############################################################################### # depths_encompass.des: Full level (encompassing) vaults for the Depths go here. ############################################################################### # Setups for the below. {{ function grunt_profane_halls_setup(e) if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then e.kmons('1 = base draconian / nothing w:25') e.kmons('2 = nonbase draconian / base draconian w:20') e.kmons('3 = draconian zealot / draconian monk w:2') else e.kmons('1 = deep elf fighter / deep elf conjurer / ' .. 'deep elf summoner / deep elf knight w:5 / ' .. 'deep elf mage w:5 / ' .. 'deep elf demonologist w:5 /' .. 'nothing w:68') e.kmons('2 = deep elf knight / deep elf fighter w:20') e.kmons('3 = deep elf high priest') end e.subst('% = * %:20 .') e.lua_marker(':', fog_machine { cloud_type = "flame", pow_min = 10, pow_max = 10, delay = 10, size = 1, spread_rate = 0, walk_dist = 0, excl_rad = 0 }) end function radiant_caverns_setup(e) e.set_random_mon_list( "glowing shapeshifter w:100 / air elemental / fire elemental / " .. "earth elemental / crystal guardian / molten gargoyle / " .. "war gargoyle / dancing weapon / very ugly thing band") e.mons("raiju band / spriggan air mage band / titan w:5 / " .. "storm dragon w:5 / wind drake w:5") e.mons("fire giant / fire dragon / molten gargoyle / " .. "salamander mystic / salamander firebrand w:2 / " .. "nothing w:42") e.mons("glowing shapeshifter / nothing") e.mons("very ugly thing w:5 / ugly thing") e.mons("ball lightning / nothing w:4") e.mons("insubstantial wisp / nothing") e.mons("crystal guardian") e.shuffle("wKLMN / lghij") e.shuffle("KLMN") e.shuffle("ghij") e.shuffle("JH") e.shuffle("34") e.shuffle("m6") e.subst("x = xxxxxbb") e.subst("s = .*$p|O") e.subst("u = ||$.O") e.kitem("p = w:50 potion of mutation / " .. "w:15 amulet of resist mutation ident:all / " .. "w:1 potion of cure mutation") e.kitem("O = | mimic") e.kitem("Q = potion of cure mutation") e.kitem("Z = amulet of resist mutation ident:all") e.kitem("U = potion of cure mutation / nothing") e.nsubst("u = 2:Q / 1:Z / 1:U / *:u") e.subst("x = x b:2") e.nsubst("H = 2:D / 2:E") e.nsubst("Y = 1:G / *:I") e.nsubst("J = 2:E / 2:4") e.nsubst(": = 3:a / *:.") e.nsubst("w = 4:r / *:w") e.nsubst("1 = 2:1 / *:.") e.kfeat("r = deep_water") e.kmons("r = water elemental") e.kmons("n = glowing shapeshifter / w:5 dancing weapon / w:25 nothing") e.kmons("m = very ugly thing w:5 / ugly thing / w:25 nothing") e.kmons("jL = war gargoyle / crystal guardian / w:1 iron golem / " .. "w:21 nothing") e.kmons("iN = earth elemental / nothing") e.kmons("h = w:30 air elemental / glowing shapeshifter / " .. " w:30 nothing") e.kmons("g = w:30 water elemental / glowing shapeshifter / " .. "w:30 nothing") e.kmons("q = war gargoyle / crystal guardian / " .. "glowing shapeshifter / earth elemental") e.kmons("tV = ball lightning / fire vortex / fire elemental / " .. "air elemental / wind drake / nothing w:75") e.kmons("S = gargoyle / molten gargoyle / w:1 war gargoyle / " .. "w:21 nothing") e.kmons("D = dancing weapon") e.kmons("E = glowing shapeshifter") e.kmons("K = molten gargoyle / fire elemental / " .. "w:50 earth elemental / w:70 nothing") e.kmons("M = earth elemental / fire elemental / w:20 nothing") e.kmons("I = silver statue / ice statue / w:1 orange crystal statue") e.kmons("y = glowing shapeshifter / war gargoyle w:5 / " .. "crystal guardian w:5") e.kmons("z = crystal guardian / w:30 dancing weapon") e.kfeat("A = stone_arch") e.marker("A = lua:props_marker { portal=1 }") end }} default-depth: Depths:2-, !Depths:$ ############################################################################### # The River Lethe # # The two orange statues are placed for maximum pain -- one you're likely to # first see while flying, the other is hard to target with disintegration # through its protective plants. # # Lemuel # NAME: lemuel_river_lethe TAGS: no_rotate no_monster_gen no_item_gen uniq_d_encompass ORIENT: encompass MONS: plant / fungus w:2 MONS: wolf / warg / hell hound / raiju w:4 MONS: shadow w:20 / wraith w:20 / lost soul w:2 / \ shadow wraith / phantasmal warrior / skeletal warrior MONS: dancing weapon / war gargoyle w:2 MONS: spectral spriggan / spectral centaur / spectral naga / \ spectral merfolk / spectral ogre / spectral troll / \ spectral minotaur w:1 / spriggan simulacrum w:2 / centaur simulacrum w:1 / \ naga simulacrum w:2 / troll simulacrum w:2 / minotaur simulacrum w:1 / \ merfolk simulacrum w:2 / vampire / wraith / wight MONS: mana viper / eidolon w:5 / soul eater w:5 / \ death drake w:5 / flayed ghost / shadow dragon w:2 MONS: ancient lich w:20 / shadow fiend KMONS: 8 = Maud, patrolling giant orange brain KMONS: 9 = patrolling giant orange brain KMONS: 0 = orange crystal statue KMONS: B = giant eyeball KMONS: C = 0 band KMONS: W = patrolling water elemental w:40 / \ patrolling hydra simulacrum / patrolling hydra spectre / \ patrolling anaconda simulacrum / patrolling anaconda spectre / \ patrolling snapping turtle zombie ITEM: any scroll KITEM: e = any / any good_item w:4 KITEM: 8B = potion of experience ident:type q:1 / any good_item KITEM: 9 = | KITEM: 0 = potion of restore abilities ident:type KFEAT: 8e = > KFEAT: W = w NSUBST: h = 1:+ / *:x, H = 1:+ / *:x SHUFFLE: dD/eE/fF/gG SUBST: D = +, EFG = x NSUBST: e = 1:e / 1:* / *:%, f = 1:e / *:%, g = 1:e / *:% SUBST: | = |* SHUFFLE: 0A SUBST: A = xw, 1 = 11. # (previously) 762 ;, 372 ., SUBST: . = .:101 5:4, ; = .:201 1:3 NSUBST: . = 12:5 / 2:. / 4 = 5. / *:., ; = 9:3 / 2:. / 4 = 3. / *:. NSUBST: . = 13:C / 4 = C. / *:., w = 8:W / 4 = W. / *:w MARKER: O = lua:props_marker { portal=1 } MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxccccccccccccxxxxxx xx89.h$xxxwwwxxxxcccccccccccccccccccccccccccxxxxxxxxcc..1......cxxxxxx xw99.h$$Hwwwwxxxxc%.b..+...+..........%c***c;;xxxxx;cc.....1...cxxxxxx xw..Oh$$Hxwwwxxxxc..7..ccccc...........c***c;;;xxx;;cc.1.1...1.cxxxxxx xww..h$$Hxwwwwxxxc.....cxxxc...........c***c;;;;xx;;;+.....1..1cxxxxxx xww..xxxHwwww;xxxc%.}.%cxxxc...........c...c;;;;xx;;cc..1.111..cxxxxxx xwww.xxxwww;;;;xxccccccccxxcc+ccc+ccccccc+cc;;;;xx;;cc.111110..cxxxxxx xwwwxxxwwww;;;;;xxxxxxxxxxxc...c...c.......c;;;;x;;;cc..111A..1cxxxxxx xwwwxxxwwwww;;6;;xxxxxxxxxxc...c...c.w.....c;;;;;;;;cc.111111||cxxxxxx xwwwxxxwwwww;;;;;;;xxxxxxxxc...+...c.w.....+;;;;;;;;cc..1116.|Bcxxxxxx xwwwxxxwwww;;6;;;;;;;;xxx;;c...c...c.w.....c;;;;;;;;ccccccccccccxxxxxx xwwwxxxwww;;;;;;;;;;;;;;;;;cc+ccc+cc..w....c;;;;;;;;;;xxxxxxxxxxxxxxxx xwwwxxxwww;;;;;;;;;;;;;;;;;+.......+..w....cccc;;;;;;xxxxxxxxxxxxxxxxx xwwwwxx;ww;;;;;;;;;;;;;;;;;cccc+cccc...w...c$$c;;;;;;;;xxxxxxxxxxxxxxx xwwwwxx;w;;6;;;;cccc;;;;;;;c.......c...w...c$$c;;;;;;;;;;;xxxxxxxxxxwx xwwwwxx;;;;;;;;cccccc;;;;;;c.......c+ccwwccc+cc;;;;;;;;;;;;;xxxxxxxxwx xwwwwxx;;;6;;;cc*3.+;;;;;;;c.......c.c..ww....c;;;;;6;;;;;;;;xxxxxxwwx xxwwwwx;;;;;;;;cccccc;;;;;;c5%5%5%5c.+...ww...c;;;;;;;;;;;;;;;xxxxxwwx xxxwwwxx;;;;;;;;cccc;;;;;;;ccccccccc.c...ww...c;;;;;;;;;;;;;;;xxxxxwwx xxxwwwxx;;;;;;;;;;;;;;;;;;;c$$+....+.c....www.c;;;;;;;ccccccccxxxxxwwx xxxwwxx;;cccc;;;;;;;;;;;;;;c$$cccccc.c%....wwwc;;;;;;;c.....$$Dddxxwwx xxxwwwx;cccccc;;;;;;xx;;;;;c$$cccccc+cccccccwww;;;;;;;c.....$$xdd+wwwx xxxwwwxcc*3$+;;;;;;xxxx;;;;ccccccccc.....c...www;;ccccc.......xxxxxwwx xxxwwwxxcccccc;;;;xxxxx;;;;;;;cccccc.....+...www;;c...c.......xeexxwwx xxxwwwxx;cccc;;;;xxxxxx;;;;;;;cccccc.....c...www;cc.55c.......Eee+wwwx xxxwwwxx;;;;;;;;xxx4..c;;;;;;;cccccc.....cccwww;;;+.55+...O...xxxxxwwx xxxwwwxx;;;;;;;;;xx4O.c;;;;;;;;;;;;c%....c;wwww;;cc.55c.......Fffxxwwx xxxwwwxx;;;;;;;;;;x4..+;;;;;;;;;;;;cccccccwwww;;;;c...c.......xff+wwwx xxxwwwxx;cccc;;;;xxx..c;;;;;;;;;;;;;;;;;wwwwww;;;;ccccc.......xxxxxwwx xxxwwwxxcccccc;;;;;xx%c;;;;;;;;;;;;;;;;wwwwwww;;;;;;;;c.....$$xggxxwwx xxxwwwxcc*3$+;;;;;;xxxx;;;;;;;;;;;;;;;wwwwwwwww;;;;;;;c.....$$Ggg+wwwx xxxwwwxxcccccc;;;;xxxwxx;;;;;;x;;;;;wwwwwwwwwww;;;;;;;ccccccccxxxxxwwx xxxwwwxxxcccc;;x;;;xwwxxx;;;;;xx6wwwwwwwwwwwwww;;;;;;;;;;;;;;;xwwwwwwx xxxwwwxxxxwww;;;;;;wwwwxw;;;;xxxwwwwwwwwwwwxxwww;;;;6;;;;;wwwwwwwwwwwx xxxwwwxxxxxwwwwwwwxwwwwwwwwwxxxwwwwwwwwwwwwxxxwwwwww;;wwwwwwwwwwwwwwxx xxxxwwwwxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxwwwwwwwwwwwwwwwwwwwwwxxx xxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxwwwwwwwxxxxxwwwwwwwwwwwwwwwwwwwxxxxx xxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxwwwwwwwwwwwwwwwwwwxxxxxxx xxxxxwwwwwwwwwwwwwwwwAxwwwwwwwxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxx xxxxxxwwwwwwwwwwwwwxxxxwwwwwwwwwwwwwxxx0wwwwwwwwwwxxwwwwwwwwxxxxxxxxxx xxxxxxxwwwwwxxxxxxxxxxwwwwwwwxxwwwwxxxxxwwwwwwwwwxxxwwxwwwwxxxxxxxxxxx xxxxxxxx;6;;xxx222xxxxxxwwwwxxwww2222xxxxx22wwwwwwxxxxxxxxxxxxxxxxxxxx xxxxxxx>;;;xxx;;;;;xx2222wwwwww;;;;;;;;xxxx22;;;;wwwwxxxxxxxxxxxxxxxxx xxxxxxxxx;xxxx;;;;;;;;;;;;ww;;;;;;;;;;;;;;;;;;;;;;;;wwwxxxxxxxxxxxxxxx xxxxxxxxxxxx;;;;2;;;;;;;;;;;;;;;;;);;;;;;2;;;;;;;;;;wwwxxxxxxxxxxxxxxx xxxxxxxxxxxx;;;;;;;;;;;;;;;;;;;;;[](;;;;;;;;;;;;;;;;2wxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx{xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The New Box Level (dp) # NAME: box_level_dp TAGS: no_pool_fixup no_rotate uniq_d_encompass ORIENT: encompass : local brnd = crawl.random2(3) : if brnd == 0 then MONS: orc priest / orc high priest / orc sorcerer / orc knight / \ deep elf priest / deep elf conjurer / deep elf knight / nothing MONS: orc warlord / deep elf annihilator : elseif brnd == 1 then MONS: spriggan rider w:12 / spriggan berserker w:12 / boggart / \ ogre mage w:8 / ettin / stone giant / frost giant w:8 / nothing MONS: spriggan air mage / fire giant : else MONS: salamander w:8 / salamander mystic w:12 / \ tengu conjurer / tengu warrior / nothing w:5 MONS: salamander firebrand / tengu reaver : end KMONS: L = fire dragon KMONS: ~ = ice dragon KMONS: z = killer bee KMONS: Z = queen bee ITEM: ring of teleportation ITEM: scroll of teleportation ITEM: amulet of stasis KITEM: gzZ = royal jelly w:10 / nothing w:40 KFEAT: L = l KFEAT: ~ = w KFEAT: ^ = known teleport trap / known Zot trap KFEAT: T = known permanent teleport trap NSUBST: T = 1:. / *:T NSUBST: w = 1:~ / *:w, l = 1:L / *:l NSUBST: A = 1:+ / *:b, B = 1:+ / *:b NSUBST: C = 1:+ / *:b, D = 1:+ / *:b NSUBST: E = 1:+ / *:x, N = 1:= / *:n SUBST: ' : ''l. , ' = l. SUBST: " : ""W. , " = Ww.. NSUBST: * = 1:f / *:* SUBST: * = * % % $ $ e SUBST: ; = 9 0 SUBST: ! = %$, & = *% KITEM: V = * COLOUR: a = yellow TILE: a = wall_wax SUBST: a = x MARKER: P = lua:props_marker { portal=1 } KFEAT: P = stone_arch MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x.......xccccccxxxxxxx.........................................w"..xxx x.(...{.xc....cbbbbbxx................xxx...................."w......x x.......++.U..++.].++.....'''....'l'....xxx................."ww"..)..x x...[...xc....cbbbbbxx...'''..''lllll'....xx...vvEvvEv......"ww"....xx x.......xcccccccxxxxxx.......'llllllll.....x...vd...9v...."www".....xx xxxxxxxxxxxxxxxxxxxxxx.......'lllllll'.....x...E.....E.."ww.w".....xxx x.............................'lllll'.....xx...v9....v.www..w".....xxx x....""w.............".xxx......'ll'......x....vvEEEEvwww.www.....xxxx x.."wwwww"..........w....xxxx............xx....."wwwwwwww.ww"....xxxxx x.wwwwwwww"........w........xxxxxxx....xxx........"www"...ww"...xxxxxx 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x..........xxx.xx.....c.......bbbbbbbbbbTbbbbbbbbbb.......c.....xx..xx x..xxxx........xx.....c.......b.........b.........b.......c.....x...xx x..x!!+1..xxxx..x.....c*..;...b.bbbAbbb.b.bbbBbbb.b...;..*c.....x..xxx x..xxxx..1+!!x..x.....c.......b.b8...|b.b.b|...8b.b.......c.....xx.xxx x.........xxxx..x.....c.......b.A|.P.|A.b.B|.P.|B.b.......c.....xx.xxx x.......1.......x.....c.......b.b|...8b.b.b8...|b.b.......c.....x...xx xxx....121....xxx.....c*..;...b.bbbAbbn.b.nbbBbbb.b...;..*c.....x...xx x!x...cc+cc...xxx.....c.......b.........b.........b.......c.....xx..xx x&+1..c!2!c...xxx.....N.......Tbbbbbbbbb.bbbbbbbbbT.......N.....x..xxx x!x...c&&&c...xxx.....c.......b.........b.........b.......c.....x..xxx xxx...ccccc...xxx.....c*..;...b.bbbDbbn.b.nbbCbbb.b...;..*c.....x.xxxx x...............x.....c.......b.b|...8b.b.b|...8b.b.......c.....x.xxxx xx...1...xxxx...x.....c.......b.D|.P.|D.b.C|.P.|C.b.......c.....x..x.x xx..x+x.1+!!x...x.....c.......b.b8...|b.b.b8...|b.b.......c.....xx...x x...x!x..xxxx...x.....c*..;...b.bbbDbbb.b.bbbCbbb.b...;..*c.....xxx.xx x...xxx.........x.....c.......b.........b.........b.......c.....xxx.xx x.........xxxxxxx.....c.......bbbbbbbbbbTbbbbbbbbbb.......c.....xxx..x xxxx......+*9*9*+.....c...................................c.....xxxx.x xxxx..xx..xxxxxxx.....c*..;...;...;...;...;...;...;...;..*c.....x....x x.....xx........x.....c...................................c.....x.xx.x x.xx.....xxx....x.....c...*...*...*...*...*...*...*...*..^c.....x.xx+x x.xx....1+!x..xxx.....ccccccccccccccccccNcccccccccccccccccc.....xxx..x x....xx..xxx..xxx...............................................xx..xx x....xx.......xxx.........................................z..z..x....x xx............xxx<.............................................zxa...x xx..x......xx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxazzxx xxx........xx.....xxx...xx.x..xx...xxaaaaaaagaaga.a..aaaaaaaaaaaaazzxx xxxx..xx..............x...x...xx.xx.xaaazazzaaza.a.aa.za.z.aaaa.a.aazx xxxxxxxxxxx....x..xx.x.xx.x..x..xx}..xagazaaZzazzaa..aa..aa....z.agaxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ################################################################################ # Profane Halls, by Grunt. # default-depth: NAME: grunt_profane_halls TAGS: no_monster_gen uniq_d_encompass PLACE: Depths:$ DEPTH: Depths:2- WEIGHT: 1 (Depths:$), 10 ORIENT: encompass SHUFFLE: {[(< : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then SUBST: }])> = G : else SHUFFLE: }])> : end SUBVAULT: d : grunt_profane_temple SUBVAULT: e : grunt_profane_temple SUBVAULT: f : grunt_profane_temple SUBVAULT: g : grunt_profane_temple NSUBST: D = 1:K / 1:L / 1:M / 1:N : grunt_profane_halls_setup(_G) : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then KMONS: K = storm dragon KMONS: L = shadow dragon KMONS: M = quicksilver dragon KMONS: N = golden dragon : else KMONS: K = deep elf blademaster / deep elf master archer KMONS: L = deep elf annihilator KMONS: M = deep elf death mage KMONS: N = deep elf sorcerer : end KMONS: 0 = 0 band w:15 / nothing KMONS: 9 = 9 band / 0 band KMASK: 1290KLMN = !no_monster_gen : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then SUBVAULT: H : grunt_zot_portal : else SUBVAULT: H : grunt_profane_loot : end MAP ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccdddddddddddddddcccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccdddddddddddddddcccccccccccccccccccccccccccccccc ccccccccccccccc.ccccccccccccccccdddddddddddddddcccccccccccccccc.ccccccccccccccc cccccccccccccc..ccccccccccccccccdddddddddddddddcccccccccccccccc..cccccccccccccc ccccccccccccc.G.cccGcGcGGcGcGcccdddddddddddddddcccGcGcGGcGcGccc.G.ccccccccccccc ccccccccc.......c..............cdddddddddddddddc..............c.......ccccccccc ccccccccc.{.....+......0.......+ddddddddddddddd+.......0......+.....[.ccccccccc ccccccccc.......+......0.......+ddddddddddddddd+.......0......+.......ccccccccc ccccccccc...U...c..............cdddddddddddddddc..............c...U...ccccccccc cccccccc........cccGcGcGGcGcGcccdddddddddddddddcccGcGcGGcGcGccc........cccccccc ccccccc.G.....}.ccccccccccccccccdddddddddddddddcccccccccccccccc.].....G.ccccccc cccccc..........cccccccccccccccccdddddddddddddccccccccccccccccc..........cccccc cccccccccc++ccccccccccccccccc...cdddddddddddddc...ccccccccccccccccc++cccccccccc ccccccccc....ccccccccccccc......+ddddddddddddd+......ccccccccccccc....ccccccccc ccccccccG....Gccccccccccc.......++ddddddddddd++.......cccccccccccG....Gcccccccc ccccccccc....cccccccccc%...9.....+ddddddddddd+.....9...%cccccccccc....ccccccccc ccccccccG....GccccccccU*.........ccdddddddddcc.........*UccccccccG....Gcccccccc ccccccccc.00.cccccccc%*.......cccccdddddddddccccc.......*%cccccccc.00.ccccccccc ccccccccG....Gcccccc........ccc%%.ccdddddddcc.%%ccc........ccccccG....Gcccccccc ccccccccc....cccccc.......++c......ccdddddcc......c++.......cccccc....ccccccccc ccccccccG....Gcccc...9...c+.........ccccccc.........+c...9...ccccG....Gcccccccc ccccccccc....cccc.......cc........1....:....1........cc.......cccc....ccccccccc cccccccccc++ccccc......cc..............1..............cc......ccccc++cccccccccc cccceeeeeeeeeeecc++...cc.....G.......G...G.......G.....cc...++ccfffffffffffcccc cccceeeeeeeeeeeeee++ccc%.........1.G...D...G.1.........%ccc++ffffffffffffffcccc cccceeeeeeeeeeeeeeeeccc%.....1....2.........2....1.....%cccffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeecc.........G.:%HHHHH%:.G.........ccffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeecc..........%HHHHHHH%..........ccfffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeeec.......G..HHHHHHHHH..G.......cffffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeeec..........HHHHHHHHH..........cffffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeeec:.G..1..D.HHHHHHHHH.D..1..G.:cffffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeeec..........HHHHHHHHH..........cffffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeeec.......G..HHHHHHHHH..G.......cffffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeeecc..........%HHHHHHH%..........ccfffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeeecc.........G.:%HHHHH%:.G.........ccffffffffffffffffffcccc cccceeeeeeeeeeeeeeeeccc%.....1....2.........2....1.....%cccffffffffffffffffcccc cccceeeeeeeeeeeeee++ccc%.........1.G...D...G.1.........%ccc++ffffffffffffffcccc cccceeeeeeeeeeecc++...cc.....G.......G...G.......G.....cc...++ccfffffffffffcccc cccccccccc++ccccc......cc..............1..............cc......ccccc++cccccccccc ccccccccc....cccc.......cc........1....:....1........cc.......cccc....ccccccccc ccccccccG....Gcccc...9...c+.........ccccccc.........+c...9...ccccG....Gcccccccc ccccccccc....cccccc.......++c......ccgggggcc......c++.......cccccc....ccccccccc ccccccccG....Gcccccc........ccc%%.ccgggggggcc.%%ccc........ccccccG....Gcccccccc ccccccccc.00.cccccccc%*.......cccccgggggggggccccc.......*%cccccccc.00.ccccccccc ccccccccG....GccccccccU*.........ccgggggggggcc.........*UccccccccG....Gcccccccc ccccccccc....cccccccccc%...9.....+ggggggggggg+.....9...%cccccccccc....ccccccccc ccccccccG....Gccccccccccc.......++ggggggggggg++.......cccccccccccG....Gcccccccc ccccccccc....ccccccccccccc......+ggggggggggggg+......ccccccccccccc....ccccccccc cccccccccc++ccccccccccccccccc...cgggggggggggggc...ccccccccccccccccc++cccccccccc cccccc..........cccccccccccccccccgggggggggggggccccccccccccccccc..........cccccc ccccccc.G.....).ccccccccccccccccgggggggggggggggcccccccccccccccc.>.....G.ccccccc cccccccc........cccGcGcGGcGcGcccgggggggggggggggccGcGccGGcGcGccc........cccccccc ccccccccc...U...c..............cgggggggggggggggc..............c...U...ccccccccc ccccccccc.......+......0.......+ggggggggggggggg+.......0......+.......ccccccccc ccccccccc.(.....+......0.......+ggggggggggggggg+.......0......+.....<.ccccccccc ccccccccc.......c..............cgggggggggggggggc..............c.......ccccccccc ccccccccccccc.G.cccGcGcGGcGcGcccgggggggggggggggccGcGccGGcGcGccc.G.ccccccccccccc cccccccccccccc..ccccccccccccccccgggggggggggggggcccccccccccccccc..cccccccccccccc ccccccccccccccc.ccccccccccccccccgggggggggggggggcccccccccccccccc.ccccccccccccccc ccccccccccccccccccccccccccccccccgggggggggggggggcccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccgggggggggggggggcccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccc ENDMAP # Here just in case people want to see the original base layout. NAME: grunt_profane_temple_base TAGS: grunt_profane_temple allow_dup WEIGHT: 0 : grunt_profane_halls_setup(_G) KFEAT: A = stone_arch MARKER: A = lua:props_marker { portal=1 } KMASK: 12345 = !no_monster_gen MAP %%...........%% %G...........G% ............... ......1.1...... ............... .......U....... ............... ..1.........1.. ............... ....1.....1.... .....G...G..... ............. ....G...G.... ............. ...G...G... ........... ..G...G.. ....B.... .:%3%:. %2A2% ENDMAP NAME: grunt_profane_temple_geh TAGS: grunt_profane_temple no_monster_gen : grunt_profane_halls_setup(_G) NSUBST: 4 = 8:4 / *:., 5 = 1:6 / *:5 KMONS: 4 = red devil / hell hound / efreet w:5 KMONS: 5 = sun demon KMONS: 6 = salamander firebrand / balrug KFEAT: A = stone_arch MARKER: A = lua:props_marker { portal=1 } KMASK: 12345 = !no_monster_gen MAP ll...l%%%l...ll l....l%%%l....l ............... ..ll...5...ll.. ..l4..lll..4l.. ..l..lllll..l.. ..l.5lllll5.l.. ..l..lllll..l.. ..l4..lll..4l.. ..ll...5...ll.. ............... ....l...l.... ....l4.4l.... ....l...l.... ...l4.4l... ...l...l... ..l4.4l.. ....B.... .:%3%:. %2A2% ENDMAP NAME: grunt_profane_temple_coc TAGS: grunt_profane_temple no_monster_gen : grunt_profane_halls_setup(_G) NSUBST: 4 = 8:4 / *:., 5 = 1:6 / *:5 KMONS: 4 = blue devil / simulacrum w:20 / freezing wraith KMONS: 5 = ice devil KMONS: 6 = blizzard demon / ice dragon KMONS: 8 = ice statue KFEAT: A = stone_arch MARKER: A = lua:props_marker { portal=1 } KMASK: 12345 = !no_monster_gen MAP wwww.......wwww www....5....www ww...........ww w...4.www.4...w .....wwwww..... ....ww%%%ww.... ..4.ww%8%ww.4.. ....ww%%%ww.... .....wwwww..... ....4.www.4.... ...W.......W... ..WW.5.5.WW.. ...W.....W... ...WW...WW... ..4W4.4W4.. ...W...W... ......... ....B.... .:%3%:. %2A2% ENDMAP NAME: grunt_profane_temple_tar TAGS: grunt_profane_temple no_monster_gen : grunt_profane_halls_setup(_G) NSUBST: 4 = 8:4 / *:., 5 = 1:6 / *:5 KMONS: 4 = shadow / wraith / flying skull KMONS: 5 = soul eater KMONS: 6 = reaper w:18 / lich w:5 / bone dragon w:4 KFEAT: A = stone_arch MARKER: A = lua:props_marker { portal=1 } KMASK: 12345 = !no_monster_gen MAP .%%%.......%%%. .ccc...4...ccc. ............... .4....ccc....4. .....c...c..... ...4..5V5..4... .....c...c..... .4....ccc....4. ............... .ccc...4...ccc. ..5..G...G..5.. .....4.4..... ....G...G.... ............. ...G...G... ........... ..G...G.. ....B.... .:%3%:. %2A2% ENDMAP NAME: grunt_profane_temple_dis TAGS: grunt_profane_temple no_monster_gen : grunt_profane_halls_setup(_G) NSUBST: 4 = 8:4 / *:., 5 = 1:6 / *:5 KMONS: 4 = iron devil KMONS: 5 = skeletal warrior / iron troll w:1 KMONS: 6 = iron dragon / war gargoyle KFEAT: A = stone_arch MARKER: A = lua:props_marker { portal=1 } COLOUR: G = cyan TILE: G = dngn_statue_iron_golem : set_feature_name("granite_statue", "iron statue") KMASK: 12345 = !no_monster_gen MAP %%.5.......5.%% %G...........G% .....4...4..... ....4.v.v.4.... .....v...v..... ...4...G...4... .....v...v..... ....4.v.v.4.... .....4...4..... ............... .G...G...G...G. ..5.......5.. ....G...G.... ............. ...G...G... ........... ..G...G.. ....B.... .:%3%:. %2A2% ENDMAP NAME: grunt_profane_loot TAGS: grunt_profane_loot no_monster_gen : grunt_profane_halls_setup(_G) SHUFFLE: }])> SHUFFLE: KLMN KMONS: K = storm dragon KMONS: L = shadow dragon KMONS: M = quicksilver dragon KMONS: N = golden dragon KITEM: KLMN> = acquire any KITEM: 12 = any MAP cc+cc cc1%1cc cc2%K%2cc c1%***%1c +%L*>*N%+ c1%***%1c cc2%M%2cc cc1%1cc cc+cc ENDMAP NAME: grunt_zot_portal TAGS: grunt_zot_portal COLOUR: c = lightmagenta TILE: c = wall_zot_magenta COLOUR: JO.1+ = magenta FTILE: JO.1+ = floor_hall KFEAT: O = enter_zot KMONS: 1 = place:Zot:1 MARKER: J = lua:fog_machine { cloud_type = "magical condensation", \ pow_min = 3, pow_max = 5, \ delay_min = 5, delay_max = 15, \ size = 1, walk_dist = 4, \ spread_rate = 70 } MAP cc+cc cc...cc ccJ.1.Jcc c.......c +.1.O.1.+ c.......c ccJ.1.Jcc cc...cc cc+cc ENDMAP default-depth: Depths:2-, !Depths:$ ################################################################################ # A bizarre, imposing crystal construct, radiating great elemental magic # that lures in and alters enemies often rare, strange, and nasty. # Vaguely, vaguely inspired by Crawl Alternative's Jade Caves # and the non-livings sets for the proposed Radiant Caverns. # Stairs and greater threats are scattered throughout the level: # anticipating dangers and skipping through the level may be quite difficult. # NAME: hangedman_crystal_crosses_colossus TAGS: no_monster_gen no_item_gen no_pool_fixup uniq_d_encompass ORIENT: encompass MONS: deep elf conjurer / deep elf knight w:7 / wizard / ogre mage / \ centaur warrior w:8 ; shortbow ego:flaming | shortbow ego:freezing . arrow / \ two-headed ogre w:5 ; great mace ego:freezing ident:type . \ great mace ego:flaming ident:type / efreet w:5 / \ rakshasa w:5 ; wand of flame | wand of frost . whip . robe MONS: ugly thing w:15 / shapeshifter / unseen horror w:15 / \ chaos spawn / fire elemental / water elemental w:5 / \ air elemental / earth elemental w:5 / mana viper w:5 / \ insubstantial wisp / gargoyle w:5 / wolf spider simulacrum w:3 / \ elephant simulacrum w:3 / deep troll simulacrum w:3 / \ lindwurm perm_ench:shapeshifter w:7 / lindwurm w:3 / \ dancing weapon w:5 ; trident ego:flaming | trident ego:freezing | \ war axe ego:flaming | war axe w:15 ego:freezing | \ scimitar w:15 ego:freezing | scimitar ego:flaming | \ dire flail w:5 ego:flaming | dire flail w:5 ego:freezing MONS: frost giant w:5 / fire giant w:5 / naga mage w:15 / hell knight w:5 / \ salamander mystic w:5 / spriggan air mage / deep troll earth mage / \ yaktaur captain ; arbalest ego:flaming | arbalest ego:freezing . bolt / \ rakshasa w:5 ; robe . wand of fire | wand of cold . \ glaive w:2 ego:flaming | glaive w:2 ego:freezing MONS: lorocyproca w:5 / fire dragon perm_ench:shapeshifter w:12 / fire dragon w:3 / \ ice dragon perm_ench:shapeshifter w:12 / ice dragon w:3 / \ war gargoyle w:5 / glowing shapeshifter / ghost moth w:1 / \ boulder beetle / anaconda simulacrum w:4 / harpy simulacrum w:4 / \ hydra simulacrum w:4 / fire dragon simulacrum w:3 / fire crab w:5 / \ dancing weapon w:15 ; glaive ego:flaming | glaive ego:freezing | \ battleaxe w:5 ego:flaming | battleaxe ego:freezing | \ great sword ego:flaming | great sword w:5 ego:freezing | \ great mace ego:flaming | great mace ego:freezing KMONS: A = fire giant ; battleaxe ego:freezing ident:type KMONS: B = frost giant ; great sword ego:flaming ident:type KMONS: C = rakshasa ; robe good_item . wand of cold | wand of fire | \ wand of lightning . \ glaive ego:freezing | glaive ego:flaming . \ potion of heal wounds | potion of might | \ potion of haste | nothing w:20 KMONS: D = ettin ; great mace ego:flaming ident:type . \ great mace ego:freezing ident:type KMONS: E = deep elf annihilator ; robe randart | mundane ice dragon armour | \ mundane fire dragon armour | robe w:1 . \ scimitar ego:flaming | scimitar ego:freezing KMONS: F = tengu reaver KMONS: G = deep elf blademaster ; mundane crystal plate armour . \ cutlass ego:flaming ident:type . \ cutlass ego:freezing ident:type KMONS: H = ancient lich w:5 / lich KMONS: I = titan KMONS: J = golden dragon w:19 / golden dragon perm_ench:shapeshifter w:1 / \ quicksilver dragon w:14 / \ quicksilver dragon perm_ench:shapeshifter w:1 KMONS: K = glowing shapeshifter hd:16 / glowing shapeshifter hd:15 KMONS: L = crystal guardian SHUFFLE: ABCD NSUBST: "~ = 1:{ / 1:[ / 1:( / 1:} / 1:] / 1:) / 1:<<. / 1:>>. / 3:T NSUBST: A = 1:A / 1:F / *:1, B = 1:B / 1:G / *:1 NSUBST: C = 1:CC1 / 1:H / *:1, D = 1:D / 1:II1 / *:1 SHUFFLE: ABCDEF, GHIJKL, "X / ~Y / ^Z, +-= SUBST: "X = bX..., ~Y = bbY.., ^Z = b., v : v:3 b:2, c : c:3 b:2, d = c SUBST: + = +:14 .:1, - = +:4 .:1, = = +:2 .:3, * = *:9 |:1, % = %:14 *:5 .:1 SHUFFLE: XY SUBST: X : w:60 l., Y : l:40 w., l = lll., 1 : 1:99 .:1 KPROP: l = no_cloud_gen : local Z = you.absdepth() : if you.absdepth() * 4 - 74 <= 0 then : subst("1 = 1:" .. math.max(72 - Z * 3, 3) .. : " 2:" .. math.max(52 - Z * 2, 3)) : elseif you.absdepth() * 4 - 78 <= 0 then : subst("1 = 1:" .. math.max(72 - Z * 3, 3) .. : " 2:" .. math.max(52 - Z * 2, 3) .. : " 3:" .. Z * 4 - 74) : else : subst("1 = 1:" .. math.max(72 - Z * 3, 3) .. : " 2:" .. math.max(52 - Z * 2, 3) .. : " 3:" .. Z * 4 - 74 .. " 4:" .. Z * 4 - 78) : end MARKER: T = lua:props_marker { portal=1 } : _G.set_random_mon_list("place:" .. you.where() .. " w:150 / " .. : "fire giant / frost giant / rakshasa w:5 / deep elf knight w:5 / " .. : "glowing shapeshifter w:8 / simulacrum w:5 / dancing weapon w:2 / " .. : "fire crab w:5 / boulder beetle / mana viper w:5 / ugly thing band w:5") TILE: b = wall_emerald TILE: c = wall_crystal_squares TILE: v = dngn_metal_wall_darkgray LFLOORTILE: floor_pebble_green LFLOORCOL: white MAP bbb bbYbb b.%.b b.Y.b bbb b.B.b bbb bbXbb bbbbc...cbbbbbYbb b.%.b bb...........b...b b.X.b bY.Y...Y...Y.-.Y.b b.A.b bbb bb...........b...b bbbbc...cbbbbbXbb bb-bb...bbbbb...cbbbb bb...........b...b b...b.1.b...........bb bX.X...X...X.-.X.b b.Y.b.Y.b%Y1..Y..BY%Yb bb...........b...b bbb b...b.%.b...........bb bb-bb...bbbbb...bbbbbbXbb bbbbb...bbbbvbbbb...cbbbb b...b.1.b....1......b...b bb......1....b.%.b...b b.X.b.X.b%"...X...X.-.X.b bY.Y...Y...~%b.~.b.Y.b b...b.%.b......1....b...b bb....1......b...b...b bbbbc...bbbbvbbbb...bbbbb...bbbbbb-bb...bbbbb...bb-bb bb...........b.%.b...b....1......b...b...b......1....bb bX%XA..X..1X%b.".b.".b%"...X...X.+.Z.b.~.b%~...Y...Y.Yb bb...........b...b.%.b......1....b...b.%.b....1......bb bbbbc...bbbbb...bbbbvbbbb...bbbbb...bbbbvbbbb...bbbbb b...b....1......b.%.b...b......1....b.%.b...b b.X.-.X...X..."%b.Z.b.".b.Z...Z...Z%b.~.b.Y.b b...b......1....b...b.%.b....B......b...b...b bbXbbbbbb...bbbbb...bbbbv+d+b...bbbbb...bb-bb bbb b...b....1......b...b...b......1....bb b.X.-.Z...Z...Z%b.Z.b.Z.b%~...Y...Y.Yb b...b......A....b...b.%.b....1......bb bbXbbb+bb...bbbbb...bbbbvbbbb...bbbbb bbbb...b...+....A*B....+...b...b b.Y.b.Z.d.Z..*Z*..Z.d.Z.b.Y.b b...b...+....C*D....+...b...bbbb bbbbb...bbbbvbbbb...bbbbb...bb+bbbXbb bb......1....b.%.b...b....D......b...b bY.Y...Y...~%b.Z.b.Z.b%Z...Z...Z.=.X.b bb....1......b...b...b......1....b...b bbb bb=bb...bbbbb...b+d+vbbbb...bbbbb...bbbbbbXbb b...b...b......C....b.%.b...b....1......b...b b.Y.b.~.b%Z...Z...Z.b.".b.Z.b%"...X...X.=.X.b b...b.%.b....1......b...b.%.b......1....b...b bbbbb...bbbbvbbbb...bbbbb...bbbbvbbbb...bbbbb...cbbbb bb......1....b.%.b...b....1......b.%.b...b...........bb bY.Y...Y...~%b.Y.b.Z.+.X...X..."%b.".b.".b%X1..X..DX%Xb bb....1......b...b...b......1....b...b.%.b...........bb bb=bb...bbbbb...bb=bbbbbb...bbbbb...bbbbvbbbb...cbbbb b...b...b......1....bb b...b....1......b.%.b...b b.Y.b.~.b%~...Y...~.Yb b.X.=.X...X..."%b.X.b.X.b b...b.%.b....1......bb b...b......1....b.1.b...b bbbbc...bbbbvbbbb...bbbbb bbXbbbbbb...bbbbb...bb=bb bb...........b.%.b...b bbb b...b...........bb bY%YC..Y..1Y%b.Y.b.Y.b b.X.=.X...X...X.Xb bb...........b.1.b...b b...b...........bb bbbbc...bbbbb...bb=bb bbXbbbbbc...cbbbb b...b...........bb bbb b.D.b b.Y.=.Y...Y...Y.Yb b.X.b b...b...........bb b.%.b bbYbbbbbc...cbbbb bbXbb bbb b.C.b bbb b.Y.b b.%.b bbYbb bbb ENDMAP ################################################################################ # IT IS AN EMPTY, ROTTEN WORLD. # LIE DOWN. FORGET YOUR TROUBLES. # SMILE. NAME: hangedman_pleasuredromes TAGS: no_monster_gen no_item_gen uniq_d_encompass ORIENT: encompass PLACE: Depths:$ DEPTH: Depths:2- WEIGHT: 1 (Depths:$), 10 KMONS: & = draconian knight / draconian monk w:15 / \ draconian annihilator / deep elf blademaster w:15 / \ deep elf master archer w:15 / lich w:15 / ancient lich w:15 / \ balrug w:5 / executioner w:5 KMONS: Z = base draconian KFEAT: z = known zot trap w:499 / floor w:1 KFEAT: Z = enter_zot SHUFFLE: Y], y}, {([>, HI / HI / IH, JK / JK / KJ SHUFFLE: NO / NO / ON, PQ / PQ / QP, RS / RS / SR, lm / lm / ml NSUBST: ] = 1:) / 1:] SUBST: B : b.., C : cb., D : x.., E : xx., F : xx. SUBST: HJOQRm = x, IKNPSl = ., L : xx., M : xx., j : x.., k : x.., n : x. SUBST: b : b:6 v:1 c:1, ^ = 099888 SUBST: y = Y, & = &:26 0:1 : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then SUBST: )]} = ., > = <, " = ` NSUBST: ' = 1:Z / 2:` / *:` : end SUBST: '" = . MARKER: Y = lua:props_marker { portal=1 } FTILE: Z` = floor_marble MAP xxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxJ.............xxxxxx xxxxxxxxxxx......c.........xxx xxxxxxxxx"".....cbc..x......xxx xxxxxxxxx".....cbcbc.x......Mxxxx xxxxxx'"0.....xF.b.cc...n....Lxxxx xxxxxx""0....x...x..cc.x.......xxx xxxxxx00.........b..0cc.........xxx xxxx"".....x..xxb.bxb.cc..9.....xxx xxJx".....x..E...b...b.cc0..n...xxx xx.......x.......xx.0x.9cc.x.....xx xx.............F...x.b*..cc......xx xx.....x..E........xb.bxb.cc.xx..xx xx....x..x...........b.0.b8cc....xxxxxxxxxxxxx xx...cF..x..F....%...xx.9x..cc...xxxxxxxxxxxxxx xx..cb...b......%*.....x.b...bc..xxxx0.%.%.0.xxx xx.cbcbxb.bx...%*.*%...xb.bxbcbc.xxxxx........xxx xx..cb...b.x.....*%....x.b...bc..xxxxxx........xxx xx...cc..x..xx...%...xx..x..cc...xxxxxxx%.......xxx xx....cc0b00.b.......b%89b9cc....xxxxxxxx...I.x.xxxx xx..xx.cc.bcb.bx...xb.bxb.cc..xx.xx..xxxxx...H.^..xxx xx......cc..*b.x...x%b%*|cc......xx....xxxx.x...x..xxx xx.....x.cc9.x0.xxx.8x*&cc.......xx.......xx...H....xxx xxxx..n..0cc.b09.b..9b|cc.....xMx.x.xLx.....x.x.I....xx xxx....9..cc.bxb.bxb.cc.9.xxx...xxx...xxx...x......0xx xx........cc8..b..9cc.........x...x........xx......xx xxxxL....x.cc..x..cc...x.0..SR..0..RS..0.x..xx....%xx xxxxxM..n...cc.b.cc....x....SR.....RS....x..xxx%...xx xxx.....x.cbcbc.....x....SR.....RS....x..xxxx..%xx xxcc.....x..cbc..x..x..SSSJ.x.Q.x.HSSS..x..xxxx..xx xcc..........c...x..L..RRR.K.cPc.I.RRR..M..xxxxx0xx xxc.xx...............x.x...x.J...H.x...x.x...xxxxxxx xc0.xx...xxxxxxxxxxxx.x.....c.>.[.c.....x....xxxxxxx xc....xx.....nnnnxxxxxx.0..NO..z..ON..0.xxxxxxxxxxxxxxx xc.....xx........nx....x.....c.(.{.c.....x.xxxxxxxxxxxxxx xc.......xx......nx...x.x...x.H...J.x...x.x............xxxxxx xxc......xx.......xx..M..RRR.I.cPc.K.RRR..L......c......xxxxx xc...j....xx......x..x..SSSH.x.Q.x.JSSS..x..Y..cbc........xx xxc.......xx.c....x...x....SR.....RS....x]....xbcbx.......xxx xc..........b....xx..x....SR.....RS....x....x..b..x......Lxxxxx x0cc......cb%bc...x..x.0..SR..0..RS..0.x.x.x..0c...x.x....Mxxxx xc..cc..cc.0b.....KJ........x...x.....y....b..0b90.b.........xx xc....cc....c.xx..KJ...xxx...xxx...xxx.}.xb.bcbcbcb.bx.......xxx xxc........c..xx...KJ.....xLx.x.xMx]....x..b..%b%..b..x......xxx xc.....k..c....xx..KJJ.......xx.....x.x..0c.0ccc0.c0..x.x....xxx xxc..%...c.....xx...KKxx.....xx.......b.00b*cc&cc%b89.b.......xx xxc..%%..c.......xx....xxxx..xx..Y..xb.bcbcbc8x8cbcbcb.bx.....xx xc..k.....c......xx.......xxxxx....x..b..*b8..x..8b*..b..x....xx xxc........c...j....xx......nnnx...x...c.0cc.0|x|*0cc0.c...x...xx xc....cc....c.......xx.c......nx..cb.00c%cc8.|x%*|.9cc*b99.bc..xx xc0.cc..cc."b".........b......nx.cbcbccccc&xxx%|%xxxccbcbcbcbc.xx x.cc......cb'bc......cb%bc....nx..cb..9c%cc8.|*%x.....%C...Bx..xx xc........0"b".cc..cc.0b.......x...x..0c.0cc.*|x....C..x...x...xx xxc.mm....ll0c....cc....c.xx....x....x..b..%c80.x.....%.x..x....xx xc..mm...%ll..c........c..xx....x.....xb.bccccc9x....D.x........xx xc......xx%...c.....k..c....xx..........b..8c*ccc.C%D...........xx xc%.....%xx.....c..%...c.....xx........x.x.9.c.0cc.....D.x.......xx xc%....xx%......c..%%..c.......xx.........x..b..*b%..x.........HOxx xxc...%xx......c..k.....c......xx..........xb.bcbcCxx..x.......Pxxx xc..ll%...mm..c........c...j....xx..........b..9b........"""JRlxxx xxc9ll....mm.c....cc....c.......xx.cxM....x.x..9c........"'"jxxxxx xc^9........c0.ccxxcc..c.........ccxxL......x..b..x....."""kxxxxx xxcc......cc.ccxxxxxxcc0cc.....0ccxxxx.......xbcBx......Jjklxxxxx xxxcc%%ccxxxxxx xxxxxxcc..ccxxx xx........cbx.......Rxxxxxxxx xxxccxxx xxxccxxx xxxxx......c......HPlxxxxxxxx xxxx xxxx xxxxxx............Oxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ################################################################################ # Maps from the now-defunct Radiant Caverns portal vault idea. # Original design by rkd; modernised by Grunt. NAME: radiant_caverns_a_rkd TAGS: no_monster_gen no_item_gen uniq_d_encompass ORIENT: encompass : radiant_caverns_setup(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xx{.(.[.....xxxxxxxxxlllxxxsss..xxxxxxxxxxxxxxx.....H....xxxxxxxxxxxx xx...........xxxxxxxlllxxxxssJJ..xxxxxxxxxxx..V..HH...H...xxxxxxxxxxx xx}..........xxxxxlllxxxxx).JJ...xxxxxxx............xx....xxxxxxxxxxx xxxxxxx........xxxlllxxxxxxx...xx..xxxxx..VV...xxllxxxx.V...xxxxxxxxx xxxxxxxx....KK..xlllxxxxxxxxxxxxxx..xx...VV...xxllxxxx......xxxxxxxxx xxxxxxxx....KK.Klllxxxxxxxxxxxxxxxx.........xxxllxxxx...4..xxxxxxxxxx xxxxxxx.......Klll......xxxxxxxxxxxx......xxxxll......V.4.xxxxxxxxxxx xxxxxx..V...xxlll....N.N.xxxxxxxxxx.....xxxxxll.VV.......xxxxxxxxxxxx xxxxxx....xxxlllx....N.N..xxxxxxxxx..V.xxxxxll34..xxxxxxxxxxxxxxxxxxx xxxxx....xxllllxx..........xxxxxxx.SS.xxxxxllx4....xxxxxxxxxxxxxxxxxx xxxxx...xxllllxx.L..xx..L..xxxxxx.SS.xxxxxllxxx..V..xxxxxxxxxxxxxxxxx xxxx.M..xlllxxx....xxxx..LV.xxxx.SS.xxxxxllxxxxx.3...xxxxxxxxxxxxxxxx xxxx.M..lllxx.....xxxxxx.....xx....xxxxxllssxxxx.34..xxxxxxxxxxxxxxxx xxxx..MM......L..xxxxxxxx....xx...xxxxxllssYbb.bb....bbxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxbb.......bbb.......bbxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxbbbbbbbbbbbbbbbbbbbxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: radiant_caverns_b_rkd TAGS: no_monster_gen no_item_gen uniq_d_encompass ORIENT: encompass : radiant_caverns_setup(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxx.HH.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxHHV..x..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxx....xxx.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxx..3.33...1.......xxb.bxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxbb.bxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx.Vxxxxxxxxxxxxxxxxxbb...bxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx4.xxxxbbbbbbbbbbbbbbb..]..bbbbbbbbbbbbbbbxxxxxxxxxxxxxxxxx xxxxxxxxxx..xxxxbb.................................bbxxxxxxxxxxxxxxxx xxxxxxxxx.V.xxxbb......................V............bbxxxxxxxxxxxxxxx xxxxxxxx.44xxxbb.....5..666...V.........mmm.5......j.bbxxxxxxxxxxxxxx xxxxxxx..4xxxbb.h..V....666.......5.....mmm....V....j.bbxxxxxxxxxxxxx xxxxxx.3.xxxbb.h..5......V..5..........5........V..j.j.bbxxxxxxxxxxxx xxxxx.3.xxxbbww..h..n............V................n...wwbbxxxxxxxxxxx xxxxx..xxxbbwwwwh...V.......n..n.5.n...n.i.......5..jwwwwbbxxxxxxxxxx xxxxx.xxxxbwwwwwwV..5....wwwwww.......wwwwwwii......wwwwwwbxxxxxxxxxx xxxxx.xxxxbsswwwwwg.....wwwwwwww.n.n.wwwwwwwwi..V..wwwwwssbxxxxxxxxxx xxxxx.xxxxbYsswwwwg.ggnwwbbbbbbww...wwbbbbbbww.n.n.wwwwssYbxxxxxxxxxx xxxx...xxxbbsswwwwwwwwwwwbuu..bww.V.wwb.yu.bwwwwwwwwwwwssbbxxxxxxxxxx xxx.....xxxbbswwwwwwwwwwwb.yAubww.V.wwbuAuubwwwwwwwwwwwsbbxxxxxxxxxxx xx..NN...xxxbbwwwwbbbbbbwb.z.ubww...wwb.z..bwbbbbbbwwwwbbxxxxxxxxxxxx xx..NN.V.xxxxbbwwwbuuuzbwb+bbbbbb+++bbbbbb+bbb.u.ubwwwbbxxxxxxxxxxxxx xx.V.......xxxbbwwbuA..bbb..b...........b..bbbyzAubwwbbxxxxxxxxxxxxxx xx..JJV..xx.xxxbbwby...bb...b...........b...bb..u.bwbbxxxxxxxxxxxxxxx xx.......xxx.xxxbbbbbb.b....b...b...b...b....b.bbbbbbxxxxxxxxxxxxxxxx xxx.....xxxxx.xxxxxbbb+b..b+b.....7.....b+b..b+bbbxxxxxxxxxxxxxxxxxxx xxxx...xxxxxxxV.xxxxbb....b.b...b7.7b...b.b....bbxxxxxxxxxxxxxxxxxxxx xxxxx..xxxxxxxxV.xxxbb....b.b...........b.b....bbxlllllxxxxxxxxxxxxxx xxxxxx..xxxxxxxx..xxbb....bzbqq.b...b.qqbzb....bbxlKK.lxxxxxxxxxxxxxx xxxxxxx..xxxxxxx..xxbbz1..b.bbq.......qbb.b..1zbbxl.K.lxxxxxxxxxxxxxx xxxxxxxx..xxxxxx..xxbbbbbbb.Ybbbb+++bbbbY.bbbbbbbxlllllxxxxxllxxxxxxx xxxxxxxx..xxxxxx..xxbbuuuub..bb.......bb..buuuubbxxxllxxxxxllx.xxxxxx xxxxxxxx..xxxxxx..xxbb.uuub.bb.........bb.buuu.bbxxllxxxxxllxx.xxxxxx xxxxxxxx..xxxxxxJ.xxbb..uub.b...ttttt...b.buu..bbxllxxxxxllxx...xxxxx xxxxxx.......xxx.Jxxbb....b.....ttttt.....b....bbxlllxxxxlxxss..bb.bb....bbxxlxx..lllxxxllxxxxxxxx xxxxx........xx).sssxxxxbb.......bbb.......bbxxllxx..LLL..xxllxxxxxxx xxxxxxxxxxx.xxxxxxxxxxxxxbbbbbbbbbbbbbbbbbbbxxx.llxx.LL..ssxxlxxxxxxx xxxxxxxxxxx...xxxxxxMM..xxxxxxxxxxxxxxxxxxxxxxx.Vllxxssssxxxxlxxxxxxx xxM...xxxxxxx.xxxxxxMM.V.xxxx............xxxxxxx.Kllxx