxx
-xxxxxxxxxooxx.x.x.x.x.x.x.x.x.x.x.x!xx....x..Z..Y..Y..Y..Z..Y..Y..Y.xrrxxxxxxxxx
+xxxxxxxxxooxx.x.x.x.x.x.x.x.x.x.x.x!xx....x..Z..Y..Y..Y..Z..Y..Y..Y.xssxxxxxxxxx
xxxxxxxxx..x_x.x!x.x.x.x.x.x!x.x_x.x.x....x...Y..Y..Z..Y..Z..Z..Y...x..xxxxxxxxx
xxxxxxxxx..xx.x.x.x.x.x.x.x.x.x.x.x.xx....x.Z..Z..Y..Y..Z..Y..Z..Z..x..xxxxxxxxx
xxxxxxxxx..x.x.x_x.x.x.x.x.x.x.x.x_x.x....x..Y..Z..Y..Z..Z..Y..Z..Z.x..xxxxxxxxx
@@ -1862,7 +1581,7 @@ ENDMAP
# slime_pit
NAME: slime_pit
-PLACE: Slime:$
+PLACE: Slime:6
ORIENT: encompass
MONS: royal jelly, acid blob, great orb of eyes / nothing
SUBST: ' : ' .:1, ' : ' x:1, ' = .x
@@ -1950,7 +1669,7 @@ NAME: hall_of_blades
PLACE: Blade
ORIENT: north
MONS: dancing weapon
-SHUFFLE: cvx
+SHUFFLE: cv
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -2003,21 +1722,19 @@ SUBST: C = c:1000 =
KFEAT: 1 = any trap / w:20 floor
KMONS: 1 = Orb Guardian
KFEAT: 8 = any trap / w:20 floor
-KMONS: 8 = 8
-KFEAT: F = ^ / .
-KMONS: F = orange crystal statue / silver statue / ice statue
SHUFFLE: ABab / ^^FF / ^^FF / ^^FF
SHUFFLE: Aa / Bb
-KFEAT: A = ^
-SUBST: B = ^
-SUBST: a=F, b=F:18 HS
-SUBST: ^ = ^ .:20
+KFEAT: A = any trap / w:30 floor
+KFEAT: B = any trap / w:10 floor
+SUBST: a=F, b=6 F
+SUBST: ^ = ^ .:10
SUBST: ! = ^ .:40
-SUBST: . = .:5000 ^
+SUBST: . = .:500 ^
#monsters
MONS: Orb Guardian, Killer Klown, electric golem, orb of fire, ancient lich
-SUBST: 8=8., 5=5.
+MONS: orange crystal statue / silver statue / ice statue
+SUBST: 8=8., 8=8., 5=5.
SHUFFLE: 234
SUBST: ? = .:8 ?
SUBST: ? : KLM
@@ -2037,29 +1754,29 @@ xxxxxxxxxxxcccc.............ccccxxxxxxxxxxxxxxxxxcccc.............ccccxxxxxxxxxx
xxxxxxxxxxcc...................cccxxxxxxxxxxxxxccc...................ccxxxxxxxxx
xxxxxxxxxcc..........3...........ccxxxxxxxxxxxcc...........3..........ccxxxxxxxx
xxxxxxxxxc..8.....................cXXXXXXXXXXXc.....................8..cxxxxxxxx
-xxxxxxxxxc.......?..?.......8.....XXX...1...XXX.....8.......?..?.......cxxxxxxxx
-xxxxxxxxxcc.............?.........XX..1...1..XX.........?.............ccxxxxxxxx
+xxxxxxxxxc.......?..?.....8.8.....XXX...1...XXX.....8.8.....?..?.......cxxxxxxxx
+xxxxxxxxxcc.8...........?.........XX..1...1..XX.........?...........8.ccxxxxxxxx
xxxxxxxxxxcc......................X1...!!!...1X......................ccxxxxxxxxx
-xxxxxxxxxxxcc.....4....2....8........1.!Z!.1........8....2....4.....ccxxxxxxxxxx
+xxxxxxxxxxxcc.....4....2....8.8......1.!Z!.1......8.8....2....4.....ccxxxxxxxxxx
xxxxxxxxxxcc....?...?.....?...?...X1...!!!...1X...?...?.....?....?...ccxxxxxxxxx
xxxxxxxxxcc.......?....?..........XX..1...1..XX..........?....2.......ccxxxxxxxx
-xxxxxxxxxc..................8.....XXX...1...XXX.....8..................cxxxxxxxx
+xxxxxxxxxc.....8..........8.8.....XXX...1...XXX.....8.8..........8.....cxxxxxxxx
xxxxxxxxxc...8....................cXXXXXXXXXXXc....................8...cxxxxxxxx
-xxxxxxxxxcc.....8...8............ccccccccccccccc............8...8.....ccxxxxxxxx
-xxxxxxxxxxcc...................ccccccccccccccccccc...................ccxxxxxxxxx
+xxxxxxxxxcc.....8.8.8..8.........ccccccccccccccc........8...8.8.8.....ccxxxxxxxx
+xxxxxxxxxxcc...............8...ccccccccccccccccccc...8............8..ccxxxxxxxxx
xxxxxxxxxxxcc........8..8...ccccccccccccccccccccccccc...8..8........ccxxxxxxxxxx
xxxxxxxxxxxxcca111acCCCCCCCcccccccccccccccccccccccccccCCCCCCCcb111bccxxxxxxxxxxx
xxxxxxxxxxxcc...............AA1.ccccccccccccccccc.1BB...............ccxxxxxxxxxx
-xxxxxxxxxxcc.....8..8.......cc1...ccccccccccccc...1cc.......8..8.....ccxxxxxxxxx
-xxxxxxxxxcc............8.8...ccc...ccccccccccc...ccc...8.8............ccxxxxxxxx
-xxxxxxxxxc....8....8..........ccc...............ccc..........8....8....cxxxxxxxx
-xxxxxxxxxc.......8....8...8.5.cxcc.............ccxc.5.8...8....8.......cxxxxxxxx
-xxxxxxxxxc..8.......8.........cxxc.............cxxc.........8.......8..cxxxxxxxx
-xxxxxxxxxc.....8........8.....cxxcc.1...1...1.ccxxc..............8.....cxxxxxxxx
-xxxxxxxxxc...8...8...8.....8..cxxxc...........cxxxc..8.....8...8...8...cxxxxxxxx
-xxxxxxxxxc...............8....cxxcc...........ccxxc....8...............cxxxxxxxx
-xxxxxxxxxcc...5..8....8......ccxxc.............cxxcc......8....8..5...ccxxxxxxxx
-xxxxxxxxxxcc.......8....8...ccxxcc.............ccxxcc...8....8.......ccxxxxxxxxx
+xxxxxxxxxxcc...8.8..8.8.....cc1...ccccccccccccc...1cc.......8..8.8.8.ccxxxxxxxxx
+xxxxxxxxxcc.8...8......8.8...ccc...ccccccccccc...ccc...8.8.8..8.......ccxxxxxxxx
+xxxxxxxxxc.8..8....8.8........ccc...............ccc.....8....8..8.8....cxxxxxxxx
+xxxxxxxxxc..8..8.8....8.8.8.5.cxcc.............ccxc.5.8.8.8....8.8...8.cxxxxxxxx
+xxxxxxxxxc..8.....8.8.......8.cxxc.............cxxc8........8.....8.8..cxxxxxxxx
+xxxxxxxxxc.8...8......8.8.....cxxcc.1...1...1.ccxxc......8.......8.....cxxxxxxxx
+xxxxxxxxxc8..8...8.8.8.8...8.8cxxxc...........cxxxc8.8..8..8.8.8...8.8.cxxxxxxxx
+xxxxxxxxxc.....8.........8....cxxcc...........ccxxc....8.8.............cxxxxxxxx
+xxxxxxxxxcc...5..8..8.8....8.ccxxc.............cxxcc8.....8....8..5.8.ccxxxxxxxx
+xxxxxxxxxxcc8......8....8.8.ccxxcc.............ccxxcc.8.8....8....8..ccxxxxxxxxx
xxxxxxxxxxxcc..............ccxxxc...............cxxxcc..............ccxxxxxxxxxx
xxxxxxxxxxxxccccccccccccccccxxxxcccccccc@ccccccccxxxxccccccccccccccccxxxxxxxxxxx
ENDMAP
@@ -2308,12 +2025,12 @@ ORIENT: encompass
SHUFFLE: ([{, AB), ]}, FIJKL/fijkl, _-
SUBST: A=|*, B=|*
SUBST: f = F, i = G, j = G, k = G, l = F
-SUBST: I = G:1800 H S
-SUBST: J = G:1500 H S
-SUBST: K = G:1100 H S
-SUBST: L = G:600 H S
+SUBST: I = G:900 6
+SUBST: J = G:750 6
+SUBST: K = G:550 6
+SUBST: L = G:300 6
SUBST: - = T
-SUBST: _ = F G:5 H:5 ^:30 .:30
+SUBST: _ = F 6 ^:30 .:30
SUBST: T = ^ .
SUBST: t = ~ .:50
SUBST: ' = ^ ':200
@@ -2323,6 +2040,7 @@ SUBST: 1 = 1 2:3 .
SUBST: 3 = 3., 4 = 4., 5 = 5.
MONS: mummy, guardian mummy, mummy priest, sphinx, greater mummy
+MONS: silver statue / orange crystal statue / ice statue
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -2400,11 +2118,35 @@ ENDMAP
###############################################################################
# Tomb:2
-NAME: tomb_2
-PLACE: Tomb:2
-
+NAME: tomb_2
+PLACE: Tomb:2
# Can be rotated!
-ORIENT: encompass
+ORIENT: encompass
+
+SHUFFLE: ABCD[, Ww/Yy/Zz, Uu/Vv, Qq/Rr/Ss
+SUBST: W=', w=c, Y=T, y=+, Z=T, z=+
+SUBST: U=', u=c, V=T, v=+
+SUBST: Q=', q=c, R=T, r=+, S=T, s=+
+
+SHUFFLE: ])}def
+SUBST: d=", e=", f="
+
+SUBST: T = ^ .
+SUBST: ' = ^ ':100
+SUBST: ' = 1:5 2:5 3:1 .:89
+SUBST: " = ^ ":50
+SUBST: " = 2:3 3:1 .:96
+
+# Number of ' symbols is 211+3=214, hence statistically in the lower
+# circumference we'll have 10.7 mummies, another 10.7 guardian mummies
+# and 2.1 mummy priests.
+# Number of " symbols is 205+3=208, hence the upper circumference
+# has in mean 4.0 mummy priests and 8.3 guardian mummies.
+
+# Perhaps to do: use KFEAT to make mummies possibly appear at T spots.
+# have clustering of 1, 2 in the lower area as before?
+
+MONS: mummy, guardian mummy, mummy priest, greater mummy
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -2421,40 +2163,40 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc{...c......c.....3....c........c.......ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.....^c^........^c......2^c.......ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c...2.^+..2.....2^+^..2....+.......ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc.3.^c^.....c^.........c^2.....^c^......ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc...^+^.....c..........c........c...2...ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccc+ccccccccccccccccccccccccccccccc....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc..^.c.............................c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.............................c..3.ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c..ccc4.................4ccc..c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c..ccc...................ccc..c..2.ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c..ccc.........1.........ccc..c)..}ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc.3..c..ccc.....2.......2.....ccc..cccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.............................c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.............................c^2..ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c........c...........c........+....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc]...c.............................c^2..ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccccc.....3........(........3.....c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.............................c.^.^ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc...^c........c...........c........ccc+cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....+.............................c..^.ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc...^c.............................c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c..ccc.....2.......2.....ccc..c..2.ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccccc..ccc.........1.........ccc..c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c..ccc...................ccc..c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc...^+..ccc4.................4ccc..c2...ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.............................c....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccccc.............................c..2.ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....c.............................ccc+cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc....+cccc+ccccccccccccccc+ccccccccc.^.^ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc.1.^^.c.^..c............c^.......c.3...ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc...2..c.1..c.....1.1....c.....2..c.....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc......c....c..1......1.^c..2.....c...2.ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc..3...c.1..c...1...1..1^+........c.....ccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcc......c....c[...........c.......3c.....ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c""""""c"""""{""""c""""""""c"""""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c"""""TcT""""""""TcT""""""TcT""""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c"""2"T+T""""""""T+T""2"""T+T""""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc"""TcT""""TcT""""""""TcT""""""TcT""""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""TT+T"""""c""""""""""c""""""""c"""""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccccc+ccccccccccccccccccccccccccccccc""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""TTc.............................c"3""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c.............................c""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""3"c..ccc4.................4ccc..c"""fccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c..ccc...................ccc..c""""ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c..ccc.........1.........ccc..c)""}ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c..ccc.....2.......2.....ccc..cccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c.............................c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcce"""c.............................cT'''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc""""c........c...........c........+T'''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc]""dc.............................cT'''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccccccc.....3........(........3.....c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc''''c.............................c'QQQccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'''Tc........c...........c........cccqcccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'''T+.............................c'QQQccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'''Tc.............................c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'ZZZc..ccc.....2.......2.....ccc..c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccczcc..ccc.........1.........ccc..c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'ZZZc..ccc...................ccc..c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccA'''c..ccc4.................4ccc..c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'YYYc.............................c''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccccycc.............................cRRR[ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'YYYc.............................ccrccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc''''ccccc+ccccccccccccccc+cccccccccRRR'ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc''''''c'TTTc''''''''''''cTT''''''c'''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'''''WcW''UcU''''''''''VcV''''''ScS''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'''''WwW''UuU''''''''''VvV''''''SsS''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcc'''''WcW''UcU''''''''''VcV''''''ScS''''ccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccB'''''c''''cC'''''''''''c''''''''c''''Dccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -2479,19 +2221,21 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: mummy, guardian mummy, mummy priest, greater mummy
-MONS: random, random, random
#############################################################################
# Tomb:3
-NAME: tomb_3
-PLACE: Tomb:3
-ORIENT: encompass
+NAME: tomb_3
+PLACE: Tomb:3
+ORIENT: encompass
+FLAGS: no_rotate
-# Unless you have a square aspect ratio, Tomb:3 looks utterly lame when
-# rotated.
-FLAGS: no_rotate
+SUBST: ' : " $ ':80
+SUBST: ' = " $
+SUBST: " = ^:1 .
+SUBST: $ = *:2 |:1 $:17
+
+MONS: mummy, guardian mummy, mummy priest, greater mummy
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -2526,22 +2270,22 @@ xxxxxxxxxxxxxxcccc....2..........................2...ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccc....2......................2....cccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccc............................cccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccccccc+ccc..................ccc+ccccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccccccc....cc................cc....cccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccccc.......cc22222222222222cc......$cccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccc....^.....cc............cc..^.....$ccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccc.^.........cc..........cc.....^.^.$ccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccc$...^...^..^.cc........cc..........$$cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccc$$$...........cc222222cc.^........$$$cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccc|$$$...........c......c.....^...$$$$$cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccc||$$$$...^.....c......c^......$$$$$$$cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccc|||||$$.....^..c......c......$$$$$$$$cccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccc|||||$........c......c...^.$$$$$$$$ccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccc||||$$..^....c......c.....$$$$$$$cccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccccc||||$.......c......c.....$$$$$$ccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccccc|||$$....^.c......c.^.^$$$$$$cccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccccccc|||$^....cc..{...cc...$$$$$ccccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxccccccccc||$.....cc...(..cc..$$$$$cccccccccxxxxxxxxxxxxx
-xxxxxxxxxxxxxxcccccccccc|$...cccc..[...cccc$$$$ccccccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccccccc""""cc................cc""""cccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccccc"""""""cc22222222222222cc"""""'$cccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccc""""""""""cc............cc"""""""'$ccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccc'""""""""""cc..........cc""""""""'$ccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccc$''""""""""""cc........cc"""""""""'$$cccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccc$$$'""""""""""cc222222cc""""""""''$$$cccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccc|$$$''"""""""""c......c"""""""''$$$$$cccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccc||$$$$'""""""""c......c""""""'$$$$$$$cccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccc|||||$$'"""""""c......c"""""'$$$$$$$$cccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccc|||||$'"""""""c......c""""'$$$$$$$$ccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccccc||||$$'""""""c......c""""'$$$$$$$cccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccccc||||$'""""""c......c""""'$$$$$$ccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccccccc|||$$'"""""c......c"""'$$$$$$cccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccccccc|||$'""""cc..{...cc""'$$$$$ccccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxccccccccc||$'""""cc...(..cc"'$$$$$cccccccccxxxxxxxxxxxxx
+xxxxxxxxxxxxxxcccccccccc|$'""cccc..[...cccc$$$$ccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -2566,8 +2310,6 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: mummy, guardian mummy, mummy priest, greater mummy
-MONS: random, random
#############################################################################
# Swamp:5
@@ -2799,33 +2541,36 @@ ENDMAP
NAME: temple_garden
TAGS: temple_entry no_monster_gen
ORIENT: float
-SUBST: . = .:500 3:30 G:5 T U:5 V:5
+SUBST: . = .:800 3:30 G:5 T U:5 V:5
+SUBST: ' = .:300 3:30 G:5 T U:5 V:5
SUBST: ! = .:200 3:30 G:5 T U:5 V:5
SUBST: ? = .:100 3:30 G:5 T U:5 V:5
+SUBST: _=3., -=l.
MONS: angel, iron devil, plant
MAP
........................................xxxxxxxx
-..........................................llxxxx
-.........................................llllxxx
-......................!!!................lll2xxx
-....................!!!!!!!...............llllxx
-..................!!!!!!!!!!!...............lllx
-...............!!!!!!!!!!!!!!!!!.............llx
-..............!!!!!!!!!?!!!!!!!!!.............lx
-.............!!!!!!!!!???!!!!!!!!!.............x
-............!!!!!!!!!?????!!!!!!!!!.............
-...........!!!!!!!!!???????!!!!!!!!!............
-..........!!!!!!!!!????O????!!!!!!!!!...........
-...........!!!!!!!!!???????!!!!!!!!!............
-............!!!!!!!!!?????!!!!!!!!!.............
-x............!!!!!!!!!???!!!!!!!!!..............
-x.............!!!!!!!!!?!!!!!!!!!...............
-xx.............!!!!!!!!!!!!!!!!!................
-xxxx3.............!!!!!!!!!!!...................
-xxxxx3..............!!!!!!!.....................
-xxxx13................!!!.......................
-xxxxxx3.........................................
-xxxxxxxxxx......................................
+.....................'''''...............-llxxxx
+..................'''''''''''...........-llllxxx
+...............'''''''!!!'''''''........-lll2xxx
+............''''''''!!!!!!!''''''''......-llllxx
+...........'''''''!!!!!!!!!!!'''''''.......-lllx
+..........'''''!!!!!!!!!!!!!!!!!'''''........llx
+.........'''''!!!!!!!!!?!!!!!!!!!'''''........lx
+........'''''!!!!!!!!!???!!!!!!!!!'''''........x
+.......'''''!!!!!!!!!?????!!!!!!!!!'''''........
+.......''''!!!!!!!!!???????!!!!!!!!!''''........
+.......'''!!!!!!!!!????O????!!!!!!!!!'''........
+.......''''!!!!!!!!!???????!!!!!!!!!''''........
+.......'''''!!!!!!!!!?????!!!!!!!!!'''''........
+x.......'''''!!!!!!!!!???!!!!!!!!!'''''.........
+x........'''''!!!!!!!!!?!!!!!!!!!'''''..........
+xx._......'''''!!!!!!!!!!!!!!!!!'''''...........
+xxxx3......'''''''!!!!!!!!!!!'''''''............
+xxxxx3......''''''''!!!!!!!''''''''.............
+xxxx13_........'''''''!!!'''''''................
+xxxxxx3_..........'''''''''''...................
+xxxxxxxxxx...........'''''......................
+xxxxxxxxxxxx....................................
ENDMAP
##############################################################################
@@ -3627,9 +3372,9 @@ ENDMAP
NAME: erik_hive_3
TAGS: hive_entry
MONS: killer bee larva, killer bee, queen bee, firedrake / w:5 nothing
-MONS: nothing, nothing, nothing
-SHUFFLE: UVWXYZ, l4/c5/v6/w7
-SUBST: c:l, v:l, 5:4, 6:4, l=.l, w=.w, U==, V=a, W=a, X=a, Y=a, Z=a, '=.a
+MONS: nothing
+SHUFFLE: UVWXYZ, l4/l4/l4/w5
+SUBST: l=.l, w=.w, U==, V=a, W=a, X=a, Y=a, Z=a, '=.a
KMONS: l = firedrake / w:200 nothing
ORIENT: float
MAP
diff --git a/crawl-ref/source/dat/vaults.des b/crawl-ref/source/dat/vaults.des
index 53d37cd89e..5fc6bc0447 100644
--- a/crawl-ref/source/dat/vaults.des
+++ b/crawl-ref/source/dat/vaults.des
@@ -1,295 +1,8 @@
-##############################################################################
-# Random vaults, minivaults and canonical entry vaults go here; asciiart
-# entry vaults go in asciiart.des and "edgy" entry vaults go in tricky.des.
-# Special levels (including V:8!) should go to splev.des. Do NOT put special
-# levels here, or they could be selected when the game seeks random vaults.
-#
-# Key:
-# ----
-# x - DNGN_ROCK_WALL
-# X - DNGN_PERMAROCK_WALL -> should always be undiggable! -- bwr
-# c - DNGN_STONE_WALL
-# v - DNGN_METAL_WALL
-# b - DNGN_GREEN_CRYSTAL_WALL
-# a - DNGN_WAX_WALL
-# . - DNGN_FLOOR
-# + - DNGN_CLOSED_DOOR
-# = - DNGN_SECRET_DOOR
-# @ - entry point - must be on outside and, except in ORIENT:float layouts,
-# must always be on a particular side or sides - see templates
-# W - shallow water
-# w - deep water - Entry vault makers: this may receive water creatures!
-# l - lava - Entry vault makers, note that this may receive lava creatures!
-# (Use the no_monster_gen tag to prevent both of these effects.)
-# >< - extra stairs - you can leave level by these but will never be placed o
-# them from another level
-# }{ - stairs 82/86 - You must be able to reach these from each other. The {
-# upstair is also the stair on which the player will enter the dungeon for
-# entry vaults.
-# )( - stairs 83/87
-# ][ - stairs 84/88
-# I - orcish idol (does nothing)
-# ^ - random trap
-# ~ - random trap suitable for the branch and depth the map is being used.
-#
-# A - Vestibule gateway (opened by Horn).
-# B - Altar. These are assigned specific types (eg of Zin etc) in dungeon.cc,
-# in order.
-# C - Random Altar.
-# F - Typically a Granite Statue, but may be Orange or Silver (1 in 100)
-# G - Granite statue (does nothing)
-# H - orange crystal statue (attacks mind)
-# S - Silver statue (summons demons). Avoid using (rare).
-# T - Water fountain
-# U - Magic fountain
-# V - Permanently dry fountain
-#
-# $ - gold
-# % - normal item
-# * - higher level item (good)
-# | - acquirement-level item (almost guaranteed excellent)
-# O - place an appropriate rune here. For portal vaults, place the portal here.
-# P - maybe place a rune here (50%)
-# R - honeycomb (2/3) or royal jelly (1/3)
-# Z - the Orb of Zot
-#
-# d-k - item array item. See section below on ITEM: arrays for more info.
-#
-# 0 - normal monster
-# 9 - +5 depth monster
-# 8 - (+2) * 2 depth monster (aargh!). Can get golden dragons and titans
-# this way.
-# 1-7 - monster array monster. See section below on MONS: arrays for more
-# information
-#
-# A vault always has its body between MAP and ENDMAP commands. Furthermore,
-# several other additional commands are possible (some of them mandatory).
-#
-# NAME:
-# ----
-# Each vault/level/map must have a unique name. Underscores and digits are ok.
-#
-# ORIENT: (north | northwest | ... | float | encompass)
-# ------
-# Some kind of ORIENT: line is mandatory, unless you want the vault to be a
-# minivault, which is usually not what you want. Valid values are:
-# "float": The dungeon builder will put your vault wherever it wants to.
-# "some_direction": The vault will lie along the mentioned side of the map:
-# xxxxxxxxxx xxxxxxxxxxxxx
-# xORIENT:Nx xORIENT:NW|..
-# x.VAULT..x x.VAULT...|..
-# x--------x x---------|..
-# xrest....x xrest........
-# x...of...x x.....of.....
-# x...levelx x.......level
-# ...which brings us to padding. With any some_direction orientation, you need
-# 6 layers of x-padding along any level-edge that the vault borders. For
-# instance, if your map is ORIENT: north, you must have a 6 deep border of
-# rock wall (or any other kind of wall) along the northern, eastern, and
-# western edges of the map.
-# "encompass": the vault completely occupies the entire level. Padding is
-# needed on all 4 sides.
-#
-# ITEM:
-# ----
-# These are used to help place specified items at specific places within a
-# vault. They create an array with up to 8 positions. What's in the first
-# position in the array will be used when the dungeon builder sees a "d" in
-# the vault definition, the second will be used for "e"s, etc. Positions are
-# comma-separated; several ITEM: lines are possible as well.
-# Positions can contain multiple possibilities, one of which the builder will
-# choose randomly. Separate such multiple possibilities using a slash. Note
-# that "nothing" (without the quotes) is a valid possibility. The random
-# choice is done for each individual occurence of the letter.
-# You can also give possibilities a "weight," which affects their chance of
-# being picked. The default weight is 10. The chance to pick a possibility is
-# [possibility's weight: / sum of all weight:s in that array position]
-# Modifiers:
-# "good_item" makes the builder try to make the item a good one.
-# "any" by itself gives random choice; you can combine "any" with "good_item."
-# "any book", "any misc" etc. gives a random item of that class.
-#
-# Limitations: You can't affect stack quantity for stackable items, nor can you
-# affect curse status nor item race, nor can you give specific egos, nor can
-# give fixedarts. You also can't lay down corpses, skeletons, or chunks.
-#
-# MONS:
-# ----
-# These are used to help place specific monsters at specific places in a
-# vault. They create an array with up to 7 positions. What's in the first
-# position in the array will be used when the dungeon builder sees a "1"
-# in the vault definition, the second for "2," etc. Note that if, for
-# example, you place a 3 on the map, but your MONS: line has no third
-# position, the 3 will be filled with RANDOM_MONSTER.
-# Individual monsters may be prefixed with the "generate_awake" (without
-# the quotes). Use this sparingly.
-# Note that 8, 9, 0 also place monsters (see the table above).
-#
-# CHANCE:
-# ------
-# For entry vaults and any other vaults randomly picked from among a set,
-# this type of line affects the likelihood of the given vault being picked in
-# a given game. The default CHANCE: is 10. The likelihood of a vault getting
-# picked is:
-# [vault's CHANCE: / sum of all CHANCE:s of vaults of that type]
-# !!! Note for entry vault builders: really high values like CHANCE:5000
-# almost guarantee that a vault will be picked, and thus are great
-# for testing. !!!
-#
-# TAGS:
-# ----
-# Tags go an a TAGS: line and are space-separated. Valid tags are:
-# "entry": this tag MUST be there for a vault to be pickable as an entry vault.
-# "generate_awake": Monsters placed (using MONS, KMONS) in this vault will be
-# generated awake.
-# "no_item_gen": Prevents random item generation in the vault. Items
-# explicitly placed by the vault are not affected.
-# "no_monster_gen": Prevents random monster generation at the time of
-# the vault's creation. Highly advised for entry vaults with
-# a player-hostile geography, MUST-HAVE for those with water
-# or lava.
-# "no_pool_fixup": prevents water squares next to land from being randomly
-# converted from deep water (the default) to shallow.
-# "branch_entry" eg. "orc_entry", "lair_entry" etc. If chosen, these maps
-# will contain the stairs for that branch. Use "O" to place
-# the stairs. Branch entries should go to splev.des.
-#
-# FLAGS:
-# -----
-# Flags go on a FLAGS: line and are space-separated. Valid flags are:
-# "no_rotate": Normally, the dungeon builder can, at its whim, rotate your
-# vault. This flag tells it, "hey, don't do that to my vault!"
-# "no_hmirror": Like no_rotate, but for horizontal mirroring.
-# "no_vmirror": Like no_rotate, but for vertical mirroring.
-#
-# SHUFFLE:
-# -------
-# This allows you to randomly permute glyphs on the map. There are two ways:
-# SHUFFLE: 123w (i.e. list of glyphs, NOT slash-separated)
-# could, for example, swap all occurences of "1" with "2",
-# as well as swapping all "3" with "w" (or any other of the 23
-# possibilities).
-# SHUFFLE: 12/3w (i.e. list of slash-separated blocks of same size)
-# will either do nothing or swap all "1" with "3" and then also
-# swap "2" with "w" everywhere.
-#
-# Several SHUFFLE: lines can be used, and mixed with SUBST:, and the shuffles
-# and substitutions will be applied in order. You can also put multiple
-# SHUFFLEs on one line, comma-separated. Shuffles cannot use , or /. All spaces
-# are stripped before shuffling.
-#
-# SUBST:
-# ------
-# The SUBST: directive allows you to specify a placeholder symbol that is
-# replaced with a random glyph from a set. For instance:
-# SUBST: ? = TUV
-# will replace occurrences of ? with one of TUV.
-# SUBST: ? = T U V
-# does the same thing - whitespace is not significant.
-# SUBST: ? = T:20 U V
-# makes T twice as likely to be used as U or V (the default weight
-# is 10). Note that there has to be at least one space before and after
-# T:20 and that whitespace in T:20 is not permitted.
-# SUBST: ? : TUV
-# replaces occurrences of ? with one of TUV, and guarantees that all
-# occurrences of ? will get the same replacement symbol.
-#
-# The placeholder and replacement symbols can be any non-space, printable
-# character, including : and =, apart from commas - "SUBST: = = +=:123def" is
-# valid.
-#
-# SUBST: lines can safely replace symbols with themselves:
-#
-# SUBST: w = wW
-#
-# Multiple SUBST: lines can be used, and mixed with SHUFFLE:, and will be
-# applied in order. Multiple substitutions can be performed on one line, using
-# commas.
-#
-# KFEAT:
-# -----
-# The KFEAT: directive allows you to specify a placeholder symbol that is
-# replaced with another symbol, named feature, trap, or shop. Eg.:
-#
-# KFEAT: Z = C / needle trap / antique armour shop / altar of Zin
-#
-# Replaces occurrences of Z with C (random altar), a needle trap, an
-# antique armour shop, or an altar of Zin. Different instances of Z may
-# receive different replacements. To force a single replacement for all Z,
-# use:
-#
-# KFEAT: Z : C / needle trap / antique armour shop
-#
-# You'll notice that 'Z' is the symbol of the Orb of Zot. Kxxx directives
-# allow you to assign arbitrary definitions to any symbol.
-#
-# The placeholder used by KFEAT can be shared by KITEM and KMONS. See below.
-# If the placeholder is shared, all defined Kxxxx operations for the
-# placeholder are performed.
-#
-# KMONS:
-# -----
-# KMONS: allows you to specify a placeholder symbol that indicates the
-# position of a monster (or monsters).
-#
-# KMONS: ? = orc priest / deep elf priest
-#
-# Using KMONS: allows you to exceed the 7 slot limit for monsters. It is also
-# useful if you want to place a monster on a non-floor square (used in
-# association with a KFEAT:). Eg:
-#
-# KFEAT: Z = W
-# KMONS: Z = rat
-#
-# (Places a rat on a shallow water square for all occurrences of Z.)
-#
-# KITEM:
-# -----
-# KITEM: places the specified item at all occurrences of the placeholder. It
-# can be combined with KFEAT and KMONS for the same placeholder. Eg:
-#
-# KITEM: ? = potion of healing / potion of restore abilities
-#
-#
-# Note that a lot of the vaults are in there mainly to add some
-# interest to the scenery, and are not the lethal treasure-fests you
-# find in Angband (not that there's anything wrong with that)
-#
-# Guidelines for creating new vault maps:
-# ---------------------------------------
-#
-# If your map is not a minivault or a floating vault, make sure the side(s)
-# forming the border have a rock wall padding at least 6 deep. For instance,
-# if your map is ORIENT: north, you must have a 6 deep border of rock wall
-# (or any other kind of wall) along the northern, eastern, and western edges
-# of the map. If you're doing a fullscreen map (encompass), you must pad all
-# around the map with 6 layers of wall. For ORIENT: encompass maps, you
-# don't need to explicitly include the padding provided you make the map
-# small enough that the padding can be provided automatically.
-#
-# You do not have to place all of the stairs unless the level is full screen,
-# in which case you must place all except the extra stairs (> and <). The <>
-# stairs can be put anywhere and in any quantities but do not have to be
-# there. Any of the other stairs which are not present in the vault will be
-# randomly placed outside it. Also generally try to avoid rooms with no exit.
-#
-# You can use the templates below to build vaults. The entry point '@' must
-# be present (except full-screen vaults where it must not and orient:float
-# maps, where it is optional - the builder will randomly convert '.' spaces
-# on edges to entry points if needed) and be on an edge of the vault.
-#
-# Minivaults are handled very differently from regular vaults and special
-# levels. They're placed *after* normal map generation, whereas normal
-# vaults are placed before generating the rest of the level. There's no way
-# to guarantee generation of a minivault on a particular level, whereas
-# vaults can be forced to appear using a PLACE: attribute.
-#
-# I think that's all. Have fun!
-#
###############################################################################
-
-# Set the default depth for vaults.
-default-depth: 12-26
+# vaults.des - entry vaults, random vaults, minivaults, pan vaults
+# (entries for branches should go to splev.des,
+# some entry vaults are better put in tricky.des or asciiart.des)
+###############################################################################
##############################################################################
# Entry vaults
@@ -300,16 +13,17 @@ NAME: lemuel_entry_001
TAGS: entry
ORIENT: float
SHUFFLE: {[
+SUBST: !:cvxGT
FLAGS: no_rotate
MAP
xxxxxx.@.xxxxxx
-xxxxxx.x.xxxxxx
+xxxxxx.!.xxxxxx
xxxxxx...xxxxxx
-xxxxxx.x.xxxxxx
+xxxxxx.!.xxxxxx
xxxxxx...xxxxxx
-xxxxxx.x.xxxxxx
+xxxxxx.!.xxxxxx
xxxxxx...xxxxxx
-xxxxxx.x.xxxxxx
+xxxxxx.!.xxxxxx
xxxxxx...xxxxxx
xxxxxx...xxxxxx
x.............x
@@ -326,25 +40,26 @@ ENDMAP
NAME: lemuel_entry_002
TAGS: entry
ORIENT: float
-SHUFFLE: {[
+SHUFFLE: {[, abc
+SUBST: a=+, b=x, c=x
MAP
......x@x......
-....xxx.xxx....
+....xax.xcx....
...xx.....xx...
-..xx.......xx..
+..xb.......bx..
.xx.........xx.
-xx...........xx
+xc...........ax
x.............x
x......{......x
x.....[.(.....x
x......<......x
x.............x
xx...........xx
-.xx.........xx.
+.xc.........bx.
..xx.......xx..
-...xx.....xx...
+...xa.....xc...
....xx...xx....
-.....xx.xx.....
+.....bx.xa.....
......x@x......
ENDMAP
@@ -381,21 +96,22 @@ ENDMAP
NAME: lemuel_entry_004
TAGS: entry
ORIENT: float
-SHUFFLE: {[
+SHUFFLE: {[, '?!
+SUBST: ':.+, ?:x, !:x
MAP
xxxxxxxxxxx@xxxxxx
xxxxxxxxxxx.xxxxxx
xx..............xx
xx..............xx
-xx..xx.xxxxxxx..xx
-xx..x.......(x..xx
-xx...........x...@
-xx..x........x..xx
+xx..xx!?'xxxxx..xx
+xx..'.......(x..xx
+xx..!........x...@
+xx..?........x..xx
xx..x...{....x..xx
-xx..x........x..xx
-@...x...........xx
-xx..x[.......x..xx
-xx..xxxxxxx.xx..xx
+xx..x........?..xx
+@...x........!..xx
+xx..x[.......'..xx
+xx..xxxxx'?!xx..xx
xx..............xx
xx..............xx
xxxxxx.xxxxxxxxxxx
@@ -409,7 +125,7 @@ NAME: lemuel_entry_005_a
TAGS: entry no_monster_gen
ORIENT: float
SHUFFLE: {[(
-CHANCE: 5
+CHANCE: 3
MAP
xxxxxxxxxxxxxxxxxxx
xxxxx{...(...[xxxxx
@@ -428,13 +144,13 @@ xxxxx.........xwwwx
xxxxx.........xxwwx
xxxxx.........xxxwx
xxxxx.........xxxxx
-xxxxx.........xxxxx
+xxxxx....@....xxxxx
ENDMAP
NAME: lemuel_entry_005_b
TAGS: entry no_monster_gen
ORIENT: float
-CHANCE: 5
+CHANCE: 7
SHUFFLE: {[(, XYZ
SUBST: X=W, Y=w, Z=w
MAP
@@ -455,7 +171,7 @@ xxxxx.........xwwwx
xxxxx.........xxwwx
xxxxx.........xxxwx
xxxxx.........xxxxx
-xxxxx.........xxxxx
+xxxxx....@....xxxxx
ENDMAP
##############################################################################
@@ -484,7 +200,7 @@ xxxxxx..??xxxxxxxxx
xxxxxx?x.xxxxxxxxxx
xxxxxxx?.?xxxxxxxxx
xxxxxxxx..?xxxxxxxx
-xxxxxxxxxx.xxxxxxxx
+xxxxxxxxxx@xxxxxxxx
ENDMAP
##############################################################################
@@ -493,7 +209,7 @@ ENDMAP
NAME: lemuel_entry_007_funnel
TAGS: entry no_monster_gen
ORIENT: float
-SUBST: c : x.
+SUBST: c : x.c
MAP
xxxxxxxxxxxxxxx
x{.....(.....[x
@@ -510,7 +226,7 @@ xxxxxx...xxxxxx
xxxxxx...xxxxxx
xxxxxx...xxxxxx
xxxxxx+++xxxxxx
-xxxxxx...xxxxxx
+xxxxxx.@.xxxxxx
ENDMAP
##############################################################################
@@ -542,9 +258,9 @@ xxxxxxx..2.....xxxx
xxxxxxx..2..22xxxxx
xxx.........xxxxxxx
xx..xx......xxxxxxx
-...xxxxx.....xxxxxx
+@..xxxxx.....xxxxxx
xxxxxxxxxx....xxxxx
-xxxxxxxxxxxx...xxxx
+xxxxxxxxxxxx.@.xxxx
ENDMAP
###################################
@@ -677,15 +393,14 @@ xxxxx..{..xxxxx
xxxx(.....[xxxx
xxxx.......xxxx
xxxx.......xxxx
-xxxx.......xxxx
xxxx..lll..xxxx
xxxx.lllll.xxxx
xxxx.ll%ll.xxxx
+xxxx.ll>ll.xxxx
xxxx.ll%ll.xxxx
xxxx.lllll.xxxx
xxxx..lll..xxxx
xxxx.......xxxx
-xxxx.......xxxx
xxx.........xxx
x.............x
x@.....@.....@x
@@ -1183,8 +898,9 @@ ENDMAP
################################################################
# Circular labyrinths
-NAME: david_entry_011_lab
+NAME: david_entry_011_a
TAGS: entry no_monster_gen
+CHANCE: 3
FLAGS: no_rotate
SHUFFLE: {[(
ORIENT: float
@@ -1214,11 +930,9 @@ xxxxxxxxxxx...........xxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-########################################
-# Another circular labyrinth
-
-NAME: david_entry_012_lab
+NAME: david_entry_011_b
TAGS: entry no_monster_gen
+CHANCE: 1
FLAGS: no_rotate
ORIENT: float
SHUFFLE: {[(
@@ -1248,40 +962,87 @@ xxxxxxxxxxx...........xxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-########################################
-# Circular labyrinth episode III
-
-NAME: david_entry_013_lab
+NAME: david_entry_011_c
TAGS: entry no_monster_gen
+CHANCE: 6
FLAGS: no_rotate
ORIENT: float
-SHUFFLE: {[(
+SHUFFLE: {[(, ab, cd, ef, gh, ij, kl, mn
+SUBST: a=., c=., e=., g=., i=., k=., m=.
+SUBST: b=x, d=x, f=x, h=x, j=x, l=x, n=x
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
-xxxxxxxxxxx.....x.....xxxxxxxxxxx
-xxxxxxxx........x........xxxxxxxx
+xxxxxxxxxxx.....h.....xxxxxxxxxxx
+xxxxxxxx........h........xxxxxxxx
xxxxx.......xxxxxxxxx.......xxxxx
xxxx.....xxxx.......xxxx.....xxxx
xxx....xxx.............xxx....xxx
-xx....xx.....xxxxxxx...........xx
-xx.........xxx.....xxx....xx...xx
-x....xxxxxxx.........xx....x....x
+xx....xx.....xxxxxxx.....gg....xx
+xx....i....xxx.....xxx....xx...xx
+x....xxxxjjx.........xx....x....x
x...xx........xxxxx...xx...xx...x
-x...x....xxxxxx...xx...x....x...x
-x...x....x.....[{(.....xxxxxx...x
-x...x....x...xx...xx...x........x
-x...xx...xx...xxxxx...xx...xxxxxx
-x.........xx...x.....xx....x.....
+x...x....xlllxx...xx...x....x...x
+x...x....x...k.[{(.m...xffffx...x
+x...x....x...xx...xx...x....e...x
+x...xx...xx...xxnxx...xx...xxxxxx
+x....c....xx...x.....xx....x.....
xx...xx....xxx.x...xxx....xx....@
xx....xx.....xxxxxxx.....xx......
-xxx....xxx.....x.......xxx....xxx
-xxxx.....xxxx..x....xxxx.....xxxx
-xxxxx.......xxxxx.xxx.......xxxxx
-xxxxxxxx.......x.........xxxxxxxx
-xxxxxxxxxxx....x......xxxxxxxxxxx
+xxx....xxx.....d.......xxx....xxx
+xxxx.....xxxx..d....xxxx.....xxxx
+xxxxx.......xxxxxaxxx.......xxxxx
+xxxxxxxx.......b.........xxxxxxxx
+xxxxxxxxxxx....b......xxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
+
+#####################################################################
+# Three rhombi
+
+NAME: david_entry_012
+TAGS: entry no_monster_gen
+SHUFFLE: WYZ{/wyz(
+SUBST: Z=x, Y=x, W=@, C==+x
+SUBST: z=@, y=+, w=x
+MAP
+xxxZxxxxxxxxxx
+xxxYxxxxxxxxxx
+xxx.xxxx.xxxxx
+xx...xx.x+xxxx
+x..{..+xx.xxxx
+xx...xxx...xxx
+xxx.xxx.....xx
+xxxCxx...(...W
+xxx.xxx.....xx
+xx...xxx...xxx
+x..[..+xx.xxxx
+xx...xx.x+xxxx
+xxx.xxxx.xxxxx
+xxxxxxxxxxxxxx
+ENDMAP
+
+#####################################################################
+# A shrine (no altar)
+
+NAME: david_entry_013
+TAGS: entry no_monster_gen no_pool_fixup
+SHUFFLE: AB/CD, lw
+SUBST: A=@, B=+, C=x, D=l
+MAP
+xxxxxxxxCxxxxxxxx
+xlllllllDlllllllx
+xlllll.....lllllx
+xll....WWW....llx
+xl...WWW.WWW...lx
+AB..WWW.{..WW..lx
+xl...WWW.WWW...lx
+xll....WWW....llx
+xlllll.....lllllx
+xlllllllllllllllx
+xxxxxxxxxxxxxxxxx
+ENDMAP
+
#####################################################################
# Cavernosity
@@ -1686,6 +1447,7 @@ MONS: kobold, hobgoblin / goblin / giant bat
ITEM: stone, dart
ORIENT: float
FLAGS: no_rotate
+SUBST: w : w l:1
MAP
xxxxxxxxxxxxx..........@
xxxxxwwwwwwww2..........
@@ -1705,8 +1467,9 @@ ENDMAP
##############################################################################
# The humble fractal
-NAME: david_entry_017_fractal
+NAME: david_entry_017_a
TAGS: entry no_monster_gen
+CHANCE: 2
ORIENT: float
FLAGS: no_rotate
KFEAT: X = teleport trap
@@ -1739,6 +1502,21 @@ xx....................G.x
xxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
+NAME: david_entry_017_b
+TAGS: entry no_monster_gen
+ORIENT: float
+CHANCE: 8
+SHUFFLE: cv
+MAP
+x@xxxxxxxxxxxxxxxxxxxx@x
+x......................x
+x.cccccc......cccccc...x
+x......................x
+x.vv..vv......vv..vv...x
+x......................x
+xxxxxxxxxx{}xxxxxxxxxxxx
+ENDMAP
+
##############################################################################
# Painted rooms 1
@@ -1846,7 +1624,8 @@ NAME: david_022_central
TAGS: entry
MONS: gnoll, jackal, worm
ORIENT: float
-SHUFFLE: {[(<, 123
+SHUFFLE: {[(<, 0123, @ABC
+SUBST: A=@x, B=@x, C=@x
MAP
xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx
xxxxxxxxxxx...........xxxxxxxxxxx
@@ -1860,7 +1639,7 @@ xx..xxxxx......xxx......xxxxx..xx
xx.xxxxx......xx1xx......xxxxx.xx
x..xxxx......xx.%.xx......xxxx..x
x.xxxx......xx.....xx......xxxx.x
-@.......(..xx1%.}.%1xx..[.......@
+A.......(..xx1%.}.%1xx..[.......C
x.xxxx......xx.....xx......xxxx.x
x..xxxx......xx.%.xx......xxxx..x
xx.xxxxx......xx1xx......xxxxx.xx
@@ -1872,7 +1651,7 @@ xxxxxx..xxxxx...{...xxxxx..xxxxxx
xxxxxxx...xxxx.....xxxx...xxxxxxx
xxxxxxxxx...xxx...xxx...xxxxxxxxx
xxxxxxxxxxx...........xxxxxxxxxxx
-xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx
+xxxxxxxxxxxxxxxxBxxxxxxxxxxxxxxxx
ENDMAP
##############################################################################
@@ -2198,7 +1977,6 @@ TAGS: entry no_monster_gen
MONS: generate_awake jelly
ITEM: dart
ORIENT: float
-KFEAT: X = teleport trap
SHUFFLE: {[(
MAP
xxxxxxxxxxxxxxxxxxxxx....@.....
@@ -2207,7 +1985,7 @@ xxx............xxxxxx..........
xx................xxxxxxxxxxxxx
xx....vvvv.......xx.....xxxxxxx
.....vv1dvvv.....x...{.....xxxx
-@....vddd+Xvv................xx
+@....vdddd>vv................xx
.....vvddvvv...x....vvv.......x
xxx...vvvvv...xx...vvvvv..(...x
xxx..........xx....vvvvv.....xx
@@ -2225,12 +2003,11 @@ NAME: david_028_sounds_drone
TAGS: entry no_monster_gen
MONS: generate_awake boring beetle
FLAGS: no_rotate
-KFEAT: X = teleport trap
ORIENT: float
SHUFFLE: {[(<
MAP
xxx.....@....ccccc....@.....xxx
-xx...........cxXxc...........xx
+xx...........cx>xc...........xx
x............cxxxc............x
.............cxxxc.............
.............cxxxc.............
@@ -2238,7 +2015,7 @@ x............cxxxc............x
.............cxxxc.............
ccccccccccccccxxxcccccccccccccc
cxxxxxxxxxxxxxxxxxxxxxxxxxxxxxc
-cXxxxxxxxxxxxxx1xxxxxxxxxxxxxXc
+c>xxxxxxxxxxxxx1xxxxxxxxxxxxx>c
cxxxxxxxxxxxxxxxxxxxxxxxxxxxxxc
ccccccccccccccxxxcccccccccccccc
.............cxxxc.............
@@ -2246,7 +2023,7 @@ ccccccccccccccxxxcccccccccccccc
.............cxxxc.............
.............cxxxc.............
x............cxxxc............x
-xx...........cxXxc...........xx
+xx...........cx>xc...........xx
xxx.....@....ccccc....@.....xxx
ENDMAP
@@ -2257,7 +2034,7 @@ NAME: david_entry_029
TAGS: entry
ORIENT: float
SHUFFLE: [{
-SUBST: ':'.x, '=.x
+SUBST: ' : . x ':40, '=.x
MAP
xxxxxxxxxxxxxxxxxxxxx
xxxxx''xx''''''xx''xx
@@ -2287,7 +2064,7 @@ NAME: david_entry_030
TAGS: entry
ORIENT: float
SHUFFLE: {[(
-SUBST: ':'.x, '=.x
+SUBST: ' : . x ':40, '=.x
MAP
xxxxxxx'.@.'xxxxx
xxxxxx'..'...'xxx
@@ -2315,7 +2092,8 @@ TAGS: entry no_monster_gen
ORIENT: float
MONS: goblin, rat, giant bat
SHUFFLE: {[(
-SUBST: ?:?.w, ?=.w, ':'.x, '=.x
+SUBST: ? : . w ?:40, ' : . x ':40
+SUBST: ? = . w, ' = . x
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxx?xx1.'xxxxxxxx'.33x
@@ -2343,7 +2121,8 @@ NAME: david_entry_032
TAGS: entry no_monster_gen
ORIENT: float
SHUFFLE: {[(
-SUBST: ?:?.w, ?=.w, ':'.x, '=.x
+SUBST: ? : . w ?:40, ' : . x ':40
+SUBST: ? = . w, ' = . x
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxx
xwwwwwwwww?......'''....''.
@@ -2412,7 +2191,7 @@ NAME: david_entry_034
TAGS: entry
ORIENT: float
SHUFFLE: {[(, +'
-SUBST: ':'x+, '=x+
+SUBST: ' : x + ':40, '=x+
MAP
xxxxxxx.@.xxxxxxx
x.....x...x.....x
@@ -2759,7 +2538,7 @@ NAME: david_entry_042
TAGS: entry
ORIENT: float
SHUFFLE: {[(
-SUBST: ':'.x, '=x.
+SUBST: ' : . x ':40, '=x.
MAP
xxxx@xxxxxxxxx
xxxx.xxxx...xx
@@ -2786,7 +2565,7 @@ NAME: david_entry_043
TAGS: entry
ORIENT: float
SHUFFLE: {[(
-SUBST: ':'.x, '=x., ":".c, "=.c
+SUBST: ' : . x ':40, '=x., " : . c ":40, "=.c
MAP
xxxxxxxxxxxxxxxxxxxxxxxx
xxxxx.....xxxxxxxxxxxxxx
@@ -2831,7 +2610,7 @@ ORIENT: float
CHANCE: 5
SHUFFLE: {[(
MAP
-xxxxxx..xxx
+xxxxxx@.xxx
x(.xx..xxxx
x..x...+..x
x..x..xx.[x
@@ -2840,7 +2619,7 @@ x=xx..xxxxx
x%x..xxxxxx
xxx..x...{x
xx...+....x
-xx..xxxxxxx
+xx.@xxxxxxx
ENDMAP
NAME: david_entry_045_b
@@ -2849,7 +2628,7 @@ ORIENT: float
CHANCE: 5
SHUFFLE: {[(
MAP
-xxxxxx..xxx
+xxxxxx@.xxx
x(.xx..xxxx
x..x...+..x
x..x..xx.[x
@@ -2858,7 +2637,7 @@ xxxx..xxxxx
x%=..xxxxxx
xxx..x...{x
xx...+....x
-xx..xxxxxxx
+xx.@xxxxxxx
ENDMAP
##############################################################################
@@ -2869,7 +2648,7 @@ TAGS: entry
ORIENT: float
SHUFFLE: {[(
MAP
-xx.(..x..xx.
+xx.(.@x..xx@
xx...xx...=.
.....xxx..xx
....xxx...x.
@@ -2879,7 +2658,7 @@ x..xxx...xx.
..xxx.{.xxx.
..xx....xx..
.xxxx..xx...
-xxx....xx..[
+xxx....xx@.[
ENDMAP
##############################################################################
@@ -3159,7 +2938,7 @@ MAP
..xxxx.........xxxx..
..xxxxxxxx+xxxxxxxx..
.....................
-.....................
+....................@
ENDMAP
##############################################################################
@@ -3245,7 +3024,7 @@ MAP
.......cc..........cc.........
..f....cc....cc....cc......}..
.............cc...............
-..............................
+.............................@
ENDMAP
NAME: david_entry_056_b
@@ -3270,7 +3049,7 @@ MAP
.....cc............cc.....
............cc............
............cc............
-..........................
+.........................@
ENDMAP
##############################################################################
@@ -3279,14 +3058,15 @@ ENDMAP
NAME: david_entry_057_a_altar
TAGS: entry
ORIENT: float
-SHUFFLE: {[
+SHUFFLE: {[AB
MONS: gnoll / orc priest, large zombie / giant beetle
-CHANCE: 2
+SUBST: A=., B=.
+CHANCE: 3
MAP
-@.............@
+@....B........@
..............[
..xxxxxxxxxxxxx
-..xcccccccccccx
+A.xcccccccccccx
..xcclllc.2..cx
..xcllllc....cx
..xcl...c1...cx
@@ -3301,18 +3081,19 @@ ENDMAP
NAME: david_entry_057_b_altar
TAGS: entry
ORIENT: float
-SHUFFLE: {[
+SHUFFLE: {[AB
+SUBST: A=., B=.
MONS: gnoll / orc priest, large zombie / giant beetle
-CHANCE: 2
+CHANCE: 3
MAP
-@.............@
+@...B.........@
..............[
..xxxx=xxxxxxxx
..xccc=cccccccx
..xcclllc.2..cx
..xcllllc....cx
..xcl...c1...cx
-..xcl>C.x....cx
+.Axcl>C.x....cx
..xcl...c....cx
..xcllllc....cx
..xcclllc...]cx
@@ -3323,17 +3104,18 @@ ENDMAP
NAME: david_entry_057_c_altar
TAGS: entry
ORIENT: float
-SHUFFLE: {[
+SHUFFLE: {[AB
+SUBST: A=., B=.
MONS: gnoll / orc priest, large zombie / giant beetle
CHANCE: 2
MAP
-@.............@
+@.....B.......@
..............[
..xxxxxxxxxxxxx
..xcccccccccccx
..xcclllc.2..cx
..xcllllc....cx
-..xcl...c1...cx
+.Axcl...c1...cx
..xcl.C.=....cx
..xcl...c....cx
..xcllllc....cx
@@ -3345,38 +3127,17 @@ ENDMAP
NAME: david_entry_057_d_altar
TAGS: entry
ORIENT: float
-SHUFFLE: {[
+SHUFFLE: {[AB
+SUBST: A=., B=.
MONS: gnoll / orc priest, large zombie / giant beetle
CHANCE: 2
MAP
-@.............@
+@......A......@
..............[
..xxxxxxxxxxxxx
..xcccccccccccx
..xcclllc.2..cx
-..xcllllc....cx
-..xcl...c1...cx
-..xcl.C.=....cx
-..xcl...c....cx
-..xcllllc....cx
-..xcclllc...]cx
-..xcccccccccccx
-@{xxxxxxxxxxxxx
-ENDMAP
-
-NAME: david_entry_057_e_altar
-TAGS: entry
-ORIENT: float
-SHUFFLE: {[
-MONS: gnoll / orc priest, large zombie / giant beetle
-CHANCE: 2
-MAP
-@.............@
-..............[
-..xxxxxxxxxxxxx
-..xcccccccccccx
-..xcclllc.2..cx
-..xcllllc....cx
+B.xcllllc....cx
..xcl...c1...cx
..xcl>T.x....cx
..xcl...c....cx
@@ -3560,7 +3321,7 @@ TAGS: entry
CHANCE: 4
ORIENT: float
MAP
-.....
+@....
.xxx.
.+{+.
xxxxx
@@ -3571,7 +3332,7 @@ TAGS: entry
CHANCE: 4
ORIENT: float
MAP
-.....
+@....
.xxx.
.+{+.
.xxx.
@@ -3598,7 +3359,7 @@ TAGS: entry
CHANCE: 3
ORIENT: float
MAP
-.......
+@......
.xxxxx.
.x...x.
.+.{.+.
@@ -3611,7 +3372,7 @@ TAGS: entry
CHANCE: 3
ORIENT: float
MAP
-....xx
+@...xx
.xx+xx
.x...x
.+.{.+
@@ -3624,12 +3385,12 @@ TAGS: entry
CHANCE: 3
ORIENT: float
MAP
-.xxxxxx
+@xxxxxx
.xxxxxx
.x...xx
.+.{.+.
xx...x.
-xxxxxx.
+xxxxxx@
ENDMAP
##############################################################################
@@ -3641,7 +3402,7 @@ CHANCE: 4
ORIENT: float
MAP
xxxxx
-..{..
+..{.@
xxxxx
ENDMAP
@@ -3653,7 +3414,7 @@ SHUFFLE: vcb
MAP
xxxxx
xvvvx
-.({[.
+.({[@
xvvvx
xxxxx
ENDMAP
@@ -3664,7 +3425,7 @@ CHANCE: 3
ORIENT: float
MAP
xxxx
-x{..
+x{.@
xxxx
ENDMAP
@@ -3705,7 +3466,7 @@ MAP
...wwwwwwwwwwwwwwwwwwwwwww...
...wwwwwwwwwwwwwwwwwwwwwww...
.............................
-.............................
+............................@
ENDMAP
##############################################################################
@@ -3966,7 +3727,7 @@ b..........aaa.....b
b..........aaa.....b
b..........aaa...d.b
b...................
-bbbbbbbbbbbbbbbbbb..
+bbbbbbbbbbbbbbbbbb.@
ENDMAP
##############################################################################
@@ -3997,7 +3758,7 @@ b...ccc.ccc.ccc.c...bbbbbbb
b...................bbbbbbb
b....d..............bbbbbbb
b...................bbbbbbb
-bbbb...bbbbbbbbbbbbbbbbbbbb
+bbbb.@.bbbbbbbbbbbbbbbbbbbb
ENDMAP
##############################################################################
@@ -4018,7 +3779,7 @@ cccccccccccccccccccccc+ccccc
c..........................c
c.d........................c
c..........................c
-c...cccccccccccccccccccccccc
+c.@.cccccccccccccccccccccccc
ENDMAP
##############################################################################
@@ -4044,7 +3805,7 @@ c...xxxxxxxxx.xxxxxxxxxx........c
c...............................c
c...............................c
c................................
-ccccccccccccccccccccccccccccccc..
+ccccccccccccccccccccccccccccccc.@
ENDMAP
##############################################################################
@@ -4058,7 +3819,7 @@ SHUFFLE: bc
MAP
bbbccccccccccccccccccccccccccccccccccccccccccccc
b{b........................................+..+.
-b[+........................................+..+.
+b[+........................................+..+@
b(b........................................+..+.
bbbccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP
@@ -4074,22 +3835,22 @@ FLAGS: no_rotate no_hmirror no_vmirror
SHUFFLE: {[(<
SHUFFLE: cx
MAP
-cccccccccccccccc..cccccccccccccccccc
+cccccccccccccccc@@cccccccccccccccccc
c..................................c
c...x...............xx.............c
c..xxxxxx..........xxxxxxxx........c
c.xxxxxxxx.........xxxxxxxxxxx.....c
c..xxxxxxxx.........xxxxxxxxxxxx...c
c.....xxxx..............xxxxxxxxx..c
-.......xx........[<..........xxxxx..
-.......xxx.......({............xxx..
+@......xx........[<..........xxxxx.@
+@......xxx.......({............xxx.@
c.......xxx.....................xx.c
c.......xxx.....................xx.c
c........xxx...........xxxxxxxxxxx.c
c........xxx..........xxxxxxxxxxx..c
c.........xx.........xxxxxxxxxxx...c
c..................................c
-cccccccccccccccc..cccccccccccccccccc
+cccccccccccccccc@@cccccccccccccccccc
ENDMAP
##############################################################################
@@ -4185,7 +3946,7 @@ NAME: matt_entry_004
TAGS: entry
ORIENT: float
SHUFFLE: {[(
-SUBST: ':'.x, '=x.
+SUBST: ':.x':40, '=x.
MAP
xxxxxxx@xxxxxxxxxxxxx@xxxxxxx
x....x..'.x.................x
@@ -4373,7 +4134,7 @@ MONS: rat, goblin, giant bat, kobold
ITEM: sausage / beef jerky, nothing, nothing
SHUFFLE: {[(, 234, ef~
MAP
-xxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxx
+xxxxxxxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxxxxx
xxxxxxxxxxxxxxxx.xxxxxxxxxxx.xxxxxxxxxxxx
xxxxxxxxxxxxxxx...xxxxxxxxx...xxxxxxxxxxx
@@ -4385,7 +4146,7 @@ xxxxxxxxxx.xxx.....xxx.xxx.....xxx.xxxxxx
xxxxxxxxx...xxx...xxx...xxx...xxx...xxxxx
xxxxxxxx.....xxx.xxx.....xxxexxx.....xxxx
xxxxxxx.......xx+xx..1.1..xx+xx.......xxx
-xxxxxx....[....+.+...1d....+.+~...3....+.
+xxxxxx....[....+.+...1d....+.+~...3....+@
xxxxxxx.......xx+xx...1...xx+xx.......xxx
xxxxxxxx.....xxx.xxx.....xxxfxxx.....xxxx
xxxxxxxxx...xxx...xxx...xxx...xxx...xxxxx
@@ -4397,7 +4158,7 @@ xxxxxxxxxxxxxx.....xxxxxxx.....xxxxxxxxxx
xxxxxxxxxxxxxxx...xxxxxxxxx...xxxxxxxxxxx
xxxxxxxxxxxxxxxx.xxxxxxxxxxx.xxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxxxxx
-xxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxx
+xxxxxxxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxx
ENDMAP
##############################################################
@@ -4428,7 +4189,7 @@ xxx...xxcccccccccccccccccccc(....cx
xxx.x..+...................+.....cx
xc...x.cccccccccccccccc=cccc.....cx
xccx.xccxxxxxxxxxxxxxxxdxxxcccccccx
-xxxx.xxxxxxxxxxxxxxxxxx=xxxxxxxxxxx
+xxxx@xxxxxxxxxxxxxxxxxx=xxxxxxxxxxx
ENDMAP
##############################################################
@@ -4464,8 +4225,9 @@ NAME: entry_elethiomel_005_a
TAGS: entry no_monster_gen
ORIENT: float
MONS: rat / nothing, hobgoblin / goblin / nothing
-SHUFFLE: {[(, '"/AB, !?/CD
-SUBST: ':., ":=, A:x, B:x, !:., ?:=, C:x, D:x
+SHUFFLE: {[(, '"XY/ABVW, !?/CD
+SUBST: ':., ":=, A:x, B:x, !:., ?:=, C:x, D:x, V=x, W=x, Y=@x
+KFEAT: X = teleport trap / floor
MAP
xxxxxxxxxx@xxxxxxxxxx
xxxxxxxxxx.xxxxxxxxxx
@@ -4476,7 +4238,7 @@ xc%.2.cc.....cc11.$cx
xc%.2.=..G.G..=11..cx
xc%...cc.....cc11.$cx
xxcccccc.....ccccccxx
-''''''"..G.G..?!!!!!!
+YX''''"..G.G..?!!!!!!
xxcccccc.....ccccccxx
xxxxxxcG.....Gcxxxxxx
xxxxxxc.[.{.(.cxxxxxx
@@ -4488,9 +4250,9 @@ NAME: entry_elethiomel_005_b
TAGS: entry no_monster_gen
ORIENT: float
MONS: rat / nothing, hobgoblin / goblin / nothing
-SHUFFLE: {[(, '"/AB, !?/CD
-SUBST: ':., ":=, A:x, B:x, !:., ?:=, C:x, D:x
-KFEAT: X = teleport trap
+SHUFFLE: {[(, '"/AB, !?XY/CDVW
+SUBST: ':., ":=, A:x, B:x, !:., ?:=, C:x, D:x, Y=@x, V=x, W=x
+KFEAT: X = teleport trap / floor
MAP
xxxxxxxxxx@xxxxxxxxxx
xxxxxxxxxx.xxxxxxxxxx
@@ -4501,7 +4263,7 @@ xc%.2.cc.....cc11.$cx
xcX.2.c..G.G..c11.Xcx
xc%...cc.....cc11.$cx
xxcccccc.....ccccccxx
-''''''"..G.G..?!!!!!!
+''''''"..G.G..?!!!!XY
xxcccccc.....ccccccxx
xxxxxxcG.....Gcxxxxxx
xxxxxxc.[.{.(.cxxxxxx
@@ -4519,14 +4281,14 @@ SHUFFLE: {[(, XY/AB
KFEAT: X = teleport trap
SUBST: Y=x, A=., B==
MAP
-xxxxxxx.xxxxxxx...xxxxxxx
+xxxxxxx@xxxxxxx.@.xxxxxxx
xxxxxxx.xxxxxx...xxxxxxxx
xxxxxxx.xxxxx...xxxxxxxxx
-xxxxx...xxxx...xxxxxxxxxx
+xxxxx....xxx...xxxxxxxxxx
xxxxx{....x...xxxxxxxxxxx
xxxxx........xxxxxxxxxxxx
x].XY........xxxxxxxxxxxx
-xxxxx.[..................
+xxxxx.[.................@
xxxxx.......(.xxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
@@ -4565,14 +4327,14 @@ ORIENT: float
FLAGS: no_rotate
SHUFFLE: {[(
MAP
-xxxxxxxxxxxxxxx.xxxxxxxxx
+xxxxxxxxxxxxxxx@xxxxxxxxx
xxxxxbbbbxxxxxx.xxxxxxxxx
xxbbbb..bxxxxxx.xxxxxxxxx
xbb.....bbxxxxx.xxxbbbxxx
xb...{...bbxxxx.xbbb.bbxx
xbbb......bbbbb.bb....bbx
xxxbbbb.......bb.......bx
-.......bb..........[...bx
+@......bb..........[...bx
xxxxxxxbb.....bb.......bx
xxxxbbbb......bbbbbbbb.bx
xxbbb......bbb.xxxxxxbbbx
@@ -4580,7 +4342,7 @@ xxb....(..bbxx.xxxxxxxxxx
xxbbb.....bxxx.xxxxxxxxxx
xxxxbbb...bxxx.xxxxxxxxxx
xxxxxxbbbbbxxx.xxxxxxxxxx
-xxxxxxxxxxxxxx.xxxxxxxxxx
+xxxxxxxxxxxxxx@xxxxxxxxxx
ENDMAP
##############################################################
@@ -4595,25 +4357,28 @@ xxxxx.xxxxxx.xxxxx
xxxxx.xxxxxx.xxxxx
xxxxx..xxxx..xxxxx
xxxxx..xxxx..xxxxx
-x.................
+x................@
xxx...x.xx.x...xxx
xxxxx..x..x..xxxxx
xxxxx.x.<{.x.xxxxx
xxxxx.x.[(.x.xxxxx
xxxxx.xx..x..xxxxx
xxx...x.xx.x...xxx
-x.................
+x................@
xxxxx..xxxx..xxxxx
xxxxx..xxxx..xxxxx
xxxxx.xxxxxx.xxxxx
xxxxx.xxxxxx.xxxxx
-xxxxx.xxxxxx.xxxxx
+xxxxx@xxxxxx@xxxxx
ENDMAP
##############################################################################
# Regular vaults
##############################################################################
+# Set the default depth for vaults.
+default-depth: 12-26
+
##############################################################################
# Dummy probability balancer vault for depths 1-11.
#
@@ -4641,49 +4406,38 @@ ORIENT: float
TAGS: no_monster_gen
DEPTH: 5-9
-SHUFFLE: ZT/nN
+SHUFFLE: rR/sS/uU/vV/wW/yY/zZ, uU/nN
+SUBST: r=n, R=N, s=n, S=N
SUBST: n=., N=@
-SHUFFLE: YS/nN
-SUBST: n=., N=@
-SHUFFLE: XR/nN
-SUBST: n=., N=@
-SHUFFLE: WQ/nN
-SUBST: n=., N=@
-SHUFFLE: VP/nN
-SUBST: n=., N=@
-SHUFFLE: UO/nN
-SUBST: n=., N=@
-SUBST: Z=x,Y=x,X=x,W=x,V=x,U=x,T=x,S=x,R=x,Q=x,P=x,O=x
+SUBST: u=x, v=x, w=x, y=x, z=x
+SUBST: U=x, V=x, W=x, Y=x, Z=x
-SUBST: 1 = 1:20 .
-SUBST: 2 = 2.
-SUBST: 3 = 23
-SUBST: 4 = 24
+SUBST: 1 = 1:20 ., 2=2., 3=23, 4=24
MONS: jackal/hound, human, Edmund/Jessica/Sigmund, Michael/Ijyb/Psyche
MONS: sheep/nothing
MAP
-xxxxxxxxxx@xxxxxxxxxxxxxxxxxxxOxxxxxxxxx
-xxxxxxxxxxx..xxxxxxxxx1xxxxxxUxxxxxxxxxx
-xxxxxxxxxxxxx..xxxxxx111xxxxxUxxxxxxxxxx
-xxxZZZxxxxxxxxx.xxxxxx1xxxxxxUxxxxxxxxxx
-TZZxZxZxx555xx.xxxxxxx1xxxxxUxxxxxxxxxxx
-xxxxxxxZxx5xxx.xxx..x1xxxxxUxxxxxxxxxxxx
-xxxxxxxZxx5xxxx......xxxxxUUxxxxxxxxxxxx
-xxxxxxxZxxx5xx...2...cccxxxUxxxxxxxxxxxx
-xxxxxxZxxxx....2224..+$cxxUxxxxxxxxxxxxx
-xxxxxxxZ.......2ll22.cccxxxUxxxxxxxxxxxx
-xxxxxxxxx......3222.xxxxxxxUxxxxxxxxxxxx
-xxxxxxxxxYxxxx2.......xx...xVVVVxxxxxxxx
-xxxxxxxxYxxxx.......xx..xxxxxxxxVxxxxxxx
-xxxxxxYYxxxxxXxxxxx.xxWxxxxxxxxxxVVxxxxx
-xxxYxYxxxxxxXxxxxxxx.xxWxxxxxxxxxVxxxxxx
-xYYYYxxxxxxxxXXXXXxxxxxxWxxxxxxxVxxxxxxx
-xYxxxxxxxxxxxxxxxXXxxxxxxWWxxxxxxVVxxxxx
-SxxxxxxxxxxxxxxxxxXxxxxxxxxWxxxxxxxVVVVP
-xxxxxxxxxxxxxxxxXXxxxxxxxxxxWxxxxxxxxxxx
-xxxxxxxxxxxxXXXXxxxxxxxxxxxxWxxxxxxxxxxx
-xxxxxxxxxxxRxxxxxxxxxxxxxxxxQxxxxxxxxxxx
+xxxxxxxxxxSxxxxxxxxxxxxxxxxxxxUxxxxxxxxx
+xxxxxxxxxxxssxxxxxxxxx1xxxxxxuxxxxxxxxxx
+xxxxxxxxxxxxxssxxxxxx111xxxxxuxxxxxxxxxx
+xxxzzzxxxxxxxxxsxxxxxx1xxxxxxuxxxxxxxxxx
+Zzzxzxzxx555xxsxxxxxxx1xxxxxuxxxxxxxxxxx
+xxxxxxxzxx5xxx.xxx..x1xxxxxuxxxxxxxxxxxx
+xxxxxxxzxx5xxxx......xxxxxuuxxxxxxxxxxxx
+xxxxxxzxxxx5xx...2...cccxxxuxxxxxxxxxxxx
+xxxxxxzxxxx....2224..+$cxxuxxxxxxxxxxxxx
+xxxxxxxz.......2ll22.cccxxxuxxxxxxxxxxxx
+xxxxxxxxx......3222.xxxxxxuxxxxxxxxxxxxx
+xxxxxxxxxyxxxx2.......xxuuxxvvvvxxxxxxxx
+xxxxxxxxyxxxx.......xx..vxvvxxxxvxxxxxxx
+xxxxxxyyxxxxxrxxxxx.xxwxxvxxxxxxxvvxxxxx
+xxxyxyxxxxxxrxxrxxxx.xxwxxxxxxxxxvxxxxxx
+xyyyyxxxxxxxxrrxrrxxxxxxwxxxxxxxvxxxxxxx
+xyxxxxxxxxxxxxxrxrrxxxxxxwwxxxxxxvvxxxxx
+YxxxxxxxxxxxxxxxxxrxxxxxxxxwxxxxxxxvvxvV
+xxxxxxxxxxxxxxxxrrxxxxxxxxxxwxxxxxxxxvxx
+xxxxxxxxxxxxrrrrxxxxxxxxxxxxwxxxxxxxxxxx
+xxxxxxxxxxxRxxxxxxxxxxxxxxxxWxxxxxxxxxxx
ENDMAP
##############################################################################
@@ -4760,7 +4514,7 @@ MONS: ogre / iron devil / w:5 nothing
ITEM: potion of heal wounds / speed / berserk rage
SHUFFLE: {(
MAP
-xxxxxxxxxx.xxxxxxxxxx
+xxxxxxxxxx@xxxxxxxxxx
xxxxxxxxx...xxxxxxxxx
xxxxxxxxx...xxxxxxxxx
xxxxxxxxxx1xxxxxxxxxx
@@ -4830,8 +4584,8 @@ ITEM: good_item demon blade / good_item demon whip / good_item demon trident /
ORIENT: float
SUBST: d=de, ?:?.l, ?=l.
SUBST: b : b:30 c v .
-
MAP
+..........................
.......bbbbbbbbbbbb.......
....bbbb..........bbbb....
..bbb....llllllll....bbb..
@@ -4840,8 +4594,8 @@ MAP
.b....llllll??llllll....b.
.b...?lll??.....?lll?...b.
.b...?ll?...111...ll?...b.
-.+...?l?...11211d..l?...b.
-.+...?l?...12A21|f.l?...b.
+@+...?l?...11211d..l?...b.
+@+...?l?...12A21|f.l?...b.
.b...?ll...11211d.ll?...b.
.b...?lll?..111..lll?...b.
.b....llll?.....llll....b.
@@ -4850,6 +4604,7 @@ MAP
..bbb....llllllll....bbb..
....bbbb..........bbbb....
.......bbbbbbbbbbbb.......
+..........................
ENDMAP
###################################
@@ -4858,10 +4613,10 @@ NAME: hellmouth_3
MONS: weight:50 imp / quasit / shadow imp / manes / lemure, hell hound
ITEM: good_item demon blade / good_item demon whip / good_item demon trident / nothing
ORIENT: float
-SUBST: ?:?.l, ?=l.
+SUBST: ? : . l ?:40, ?=l.
MAP
-................l.............
-..............................
+................??............
+...........................??.
....??..........l?............
...?ll?........?l?............
..?lll?.........l.............
@@ -4875,9 +4630,9 @@ MAP
........?lllll1ll?............
.........??llllll......?......
...........?llll?.....ll?.....
-............?ll?.......ll?....
-..............................
-...................l..........
+..?.........?ll?.......ll?....
+.?............................
+..................??..........
ENDMAP
##############################################################################
@@ -4887,7 +4642,7 @@ ORIENT: float
DEPTH: 4-8
SHUFFLE: 23, 34
MONS: rat / nothing, grey rat / nothing
-MONS: green rat / nothing, orange rat / nothing
+MONS: green rat / nothing, orange rat / w:30 rat
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -4983,12 +4738,13 @@ ENDMAP
#############################################################################
# Insect pit (Lemuel)
-NAME: insect_pit
+NAME: insect_pit
ORIENT: float
-DEPTH: 5-12
-
-MONS: giant beetle w:20 / giant cockroach w:30 / butterfly w:20 / bumblebee / giant centipede / giant mite w:30 / giant mosquito / giant blowfly / scorpion / redback w:5
-
+DEPTH: 5-12
+SUBST: 1 = 1:70 2:60 3:25
+MONS: giant beetle w:20 / giant cockroach w:30 / butterfly w:20
+MONS: bumblebee / giant centipede / giant mite w:30 / giant mosquito
+MONS: giant blowfly / scorpion / redback w:5
MAP
ccccccccccc+ccccccccccc
c.....................c
@@ -5038,10 +4794,99 @@ xxxxx...........................xxxxxx
ENDMAP
#############################################################################
+# Oklob assault
+
+NAME: oklob_1
+DEPTH: 16-27
+ORIENT: float
+MONS: plant, oklob plant
+SUBST: ? = 1 2:5 '
+SHUFFLE: '"
+SUBST: ' : w .:5
+SUBST: " = .
+MAP
+.................
+.................
+......'''''......
+.....''???''.....
+....''?????''....
+....''?????''....
+.....''???''.....
+......'''''......
+.................
+.................
+ENDMAP
+
+#############################################################################
+# Oklob gauntlet
+
+NAME: oklob_2
+DEPTH: 18-27
+ORIENT: float
+MONS: plant, oklob plant
+SHUFFLE: ]})yY / defzZ
+SUBST: '=12w, "=ww.
+SUBST: d=|*, e=|*, f=|*, y=., Y=@, z=x, Z=x
+SHUFFLE: xxxc
+MAP
+yyyyyyYyyyyyy
+xxxx.]}).xxxx
+x'ww.....ww'x
+x'"......."'x
+x'"......."'x
+x'"......."'x
+x'"......."'x
+x'"......."'x
+x'ww.....ww'x
+xxxxxx+xxxxxx
+ENDMAP
+
+#############################################################################
+# Oklob shooting range
+
+NAME: oklob_3
+DEPTH: 21-27
+ORIENT: float
+SHUFFLE: ab" / AB'
+SUBST: a=[, b=(, A=., B=., "=., ':>', '=>.
+SHUFFLE: [{
+SUBST: x : y:1 x:5 .:30
+SUBST: x = x:2 .
+SHUFFLE: xcv
+SUBST: y = x
+MONS: oklob plant / w:2 plant
+MAP
+xxxxxxxxxxxxxxx
+xxxx...1...xxxx
+xx...........xx
+xx...........xx
+x......"......x
+x......'......x
+x1...aA{Bb...1x
+x......'......x
+x......"......x
+xx...........xx
+xx...........xx
+xxxx...1...xxxx
+xxxxxxxxxxxxxxx
+ENDMAP
-NAME: vault_1
-ORIENT: north
+#############################################################################
+NAME: vault_1
+ORIENT: north
+MONS: shapeshifter, shapeshifter, glowing shapeshifter
+MONS: silver statue, nothing
+SUBST: E=E.
+SHUFFLE: abcd, $*, |ABCDE, nm, 45
+SUBST: A=., B=., C=., D=*, E=%, n=9, m=0
+SUBST: a = = x:8, b = = x:30, c=x, d=x
+SUBST: * = * |:1
+SHUFFLE: opq
+SUBST: o=+
+SHUFFLE: pqrs
+SUBST: p=+, q=+, r=x, s=x
+SHUFFLE: xxxxc
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -5050,38 +4895,37 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
-xxxxxxxxxxxx....x........x........x.................................xxxxxxxxxxxx
-xxxxxxxxxx|=8...x........+........x......x....x1...x2...x2...x3...x...xxxxxxxxxx
-xxxxxxxxxx|x....x........x........x....................................xxxxxxxxx
+xxxxxxxxxxxx....xE.......x........x.................................xxxxxxxxxxxx
+xxxxxxxxx%E+3...x........+........x......x....x1...x2...x2...x3...x..Dxxxxxxxxxx
+xxxxxxxxx%Ex....x........x.......Ex..................................DDxxxxxxxxx
xxxxxxxxxxxxxxxx+xxx+xxxxxxxxxxxxxx..................................xxxxxxxxxxx
-xxxxxxxxx.......x.................+...................................8xxxxxxxxx
+xxxxxxxxx.......x.................+.5................................8Dxxxxxxxxx
xxxxxxxxx.......x.................x..................................xxxxxxxxxxx
-xxxxxxxxx.......+........3........xx+xx................................xxxxxxxxx
-xxxxxxxxx.......x.................x...x..x....x1...x2...x2...x3...x...xxxxxxxxxx
+xxxxxxxxx.......+........8........xx+xx..............................DDxxxxxxxxx
+xxxxxxxxx.......x.................x...x..x....x1...x2...x2...x3...x..Dxxxxxxxxxx
xxxxxxxxx.......x.................x...x.............................xxxxxxxxxxxx
-xxxxxxxxxx+xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
-xxxxxxxxx.........................x.S.x...xxxxxx..................|||||xxxxxxxxx
-xxxxxxxxx....xxxxxxxxxxxxxxxxxx...x...x......xxxxxx..................||xxxxxxxxx
-xxxxxxxxx....x...$$$$x****.999x...x...x.........xxxxxx.................xxxxxxxxx
-xxxxxxxxx....+...$$$$x****....x...x...+............xxxxxx.........8....xxxxxxxxx
-xxxxxxxxx....x...$$$$x****....+...x...x...............xxxxxx...........xxxxxxxxx
-xxxxxxxxx....x...$$$$x****....x...x999x..................xxxxxx........xxxxxxxxx
-xxxxxxxxx....xxxxxxxxxxxxxxxxxx...x...xxx...................xxxxxx.....xxxxxxxxx
+xxxxxxxxxx+xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxaxaxaxbxbxbxcxcxcxxxxxxxxxxxxx
+xxxxxxxxx.........................x.4.x...xxxxxxEEE...............|||||xxxxxxxxx
+xxxxxxxxx...xxxxxxxxxxxxxxxxxxx...x...x......xxxxxx..................||xxxxxxxxx
+xxxxxxxxx...x....$$$$x****.mmmx...x...x.........xxxxxx.................xxxxxxxxx
+xxxxxxxxx...+....$$$$x****....x...x...+............xxxxxx.........8....xxxxxxxxx
+xxxxxxxxx...x....$$$$x****....+...x...x...............xxxxxx...........xxxxxxxxx
+xxxxxxxxx...xnnn.$$$$x****....x...x999x..................xxxxxx........xxxxxxxxx
+xxxxxxxxx...xxxxxxxxxxxxxxxxxxx...x...xxx...................xxxxxx.....xxxxxxxxx
xxxxxxxxx.........................x...xxxxxx...................xxxxxx..xxxxxxxxx
-xxxxxxxxxxxxx+xxxxxxxx+xxxxxxx+xxxx...xxxxxx+xxxxxxxx+xxxxxxxx+xxxxxxx=xxxxxxxxx
-xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx
-xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx
-xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx
-xxxxxxxxx....1....x...2...x...3...x...x....3....x....2...x......1......xxxxxxxxx
-xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx
-xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx
-xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx
+xxxxxxxxxxxxxx+xxxxxxx+xxxxxxx+xxxx...xxxxxxoxxxxxxxxpxxxxxxxxqxxxxxdxdxxxxxxxxx
+xxxxxxxxxxx.......x.......x.......x...x.........xE.......x.............xxxxxxxxx
+xxxxxxxxxxx.......x.......x.......x...x.........x........x.............xxxxxxxxx
+xxxxxxxxxxx.......x.......x.......x...x.........x........x.............xxxxxxxxx
+xxxxxxxxxxx...1...x...2...x...3...x...x....3....r....2...s......1......xxxxxxxxx
+xxxxxxxxxxx.......x.......x.......x...x.........x........x.............xxxxxxxxx
+xxxxxxxxxxxE.....ExE.....ExE.....Ex...x.........x........x.............xxxxxxxxx
+xxxxxxxxxxxAAAAAAAxBBBBBBBxCCCCCCCx...xE.......ExE.......x............Exxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: shapeshifter, shapeshifter, glowing shapeshifter
##############################################################################
# A cell vault
@@ -5400,14 +5244,15 @@ ENDMAP
############################################################################
# Another thingy vault
-NAME: vault_9
+NAME: vault_9
ORIENT: southeast
-
+SUBST: ' = ^ .:50
+MONS: orange crystal statue
MAP
xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx^xxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxx
-xx.....^...............^.....xxxxxxxxxxx
+xx.....''''''''.''''''''.....xxxxxxxxxxx
x..bb..xxxxxxxxxxxxxxxxx..bb..xxxxxxxxxx
x..b...xxxxxxxxxxxxxxxxx...b..xxxxxxxxxx
x...b..xxxxbbbbbbbbbxxxx..b...xxxxxxxxxx
@@ -5415,18 +5260,18 @@ x..bb..xxbbb.......bbbxx..bb..xxxxxxxxxx
x......xxb....9.9....bxx......xxxxxxxxxx
x..bb..xbb..%$$$$$%..bbx..bb..xxxxxxxxxx
x...b..xb..0%$***$%0..bx..b...xxxxxxxxxx
-x..b...xb..0%$*H*$%0..bx...b..xxxxxxxxxx
+x..b...xb..0%$*1*$%0..bx...b..xxxxxxxxxx
x...b..xb..0%$***$%0..bx..b...xxxxxxxxxx
x..b...xb...%$$$$$%...bx...b..xxxxxxxxxx
x...b..xbb.900000009.bbx..b...xxxxxxxxxx
x..b...xxb...........bxx...b..xxxxxxxxxx
x..bb..xxbbb..9.9..bbbxx..bb..xxxxxxxxxx
-x......xxxxbbbb.bbbbxxxx......xxxxxxxxxx
+x......xxxxbbbb'bbbbxxxx......xxxxxxxxxx
x..bb..xxxxxxxb=bxxxxxxx..bb..xxxxxxxxxx
x..b...xxxxxxxx=xxxxxxxx...b..xxxxxxxxxx
-x...b..xxxxxxxx^xxxxxxxx..b...xxxxxxxxxx
+x...b..xxxxxxxx'xxxxxxxx..b...xxxxxxxxxx
x..b....xxxxxxx=xxxxxxx....b..xxxxxxxxxx
-x...b...^.............^...b...xxxxxxxxxx
+x...b...'''''''.'''''''...b...xxxxxxxxxx
x..b....xxxxxxxxxxxxxxx....b..xxxxxxxxxx
x..bb..xxxxxxxxxxxxxxxxx..bb..xxxxxxxxxx
xx....xxxxxxxxxxxxxxxxxxx....xxxxxxxxxxx
@@ -5489,6 +5334,8 @@ ENDMAP
NAME: orc_temple
ORIENT: southwest
FLAGS: no_rotate
+MONS: orc warlord, orc priest, orc high priest, orc warrior, orc wizard
+MONS: orc knight, orc sorcerer
MAP
xxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx
@@ -5527,17 +5374,16 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: orc warlord, orc priest, orc high priest, orc warrior, orc wizard
-MONS: orc knight, orc sorcerer
#############################################################################
# Matthew Ludivico (my_map)
NAME: my_map
ORIENT: southwest
-
# The hell hounds can be deadly at lower levels.
DEPTH: 18-27
+MONS: hell hound, necromancer, wizard, orange demon, rotting devil
+MONS: hell knight, great orb of eyes
MAP
xxxxxxxxxx.@.xxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -5576,8 +5422,6 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: hell hound, necromancer, wizard, orange demon, rotting devil
-MONS: hell knight, great orb of eyes
###########################################################################
# Farm and country (Matthew Ludivico)
@@ -5585,6 +5429,8 @@ MONS: hell knight, great orb of eyes
NAME: farm_and_country
ORIENT: encompass
DEPTH: 16-27
+MONS: death yak, plant, griffon, killer bee, ogre, oklob plant
+MONS: wandering mushroom
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
@@ -5659,14 +5505,14 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: death yak, plant, griffon, killer bee, ogre, oklob plant
-MONS: wandering mushroom
#############################################################################
# Fort Yaktaur (Matthew Ludivico)
NAME: fort_yaktaur
ORIENT: southeast
+MONS: yaktaur, death yak, minotaur, random
+MONS: yak, gnoll, random
MAP
.........@....wwwwwwwwwwwwwwwwwxxxxxxxxx
@@ -5705,8 +5551,6 @@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
-MONS: yaktaur, death yak, minotaur, random
-MONS: yak, gnoll, random
########################################################################
# box level (John Savard)
@@ -5827,11 +5671,12 @@ ENDMAP
NAME: david_greed
DEPTH: 10-26
ITEM: nothing / any good_item
-SHUFFLE: d|, HS
+MONS: silver statue / orange crystal statue / ice statue
+SHUFFLE: d|
MAP
xxxxxxxxx
xbbbbbbbx
-xbH...Sbx
+xb1...1bx
xb.....bx
xb.....bx
xbb.|.bbx
@@ -5864,7 +5709,6 @@ ENDMAP
##############################################################################
NAME: minivault_1
-
MAP
............
..xxxx=xxx..
@@ -5881,9 +5725,7 @@ MAP
ENDMAP
###################################
-
NAME: minivault_2
-
MAP
............
..xxxx.xxxx.
@@ -5900,12 +5742,9 @@ MAP
ENDMAP
###################################
-
NAME: minitemple
-
# More common than the others.
CHANCE: 20
-
MAP
............
.cccccccccc.
@@ -5922,9 +5761,7 @@ MAP
ENDMAP
###################################
-
NAME: minivault_4
-
MAP
............
....xwxx....
@@ -5941,9 +5778,7 @@ MAP
ENDMAP
###################################
-
NAME: minivault_5
-
MAP
............
.x.xxxxxxxx.
@@ -5962,7 +5797,7 @@ ENDMAP
###################################
# Wizard's laboratory
NAME: minivault_6
-
+MONS: wizard, small abomination, large abomination
MAP
............
.ccccccc+cc.
@@ -5978,13 +5813,11 @@ MAP
............
ENDMAP
-MONS: wizard, small abomination, large abomination
###################################
# Beehive minivault
-
NAME: minivault_7
-
+MONS: queen bee, killer bee, killer bee larva
MAP
............
....aaaa....
@@ -6000,12 +5833,10 @@ MAP
............
ENDMAP
-MONS: queen bee, killer bee, killer bee larva
-
###################################
# Lava pond
NAME: minivault_8
-
+MONS: molten gargoyle
MAP
x.x.x.x.x.x.
.c.c.c.c.c.x
@@ -6021,14 +5852,10 @@ x.c.c.c.c.c.
.x.x.x.x.x.x
ENDMAP
-MONS: molten gargoyle
-
###################################
# Evil zoo
-
NAME: minivault_9
DEPTH: 15-27
-
MAP
............
.==========.
@@ -6047,7 +5874,6 @@ ENDMAP
###################################
NAME: minivault_10
-
MAP
............
.xxxx..xxxx.
@@ -6067,7 +5893,7 @@ ENDMAP
# Multicoloured onion
NAME: minivault_11
-
+SHUFFLE: bcva
MAP
............
.+xxxxxxxx+.
@@ -6087,7 +5913,6 @@ ENDMAP
# Closed-box minivault
NAME: minivault_12
-
MAP
............
.xxxxxxxxxx.
@@ -6105,20 +5930,27 @@ ENDMAP
###################################
# Little trap spiral
-
NAME: minivault_13
-
+SHUFFLE: AB, CD, EH/FG
+KFEAT: A = any trap
+KFEAT: C = any trap
+KFEAT: E = any trap
+KFEAT: H = any trap
+KITEM: A = gold / nothing
+KITEM: B = gold / nothing
+KITEM: C = gold / nothing
+KITEM: D = gold / nothing
MAP
............
.xxxxxxxxxx.
-.=.^x..=.9x.
-.x.$=.^x..x.
+.=.Ax.C=.9x.
+.x.B=.Dx..x.
.xxxxxxxx=x.
.x.8+|0x8.x.
.x8$x.|x..x.
.xx=xxxx=xx.
-.x.9=^.x..x.
-.x..x.^=9.x.
+.x.9=EFx..x.
+.x..xGH=9.x.
.xxxxxxxxxx.
............
ENDMAP
@@ -6148,7 +5980,6 @@ ENDMAP
NAME: minivault_15
MONS: silver statue / ice statue
-
MAP
............
............
@@ -6167,9 +5998,10 @@ ENDMAP
###################################
NAME: minivault_16
-SHUFFLE: SFH1
-MONS: ice statue
-
+CHANCE: 40
+# as this replaces the former statue only minivaults
+SHUFFLE: F111
+MONS: orange crystal statue / silver statue / ice statue
MAP
............
............
@@ -6188,7 +6020,6 @@ ENDMAP
###################################
NAME: minivault_19
-
MAP
............
.xx......xx.
@@ -6225,7 +6056,6 @@ ENDMAP
###################################
NAME: minivault_21
-
MAP
............
.^xxxxxxxx^.
@@ -6244,7 +6074,7 @@ ENDMAP
###################################
NAME: minivault_22
-
+SUBST: $ : $ *:5
MAP
............
.....xx.....
@@ -6263,7 +6093,6 @@ ENDMAP
###################################
NAME: minivault_23
-
MAP
x.x.x.x.x.x.
.x.x.x.x.x.x
@@ -6282,7 +6111,6 @@ ENDMAP
###################################
NAME: minivault_24
-
MAP
............
....xxxx....
@@ -6301,7 +6129,6 @@ ENDMAP
###################################
NAME: minivault_25
-
MAP
............
.xx+xxxxxxx.
@@ -6320,7 +6147,6 @@ ENDMAP
###################################
NAME: minivault_26
-
MAP
c..........c
.c...cc...c.
@@ -6339,7 +6165,6 @@ ENDMAP
###################################
NAME: minivault_27
-
MAP
............
.x.xxxxxxxx.
@@ -6358,7 +6183,6 @@ ENDMAP
###################################
NAME: minivault_28
-
MAP
............
.xxxx.xxxx..
@@ -6379,7 +6203,6 @@ ENDMAP
NAME: minivault_29
MONS: queen ant, soldier ant, giant ant, ant larva
-
MAP
.3......3...
...x.xx.x.2.
@@ -6399,7 +6222,6 @@ ENDMAP
# Solitary fountain
NAME: solitary_fountain
SUBST: ?=TUV
-
MAP
.....
.....
@@ -6413,7 +6235,6 @@ ENDMAP
NAME: fountainhead
SUBST: ?=TUV
-
MAP
..............
..xxxw..wxxx..
@@ -6433,16 +6254,16 @@ ENDMAP
###################################
# jmf: Multi-god temple thing
-
NAME: multi_god_temple
-
+SHUFFLE: abc
+SUBST: a:=, b:x, c:x
MAP
............
-.=xxxxxxxx=.
+.axxxxxxxxa.
.x9......9x.
-.xT......Tx.
+.bT......Tb.
.x..C..C..x.
-.xT......Tx.
+.cT......Tc.
.xxxxxxxxxx.
.xxx$$$$xxx.
.xx8....8xx.
@@ -6453,9 +6274,7 @@ ENDMAP
###################################
# jmf: Another multi-god temple thing
-
NAME: multi_god_temple2
-
MAP
............
..vvvvvvvv..
@@ -6473,19 +6292,20 @@ ENDMAP
###################################
# Billiards (David Ploog)
-
NAME: billiards
-MONS: orc wizard
-
+MONS: orc wizard, deep elf conjurer
+SHUFFLE: 1*/2d
+SUBST: * = * |:1 %:4
+SUBST: d = * |
MAP
...............
-.bbbbbb.bbbbbb.
+.bbbbbbbbbbbbb.
.b.1.........b.
.b..........1b.
-.b...........b.
-......*b.....b.
-.b....b%.......
-.b...........b.
+.bb..........b.
+......*bbbbb.b.
+.b.bbbb*.......
+.b..........bb.
.b1..........b.
.b.........1.b.
.bbbbbbbbbbbbb.
@@ -6495,14 +6315,14 @@ ENDMAP
##############################################################################
# Dispersion (David)
#
-NAME: dispersion
+NAME: dispersion
+DEPTH: 13-26
SUBST: Y = 89
KITEM: 8 = % / * / w:1 |
KITEM: 9 = % / * / w:1 |
KFEAT: X = teleport trap
KFEAT: Z = teleport trap / w:30 x
SHUFFLE: xcvb
-DEPTH: 13-26
MAP
............
............
@@ -6528,14 +6348,12 @@ NAME: fake_naga_vault
DEPTH: 15-26
MONS: mimic, guardian naga
MAP
-...........
-.xxxxxxxxx.
-.x1111111x.
-.x1111111x.
-.x1111111x.
-.x11.2.11x.
-.xxxx+xxxx.
-...........
+xxxxxxxxx
+x1111111x
+x1111111x
+x1111111x
+x11.2.11x
+xxxx+xxxx
ENDMAP
##############################################################################
@@ -6579,7 +6397,6 @@ ENDMAP
NAME: rand_demon_1
TAGS: pan
MONS: pandemonium demon, random, random, random, random, random
-
MAP
............
.xx.xx.x.xx.
@@ -6601,7 +6418,6 @@ NAME: rand_demon_2
TAGS: pan
MONS: pandemonium demon, greater demon, common demon
MONS: common demon, random, random
-
MAP
............
.xxxxxxxx3x.
@@ -6622,7 +6438,6 @@ ENDMAP
NAME: rand_demon_3
TAGS: pan
MONS: pandemonium demon, common demon, common demon
-
MAP
............
.x.x.x3x.x..
@@ -6643,7 +6458,6 @@ ENDMAP
NAME: rand_demon_4
TAGS: pan
MONS: pandemonium demon, any demon, any demon
-
MAP
............
.xxxxxxxxx..
@@ -6664,7 +6478,6 @@ ENDMAP
NAME: rand_demon_5
TAGS: pan
MONS: pandemonium demon, any demon, any demon
-
MAP
............
...xxxxxx...
@@ -6685,7 +6498,6 @@ ENDMAP
NAME: rand_demon_6
TAGS: pan
MONS: pandemonium demon, any demon, any demon
-
MAP
............
............
@@ -6706,7 +6518,6 @@ ENDMAP
NAME: rand_demon_7
TAGS: pan
MONS: pandemonium demon, any demon, greater demon
-
MAP
............
.xxx....xxx.
@@ -6727,7 +6538,6 @@ ENDMAP
NAME: rand_demon_8
TAGS: pan
MONS: pandemonium demon, greater demon, any demon
-
MAP
............
....xxxxxxx.
@@ -6748,7 +6558,6 @@ ENDMAP
NAME: rand_demon_9
TAGS: pan
MONS: pandemonium demon, any demon, greater demon
-
MAP
............
.xxxxxxxxxx.