diff options
Diffstat (limited to 'crawl-ref/source/dat/vaults.des')
-rw-r--r-- | crawl-ref/source/dat/vaults.des | 34 |
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. # ############################################################################## |