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-rw-r--r--crawl-ref/source/dat/vaults.des34
1 files changed, 25 insertions, 9 deletions
diff --git a/crawl-ref/source/dat/vaults.des b/crawl-ref/source/dat/vaults.des
index b9333716d3..960a4bceb7 100644
--- a/crawl-ref/source/dat/vaults.des
+++ b/crawl-ref/source/dat/vaults.des
@@ -62,12 +62,14 @@
#
# Guidelines for creating new vault maps:
#
-# [ds] If your map is not a minivault, make sure the side(s) that form 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.
+# If your map is not a minivault, make sure the side(s) that form 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.
#
# Basically you can just let your creativity run wild. You do not have
# to place all of the stairs unless the level is full screen, in which
@@ -86,9 +88,23 @@
# ps - remember to add one to the monster array value when placing monsters
# on each map (it is 1-7, not 0-6) {dlb}
#
-# [dshaligram] All vaults MUST have an ORIENT: attribute; if there's no
-# ORIENT: attribute, the vault is considered to be a minivault, which is
-# usually not what you want.
+# All vaults MUST have an ORIENT: attribute; if there's no ORIENT: attribute,
+# the vault is considered to be a minivault, which is usually not what you
+# want.
+#
+# 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.
+#
+# Floating vaults:
+# If you want to do vault-like things in a map that should be positioned like
+# a minivault, use ORIENT: float. This allows the vault to be placed in the
+# middle of a level, unlike normal vaults that must be anchored to at least
+# two edges of the map. Floating maps also do not need explicit entry points -
+# the dungeon builder will choose random entry points if you don't specify
+# any.
#
##############################################################################