############################################################################## # elf.des: Special maps for the Elven Halls. # Content: arrival vaults for Elf:1 # (mini)vaults particular to the Elven Halls. # Elf branch end vaults ############################################################################## ############################################################# # Lua functions to simplify Elf:$ {{ function elf_setup(e) e.lflags("no_tele_control") e.tags("no_rotate") end function elf_loot_randomisation(e) e.kfeat("$ = $") e.kfeat("* = *") e.kfeat("| = |") e.subst("| = | *:2") e.subst("$ = $:20 *:4 |:1") e.subst("* = * |:3") end -- The standard Elf:$ monster set function elf_monsters(e) e.mons("deep elf high priest") e.mons("deep elf demonologist") e.mons("deep elf annihilator") e.mons("deep elf sorcerer") e.mons("deep elf death mage") e.mons("deep elf blademaster") e.mons("deep elf master archer") end -- The standard item defense squad function elf_loot_defenders(e) e.kmons("$ = weight:450 nothing / deep elf sorcerer / deep elf annihilator") e.kmons("* = weight:300 nothing / deep elf annihilator / deep elf death mage") e.kmons("| = weight:600 nothing / deep elf demonologist / deep elf death mage") end }} ############################################################################## ############################################################################## # # Elf:1 arrival vaults # ############################################################################## ############################################################################## # The concept: # There are no entry vaults for the Elven Halls. Instead, there is a "border # check" vault on the other side, in the Elf:1 level. Note that elves and orcs # are not necessarily at war or have big enmities against each other. It's # just a border check. # # The intention: # I (Eino here, hi!) lost a lot of characters trying to do the Halls right # after the Mines until I realized the Halls are significantly harder. A # welcoming party on the other side will hopefully warn the player about this. # # Honour this intention. For instance, put lots of space between the monsters # and the stairs, so the players have many turns to realize their mistake. # Note that designing can be a challenge with the eight space LOS. What might # make the player realize it's better to flee: facing a nasty summon, taking # a few hits from conjurations.. they might engage melee opponents, at which # point it's quite difficult to flee. Please keep that in mind. Note also, # that a corridor is usually easier for the player than an open space. # # This is an instance where an entry (arrival) vault really does benefit from # having monsters, even a nasty bunch. However, don't go overboard trying to # make it really hard. And try to make it seem like a plausible border guard. # ############################################################################## ############################################################################## # Dummy Elf arrival vault NAME: elf_arrival_dummy TAGS: dummy PLACE: Elf:1 WEIGHT: 50 ORIENT: float MAP { ENDMAP ############################################################################## NAME: elf_arrival_001 PLACE: Elf:1 ORIENT: west TAGS: patrolling SHUFFLE: asd/x$+ SHUFFLE: fgh/x$+ SUBST: a = x, s = x, d = x, f = x, g = x, h = x MONS: deep elf fighter MONS: deep elf mage / deep elf priest / deep elf summoner w:5 MAP xxxxxxxxxxxxxxxaaa xxxxxxxxxxxxxxxasa xxxxxxxxxxxxxxxxdx x...xxxxx..1.....@ x.{........G..G2.x x...xxxxx..1.....@ xxxxxxxxxxxxxxxxhx xxxxxxxxxxxxxxxfgf xxxxxxxxxxxxxxxfff ENDMAP ############################################################################## NAME: elf_arrival_002 PLACE: Elf:1 ORIENT: south TAGS: patrolling MONS: deep elf fighter, deep elf mage MAP xxxxx@xxx@xxx@xxxxx xxxx...........xxxx xx....G..2..G....xx x...1.........1...x x.G.............G.x x.................x x.......G.G.......x x........[........x x.....G.....G.....x xx.1.....{.....1.xx xxxx...........xxxx xxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## NAME: eino_elf_arrival_customs ORIENT: southwest PLACE: Elf:1 TAGS: patrolling MONS: deep elf fighter / deep elf mage w:5 MONS: deep elf summoner / nothing MAP xxxxxxxxx x.+.....x x.x..x..x x.m.xxx.x x.x..x..x x.m1..1.x x.x.2x..x x.m1xxx.x x.x.1x..x x{m...2.+ xxxxxxxxx ENDMAP ############################################################################## NAME: eino_elf_arrival_shootout PLACE: Elf:1 ORIENT: float TAGS: patrolling MONS: deep elf fighter / deep elf mage w:3 / nothing w:6 MONS: deep elf mage / deep elf priest w:3 / nothing w:6 MAP xxxxxxxx@@@xxxxxxxx xxxx...........xxxx xx.......2.......xx x.....1.....1.....x xxxx.....G.....xxxx xxxxxxxx...xxxxxxxx xxx[.....{.....(xxx xxxxxxxx...xxxxxxxx xxxx.....G.....xxxx x.....1.....1.....x xx.......2.......xx xxxx...........xxxx xxxxxxxx@@@xxxxxxxx ENDMAP ############################################################################## NAME: eino_elf_arrival_sip PLACE: Elf:1 ORIENT: south TAGS: patrolling TAGS: no_monster_gen KMONS: Z = deep elf fighter / nothing w:7 KFEAT: Z = W MAP ......... x..WWWWW..x xWWWZWZWWWx xWWZWZWZWWx xWWWWWWWWWx x..WWWWW..x x.........x x....[....x xx...{...xx xxx.....xxx xxxxxxxxxxx ENDMAP ############################################################################## NAME: eino_elf_arrival_the_gate PLACE: Elf:1 ORIENT: south TAGS: patrolling MONS: deep elf fighter / deep elf mage w:5 MONS: deep elf mage / deep elf priest w:3 MAP x.........x @.........@ x....2....x x...1.1...x x.G..1..G.x x.........x xxx+++++xxx xxx.....xxx xxx..[..xxx xxx.....xxx xxx..{..xxx xxxx...xxxx xxxxxxxxxxx ENDMAP ############################################################################## # A nice scenic altar NAME: eino_elf_arrival_altar ORIENT: west PLACE: Elf:1 TAGS: patrolling SHUFFLE: 1/2 KFEAT: C = altar_vehumet MONS: deep elf fighter, deep elf mage MONS: deep elf priest MAP xxxxxxxxxxxxxxxxxxxxxxx@@@xxxx xxxxxxxxxxxxx...xxxxxx.....xxx xxxxxxxxxxx.22x...xx.........x xxxxxxxxx...xxxxx.x..........x x...xxxxx.xxxxxxx.m..........x x.[.......xxxxxx....1..GmG...@ x....xxxxxxxxxxx..m..C3mbm...@ x.{.......xxxxxx....2..GmG...@ x...xxxxx.xxxxxxx.m..........x xxxxxxxxx...xxxxx.x..........x xxxxxxxxxxx.11x...xx.........x xxxxxxxxxxxxx...xxxxxx.....xxx xxxxxxxxxxxxxxxxxxxxxxx@@@xxxx ENDMAP NAME: minmay_elf_arrival_circle ORIENT: float PLACE: Elf:1 TAGS: patrolling MONS: deep elf fighter, deep elf mage / deep elf conjurer w:3 SUBST: B : b. MAP xx+xx xxxx...xxxx xx....2....xx xx...........xx xx.............xx x...BbB...BbB...x x...bbb...bbb...x xx...BbB...BbB...xx x.................x +.1......{......1.+ x.................x xx...BbB...BbB...xx x...bbb...bbb...x x...BbB...BbB...x xx.............xx xx...........xx xx....2....xx xxxx...xxxx xx+xx ENDMAP NAME: minmay_elf_arrival_plus ORIENT: float PLACE: Elf:1 TAGS: patrolling MONS: deep elf fighter w:15 / deep elf mage / \ deep elf summoner / deep elf priest / deep elf conjurer / nothing w:40 MAP x@...@x x.....x x.1T1.x x.....x xx.....xx xxxxxmmm+mmmxxxxx @....m.....m....@ ..1..m.....m..1.. ..T..+.({[.+..T.. ..1..m.....m..1.. @....m.....m....@ xxxxxmmm+mmmxxxxx xx.....xx x.....x x.1T1.x x.....x x@...@x ENDMAP NAME: minmay_elf_arrival_summoners ORIENT: float PLACE: Elf:1 TAGS: patrolling MONS: deep elf summoner / deep elf mage / deep elf priest KFEAT: m = iron_grate MAP xxxxxxx x.....x x.({[.x xxx.....xxx +1m.....m1+ xxx.....xxx +1m.....m1+ xxx.....xxx +1m.....m1+ xxx.....xxx x.....x x@...@x ENDMAP ############################################################################## ############################################################################## # # Elf minivaults # ############################################################################## ############################################################################## # Total weight of minmay's crystal vaults is 30. NAME: minmay_elf_crystal_square DEPTH: Elf ORIENT: float MONS: deep elf mage / nothing MAP +bbbbbbbbbbbbbbb+ b...............b b.bbbb..bbbbbb..b b.b1....b..11b..b b.bb....b..bbb..b b.b1............b b.b...bbbbb..b..b b....bb......b..b b...bb....1..b..b b..bb...b....b..b b..b.1..bb..1b..b b..b.....bb..b..b b..b1U.1..b..b..b b..b.......1.b..b b..bbbbbbbbbbb..b b...............b +bbbbbbbbbbbbbbb+ ENDMAP NAME: minmay_elf_crystal_pentagon DEPTH: Elf ORIENT: float WEIGHT: 8 MONS: deep elf mage / deep elf summoner / nothing w:25 MAP +bbbbbbbbbbb+ b...........b b...........b bb...bbbbb...bb b1..bb1.1bb..1b b...b1.U.1b...b bb...bb1.1bb...bb b.....bb.bb.....b b...............b bb..bb..1........bb +...b1....bbb.....+ bb..bbbb...1b...1bb bb1..1bb..bb...bb bbb...b..b1.bbb bb.......bb bb.....bb bbb.bbb b+b ENDMAP NAME: minmay_elf_crystal_hexagon DEPTH: Elf:2- ORIENT: float WEIGHT: 6 MONS: deep elf mage / deep elf summoner / deep elf conjurer / nothing w:45 MAP +bbbbbbbbb+ b...1b1...b bb...1b1...bb b....bbbb...b bb...bb.1....bb b....b.1......b bb....b...bb...bb bb.....b.1..bb...bb +.......1.1..bb...+ bb...bb1.U.1bb...bb bb...bb1.1bb1..bb b...1bb1bb....b bb...1bbb....bb b..1.1b1....b bb.bbbb....bb b.........b +bbbbbbbbb+ ENDMAP NAME: minmay_elf_crystal_heptagon DEPTH: Elf:2- ORIENT: float WEIGHT: 4 MONS: deep elf mage / deep elf summoner / deep elf conjurer / \ deep elf death mage / nothing w:70 MAP +bbbbbbb+ bb.......bb b.........b bb..bbbbb..bb bb...b.1.b...bb bb...bb1.1bb...bb +....b1.U.1b.1..+ b.b1.b1.1.1b1bb.b b.bb1bb1.1bb.1b.b b1....bb.bb1....b bb..1.....11b..bb b.bb1....bbb..b b..b.1b11.....b +b1...bbb....b+ bbb.......bbb bbb...bbb bb+bb ENDMAP NAME: minmay_elf_crystal_octagon DEPTH: Elf:2- ORIENT: float WEIGHT: 2 MONS: deep elf mage / deep elf summoner / deep elf conjurer / \ deep elf death mage / deep elf sorcerer / nothing w:100 MAP +bbbbb+ bb.....bb bb..bb...bb bb...1.1...bb bb...bbbbb...bb +b....b111b...1b+ b...bb.1b1.bb...b b..1b11...11b1b.b b...b1b.U.b1b.b.b b.b1b11...11b1b.b b...bb.1b1.bb...b +b....b111b....b+ bb...bbbbb...bb bb1..1.1...bb bb..b.b..bb bb.....bb +bbbbb+ ENDMAP NAME: minmay_elf_necromancy DEPTH: Elf MONS: elf zombie / necromancer w:1 / nothing KMONS: 2 = deep elf death mage KITEM: 2 = randbook disc:necromancy slevels:16 MAP xxxxxxxxxxx xxx1..x112x xxx..1+111x x.1.1.xxxxx +......1..x x..1.1....+ x.Y.....xxx x11...1xxxx xxxxxxxxxxx ENDMAP NAME: minmay_elf_sorcery DEPTH: Elf:2- MONS: deep elf summoner / deep elf conjurer / deep elf mage / nothing KMONS: 2 = deep elf sorcerer w:90 / deep elf annihilator / deep elf demonologist KITEM: 2 = randbook disc:conjuration disc2:summoning slevels:16 SUBST: x : xxc, m : mmcxb MAP ...........1............ .mmm.x..x......x..x.mmm. .mmm...........1....mmm. .mmm1.x..x....x..x.1mmm. 1mmmm.....1......1.mmmm. .mmmm1.x..x..x..x..mmmm. ..mmmm..1.........mmmm.. ..mmmm......1...mmmm.1 ..mmmmm......mmmmm.. ...mmxxx++xxxmm... 1..xx....xx... ..x......x.. .x......x1 .x......x. .x......x. .xx2...xx. .xxxxxxxx. ...1...... ENDMAP NAME: minmay_elf_annihilation DEPTH: Elf:2- MONS: deep elf conjurer / nothing KMONS: 2 = deep elf annihilator / deep elf sorcerer w:2 KITEM: 2 = randbook disc:conjuration slevels:16 SUBST: x : x c:1 MAP ... .x1 ............... .x.xxxx+xxxx.x. ...x....1..x... .xxx1x...x.xxx. .x....1......x. .x.x..b+b..x.x. ...x1..bb.bb1..x... .x.+...+.2.+...+.x. ...x...bb.bb..1x... .x.x1.b+b..x.x. .x.......1...x. .xxx.x...x.xxx. .1.x..1....x..1 .x.xxxx+xxxx.x. ............... .x. ... ENDMAP NAME: minmay_elf_demonology DEPTH: Elf:2- MONS: deep elf summoner / nothing KMONS: 2 = deep elf demonologist w:90 / deep elf sorcerer / deep elf high priest KITEM: 2 = randbook disc:summoning slevels:16 MAP .. .... ...... ..1xx... ...xxxx... ....xxxx1.1. ...1..xx...... ..xx.....1..xx1. ..xxxx..xx..xxxx.. ..xxxx1x.2x.xxxx.. ..xx..x..x..xx.. ..1...xx....1. ..xx....xx1. .xxxx..xxxx. .xxxx1.xxxx. ..xx...1xx.. ..1....... ........ ...... .... .. ENDMAP # Dummies give 2 XP and halt autotravel for adjacent players, used for flavour NAME: minmay_elf_archery DEPTH: Elf:2- ORIENT: float MONS: deep elf fighter; shortbow | longbow . arrow / nothing w:15 MONS: deep elf master archer MONS: training dummy tile:mons_training_dummy MAP x+xxxxxxxxxxxxxx x...1..........x x.1....1......3x .....1.........x @2............3x ...1...........x x1....1.......3x x...1..........x x+xxxxxxxxxxxxxx ENDMAP NAME: minmay_elf_blademastery DEPTH: Elf:$ ORIENT: float MONS: deep elf fighter; falchion | long sword | scimitar | cutlass / nothing w:15 MONS: deep elf blademaster MONS: training dummy tile:mons_training_dummy KITEM: d = long sword, long sword / nothing, \ long sword / nothing, long sword / nothing KITEM: e = falchion, falchion / nothing, \ falchion / nothing, falchion / nothing KITEM: f = scimitar, scimitar / nothing, \ scimitar / nothing, scimitar / nothing KITEM: g = cutlass, cutlass / nothing, \ cutlass / nothing, cutlass / nothing SHUFFLE: defg MAP xxxxxxxxxx+xxx x.1..........+ x3..31.31....x x............x x..........2.x x3.13..3.....x x1.....1...x+x x..........xdx x31.31.3...xex x.......1..xfx xxxxxxxxxx+xxx ENDMAP # Some orcs on a diplomatic mission (Shiori) # They have brought some gold from their mines as a gift NAME: orc_legates DEPTH: Elf:1-2 SHUFFLE: AB , 34 , 12 SUBST: 6 = 4 SUBST: 0 = 0 .:9 9:1 SUBST: 5 = 5 .:9 4:1 NSUBST: 1 = 2:1 / *:. NSUBST: 2 = 2:2 / *:. KITEM: A = any good_item KITEM: B = any good_item KMONS: A = patrolling deep elf knight KMONS: B = patrolling deep elf high priest / patrolling deep elf demonologist MONS: ice dragon, fire dragon MONS: orc knight / orc sorcerer / orc high priest MONS: orc warrior / orc wizard / orc priest MONS: orc ITEM: q:120 gold / q:60 gold / q:30 gold # being able to blink and become invisible, the deep elves do not need a # hidden exit in back of their audience chamber. MAP cccccxxccccc c111cGGc222c cnnncABcnnnc xG00B..A00Gx xG00A..B00Gx xx00x..x00xx xG00.dd.00Gx xG...34...Gx xx.5x66x5.xx xG.555555.Gx xG.555555.Gx xx++x++x++xx ENDMAP # A high-level negotiation between orc and deep elf leaders (Shiori) NAME: elf_orc_summit_meeting DEPTH: Elf:$ SHUFFLE: 12 , 45 NSUBST: 7= 1=7 / *= 7:1 . NSUBST: 6= 1=6 D:1 / *= 6 .:1 SUBST: 3 = 3 .:1 # the deep elf delegation: MONS: deep elf blademaster / deep elf master archer MONS: deep elf annihilator / deep elf sorcerer / deep elf death mage MONS: deep elf knight / w:1 deep elf high priest / \ w:1 deep elf demonologist # the orcish delegation: MONS: orc warlord / iron troll / w:1 fire giant / w:1 frost giant / \ w:1 stone giant / w:1 ettin MONS: orc sorcerer / orc high priest / w:5 ogre mage MONS: orc knight / deep troll / w:1 orc sorcerer / w:1 orc high priest # the arbiter(s): MONS: great orb of eyes / sphinx # The orcs might have a unique with them. He or she will likely be outclassed # by the others in attendance, but perhaps has some special testimony to # present. None of the uniques really fits in with the deep elves... KMONS: D = Ijyb / Blork the orc / Urug / Erolcha / Snorg MAP xxxx xxGGxx xxxx3776xxxx .GxT33..66TxG. .xxx3x..x6xxx. @+3+331466+6+@ @+3+332566+6+@ .xxx3x..x.xxx. .GxT33..66TxG. xxxx3776xxxx xxGGxx xxxx ENDMAP NAME: guppyfry_elf_castle DEPTH: Elf:2- MONS: deep elf fighter / deep elf mage / deep elf knight MONS: deep elf blademaster / deep elf death mage / deep elf sorcerer MONS: plant SUBST: - = .%*3$ SUBST: ? = .12$ MAP .............. .xxmxx..xxmxx. .x1-1x..x1*1x. .x.?.x..x.2.x. .xx.xx..xx.xx. .x...x..x...x. .x...x..x...x. .xxx+x++x+xxx. .x.2......?.x. .x.*1....1-.x. .xxmxx++xxmxx. .............. ENDMAP NAME: guppyfry_elf_garden DEPTH: Elf:2- MONS: deep elf fighter / deep elf mage / deep elf priest MONS: deep elf blademaster / deep elf master archer / deep elf sorcerer MONS: plant SUBST: - = wwWW333ttt..% MAP ................ ................ ..mmmmT..Tmmmm.. ..m----..----m.. ..m----..----m.. ..m----..----m.. ..3---t..t---3.. .......21....... .......11....... ..3---t..t---3.. ..m----..----m.. ..m----..----m.. ..m----..----m.. ..mmmmT..Tmmmm.. ................ ................ ENDMAP NAME: guppyfry_elf_altar DEPTH: Elf:2- MONS: deep elf knight / deep elf priest MONS: deep elf high priest SUBST: F = G:6 F:1 KMONS: F = orange crystal statue / silver statue / ice statue SUBST: ? = .1$%* MAP xxxxxxxxxxx xC?1.m....+ x??1Fm....+ x112.m....x x.F..F..xxx x.........x x..F..F...x x.........x x...F..F..x x.........x x...T..T..x xxxxx++xxxx ENDMAP NAME: guppyfry_elf_lava DEPTH: Elf:2- MONS: deep elf conjurer / deep elf mage / deep elf summoner MONS: deep elf annihilator / deep elf death mage / deep elf demonologist KFEAT: v = general shop type:Elven suffix:Fire count:7 ; \ w:10 ring of fire | w:5 scroll of immolation | w:10 ring of protection from fire | \ w:4 any weapon ego:flaming | w:4 shortbow ego:flaming | w:12 arrow ego:flame | \ w:7 wand of flame | w:5 wand of fire | w:3 wand of fireball | \ w:4 staff of fire | w:17 randbook disc:fire | w:6 robe ego:fire_resistance | \ w:9 any armour ego:fire_resistance SUBST: ? = .l1 SUBST: - = .l MAP ............. .xxxx-..-xxxx. .xllll-.llllx. .xllll.-llllx. .xllll-.llllx. .-lll?..vlll-. ...-..12...-.. ..-.-.11..-.-. .-lll?..?lll-. .xllll.-llllx. .xllll-.llllx. .xllll.-llllx. .xxxx...-xxxx. .............. ENDMAP NAME: nicolae_elf_glass_and_crystal_pillar_1 DEPTH: Elf TAGS: transparent extra allow_dup SHUFFLE: ab, bc SUBST: a = m, b : mb, c = b, _ : .._ CLEAR: _ MAP ________ _......_ _.abba._ _.bccb._ _.bccb._ _.abba._ _......_ ________ ENDMAP NAME: nicolae_elf_glass_and_crystal_pillar_2 DEPTH: Elf TAGS: transparent extra allow_dup SHUFFLE: ab, bc SUBST: a = m, b : mb, c = b, _ : .._ CLEAR: _ MAP _______ _....._ _.aba._ _.bcb._ _.aba._ _....._ _______ ENDMAP NAME: nicolae_elf_stair_hall DEPTH: Elf:2- TAGS: extra SUBST: v : vb SHUFFLE: {[( MAP xxxxxxxxxxxxxxx xxxcccccccccccccx xxccc...........cx xcc....vv..vv..ccx xxc....vv..vv..cccx xcc...vv..vv..ccccx xc...vv..vv.......@ xc.{..............@ xc...vv..vv.......@ xcc...vv..vv..ccccx xxc....vv..vv..cccx xcc....vv..vv..ccx xxccc...........cx xxxcccccccccccccx xxxxxxxxxxxxxxx ENDMAP NAME: nicolae_elf_stone_circles DEPTH: Elf TAGS: transparent extra decor allow_dup luniq SHUFFLE: za, bd SUBST: a = A, b = B, zd = c SHUFFLE: AB, DEFG SUBST: AD : +, BEFG = c, Z : GT. U:3, c : cx MAP ccFcc Ecc...ccG cc.......cc Dc.....cczacc cc.....cc...ccc cdbc..cc.....cc ccc.cccc.......cc cc...cc.........c A..Z..+....Z....B cc...cc.........c ccc.cccc.......cc cdbc..cc.....cc cc.....cc...ccc Dc.....cczacc cc.......cc Ecc...ccG ccFcc ENDMAP NAME: nicolae_elf_v_pinch DEPTH: Elf TAGS: transparent extra allow_dup luniq_pinch SUBST: b : bc NSUBST: L = @ / ., R = @ / . MAP xxxxxxxxx bbxxxxxbb LbbxxxbbR L.bbxbb.R L..bbb..R L...b...R L.......R L.......R L.......R L...b...R L..bbb..R L.bbxbb.R LbbxxxbbR bbxxxxxbb xxxxxxxxx ENDMAP NAME: nicolae_elf_w_pinch DEPTH: Elf TAGS: transparent extra allow_dup luniq_pinch SUBST: b : bc NSUBST: L = @ / ., R = @ / . MAP xxxxxxxxxxxxxxxxx bbxxxxxbbbxxxxxbb Lbbxxxbb.bbxxxbbR L.bbxbb...bbxbb.R L..bbb.....bbb..R L...b.......b...R L...............R L...............R L...............R L...b.......b...R L..bbb.....bbb..R L.bbxbb...bbxbb.R Lbbxxxbb.bbxxxbbR bbxxxxxbbbxxxxxbb xxxxxxxxxxxxxxxxx ENDMAP NAME: nicolae_elf_m_pinch DEPTH: Elf TAGS: transparent extra allow_dup luniq_pinch SUBST: b : bc NSUBST: L = @ / ., R = @ / . MAP xxxxxxxxxxxxxxxxx xxxbbbxxxxxbbbxxx xxbb.bbxxxbb.bbxx xbb...bbxbb...bbx bb.....bbb.....bb b.......b.......b L...............R L...............R L...............R b.......b.......b bb.....bbb.....bb xbb...bbxbb...bbx xxbb.bbxxxbb.bbxx xxxbbbxxxxxbbbxxx xxxxxxxxxxxxxxxxx ENDMAP NAME: nicolae_elf_big_sculpture_1 DEPTH: Elf TAGS: transparent decor extra allow_dup SHUFFLE: abcdf SUBST: a : . SHUFFLE: bcdef SUBST: bcd : v, e : .v, f : .v, v : vbcx MAP ......... .fda.adf. .deb.bed. .abc.cba. ......... .abc.cba. .deb.bed. .fda.adf. ......... ENDMAP NAME: nicolae_elf_big_sculpture_2 DEPTH: Elf TAGS: transparent decor extra allow_dup luniq SHUFFLE: mlk/mkl/nnn, abcdefghij SUBST: ka = ., nbcd = v, e : .v, f : .v, g : .v, h : .v, i : .v, j : .v SUBST: l : .v, m : .v, v : vbcx MAP ........... .abcd.dcba. ....efg.gfe.... .a...hi.ih...a. .be...j.j...eb. .cfh.......hfc. .dgij.klk.jigd. ......lml...... .dgij.klk.jigd. .cfh.......hfc. .be...j.j...eb. .a...hi.ih...a. ....efg.gfe.... .abcd.dcba. ........... ENDMAP NAME: nicolae_elf_big_sculpture_3 DEPTH: Elf TAGS: transparent extra decor allow_dup luniq : if crawl.coinflip() then SHUFFLE: bcegh SUBST: b = . SHUFFLE: acdefghi : else SUBST: f = v SHUFFLE: abcdeghi : end SUBST: acd = v, b : .v, e : .v, f : .v, g : .v, h : .v, i : .v SUBST: j : .v, v : vbcx MAP . ... ..a.. ..bcb.. ..defed.. ....ghg.... ..d...i...d.. ..beg.....geb.. ..acfhi.j.ihfca.. ..beg.....geb.. ..d...i...d.. ....ghg.... ..defed.. ..bcb.. ..a.. ... . ENDMAP NAME: hangedman_elf_power_crystal TAGS: extra transparent decor DEPTH: Elf KMONS: 1 = crystal guardian SHUFFLE: @ABC, QRST, n1' / n1' / xxx SUBST: A : b:8 .:1 @:1, BC = b, x : b:8 x:1 SUBST: Q : b:8 .:1, R : b.., S : b:1 .:8, T = . KMASK: 1' = no_trap_gen KMASK: 1' = no_item_gen KMASK: 1' = no_monster_gen KMASK: 1' = opaque KPROP: 1' = no_rtele_into TILE: 1' = floor_pebble_green COLOUR: 1' = green MAP bbbbbbbbAb Bb.b..T..bA Bb...b...b.b bb..R..b.b..b b@bbbbb.bbbb..Sb @b.....bb''bb..b b.b...bb'1'b.b.b bb..b.bb'''nb..bb Cbb...bb'1'bb.Q..b Cb.b..bb'''nb.b..bb bb..b.bn'''bb..b.bC b..Q.bb'1'bb...bbC bb..bn'''bb.b..bb b.b.b'1'bb...b.b b..bb''bb.....b@ bS..bbbb.bbbbb@b b..b.b..R..bb b.b...b...bB Ab..T..b.bB bAbbbbbbbb ENDMAP NAME: hangedman_elven_ridges TAGS: extra transparent decor DEPTH: Elf MONS: fungus SHUFFLE: ABCD, EF, GHIJKLMN SUBST: A : x.., B : xx., CD = x, E : x.., F : x.. SUBST: G : xxx., H : xxx., I : x., J : x., K : x:1 .:9, L : x:1 .:9 SUBST: MN = ., c : c:16 b:2 v:1 1:1 MAP .cxBxc. .H...G. ...x...... ......x...... cH..F.x.xxCxx x.......J...I A.xxx.c...x...... x.........x...... cG..xJ..E.x.xxDxx ....x.......L...K ..D.xxx.c...x.. ..x.........x...... ..xI..xL..F.x.xxAxc ..x.......N...M ..C.xxx.c...x.. ..x.........x. ..xK..xN..E.x. ..x....... ..B.xxx.c. ..x....... ..cM. ENDMAP NAME: hangedman_elven_pyramids TAGS: extra transparent decor DEPTH: Elf SHUFFLE: ABCD, +-_, yz / yz / zy SUBST: A : ZZ., B : Z., C : Z.., D = . SUBST: + : x:9 +:2 .:1, -_ : x:9 z:1 SUBST: Z : z:5 c:1 x:1 b:1, z : c:6 x:3 .:1 MAP ..x.. ..x.x.. ..x...x.. ..x..A..x.. ..x...y...x.. ..x..xz.zx..x.. ..x.x...y...x.x.. ..x...zy.C.yz...x.. .x..B.yz...zy.D..x.. x.......x.x.......x.. xxxx+xxxx-x_xx-xxxx+xxxx ..x.......x.x.......x ..x..D.yz...zy.B..x. ..x...zy.C.yz...x.. ..x.x...y...x.x.. ..x..xz.zx..x.. ..x...y...x.. ..x..A..x.. ..x...x.. ..x.x.. ..x.. ENDMAP NAME: hangedman_elf_targetted_burst TAGS: transparent extra decor DEPTH: Elf SUBST: x : xxc, Y : yycvb, y : xxcbv, z : cbv, Z = cbvwl MAP x .x...y...x ..Y.xxx.Y. ...x...x.. ..x.....x. xxyx..Z..xyx ....x.....x. .....z...x.. ...xz.xxx.Y. ...zx..y...x ..xz....x.... ..zx....x xz...... zx.. ENDMAP NAME: hangedman_elf_simple_split TAGS: extra transparent decor DEPTH: Elf MONS: fungus SHUFFLE: de, fg, hijk, CD SUBST: d : +., e : +x., f : +x., e : +. SUBST: h : +x, i : +x., i : +x., j : +x. SUBST: C : CTG1wl., D : ., x : x:90 cvb KMASK: wl = no_monster_gen MAP x..xx x...xxxxxx x...d....xxxxxx xxx.e....h..... xxxxx.CD.i....x ....f....j....x ....g....k..... xxxxxxxxxx....x ....g....k..... ....f....j....x xxxxx.CD.i....x xxx.e....h..... x...d....xxxxxx x...xxxxxx x..xx ENDMAP ############################################################################## ############################################################################## # # Elf:$ branch endings # # Total weight: 190. ############################################################################## ############################################################################## ############################################################################## ## Classical elf_hall ## NAME: elf_hall TAGS: nolayout_halls PLACE: Elf:$ WEIGHT: 30 ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=1., 2=2., 3=3., 4=4., 5=5. SHUFFLE: 23, 45 : elf_loot_defenders(_G) SUBST: v = v .:2 SUBST: v : xvb : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxcccccccccccccccccxxxxx xxxxxxxxxxxxcc*|*|*|**|||||c$ccxxxx xxxxxxxxxxxcc*$*|*|*|*|||||c$$ccxxx xxxxxxxxxxcc*$|*$***$$|||||c|$$ccxx xxxxxxxxxcc*$*|**ccccccccccc$$$$ccx xxxxxxxxxc*|*$*$ccc..2..2..c+$|$$cx xxxxxxxxxc$*$*ccc7........7.c$$$$cx xxxxxxxxxc||**cc...5.5...4.4cc$|$cx xxxxxxxxxc*$$cc..3.....3..ccccccccx xxxxxxxxxc$+ccc.....2....cc.....5cx xxxxxxxxxc$c....5.....5.cc....5..cx xxxxxxxxxccc......5....cc..2....ccx xxxxxxxxxxxc....5...2.cc.......ccxx xxxxxxxxxxcc..1..U.....3.4..4..ccxx xxxxxxxxxcc.....................ccx xxxxxxxxxc..2........3........5..cx xxxxxxxxxc.......2..2....3.......cx xxxxxxxxxc..2................2..5cx xxxxxxxxxc......v.........v..2...cx xxxxxxxxxc..2..vv..1...1..vv.....cx xxxxxxxxxc2..6vvv....1....vvv64.4cx xxxxxxxxxc..vvvv...........vvvv..cx xxxxxxxxxc.vvv.....cc.cc.....vvv.cx xxxxxxxxxc.v.3...cccc.cccc.3...v.cx xxxxxxxxxc.3...cccxxc.cxxccc.3.3.cx xxxxxxxxxc...cccxxxxc.cxxxxccc...cx xxxxxxxxxc.cccxxxxxxc.cxxxxxxccc.cx xxxxxxxxxcccxxxxxxxxc.cxxxxxxxxcccx xxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxx ENDMAP ############################################################################## ## Alternative elf halls: gauntlets (David) ## A wide and narrow one, with total weight 20. ## NAME: elf_hall_gauntlet_wide TAGS: nolayout_halls PLACE: Elf:$ ORIENT: float TAGS: no_pool_fixup : elf_setup(_G) : elf_monsters(_G) SHUFFLE: 345 SUBST: 4=4., 2=2., 5=5., 3=3. KMONS: $ = weight:115 nothing / deep elf annihilator KMONS: * = weight:105 nothing / deep elf death mage KMONS: | = weight:290 nothing / deep elf sorcerer KFEAT: $ = $ KFEAT: * = * KFEAT: | = | SUBST: | = | *:2 SUBST: * = * |:3 KMONS: A = deep elf master archer KFEAT: A = | KMONS: B = deep elf blademaster KFEAT: B = | MAP cccccccccccccccccccccccccc c2ccccccc........ccccccccc c.cccc2...5....5...2cccccc c.cc..................cccc c.c....3....45....3....c3c c.+........U..U........+.c c.c......2.2..2.2......c.c c.cc......3....4......cc.c c.ccc4cccccc..cccccc.cc..c c2ccc.c.3.ww..ww.4.ccc...c c.ccc..3..ww..ww..5......c c$$$ccc...ww..ww...ccccc.c c$$$ccc.1.ww..ww.5.ccccc.c c$$$cccccccc2.cccccc1262.c ccc+cccccccc..cccccccccc.c cB*|*|**|*cc..cc$|$*$|$|.c c**|*|||||cc..cc|$|$*$*$.c c*|*|||**|cc..cc$*$*$*$|.c c|**|*|||Acc..ccA$|$|$|$2c ccccccccccccWWcccccccccccc ccccccccccccWWcccccccccccc ccccccccccccWWcccccccccccc xxxxxxxxxxxx@@xxxxxxxxxxxx ENDMAP NAME: elf_hall_gauntlet_narrow TAGS: nolayout_halls PLACE: Elf:$ ORIENT: float TAGS: no_pool_fixup : elf_setup(_G) : elf_monsters(_G) SHUFFLE: 345 SUBST: 4=4., 2=2., 5=5., 3=3. SHUFFLE: lww SHUFFLE: nN / yY / zZ SUBST: N=@, n=., Y=c, y=c SHUFFLE: zZ / nN SUBST: N=@, n=., Z=c, z=c KMONS: $ = weight:115 nothing / deep elf annihilator KMONS: * = weight:105 nothing / deep elf death mage KMONS: | = weight:290 nothing / deep elf sorcerer KFEAT: $ = $ KFEAT: * = * KFEAT: | = | SUBST: | = | *:2 SUBST: * = * |:3 KITEM: 6 = | KITEM: 7 = | KFEAT: 6 = 6 KFEAT: 7 = 7 MAP ccccccccccccccccccccccccc c2ccccccc.......ccccccccc c.cccc2...5...5...2cccccc c.cc.................cc6c c.c....3....45...3....c3c c.+.........U.........+.c c.c......2.2.2.2......c.c c.cc......3...4......cc.c c.ccc4cccccc.cccccc.cc..c c2ccc.c.3.ww.ww.4.ccc...c c.ccc..3..ww.ww..5......c c$$$ccc...ww.ww...ccccc.c c$$$ccc.1.ww.ww.5.ccccc.c c$$$cccccccc.ccccccc122.c ccc+cccccccc2cccccccccc.c c6*|*|**|*cc.cc$|$*$|$|.c c**|*|||||cc.cc|$|$*$*$.c c||*||***|cc.cc$*$*$*$|.c c|**|*||7*cc.cc7$|$|$|$2c cccccccccccc.cccccccccccc ccccccccccc...ccccccccccc cccccccccc..c..cccccccccc Yyyyyyyyyy.ccc.zzzzzzzzzZ xxxxxxxxxxNncnNxxxxxxxxxx ENDMAP ############################################################################## ## minmay's Elf hall ## NAME: minmay_elf_hall TAGS: nolayout_halls PLACE: Elf:$ ORIENT: southwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxcccccxxxxxxxxxc.cxxxxxxxxxcccccxxx xccc...cccxxxxxccc.cccxxxxxccc...cccx cc.......cccxccc.....cccxccc.......cc c3.........ccc.........ccc.........4c c....6......5...........5......6....c c3.................................4c cc......3.........7.........3......cc xcc...............n...............ccx xxc5............6nnn6............5cxx xcc...............n...............ccx cc.......4........7........4.......cc c1.................................2c c....7......5...........5......7....c c1.........ccc.........ccc.........2c cc.......cccxccc.....cccxccc.......cc xccc...cccxxxxxccc.cccxxxxxccc...cccx xxxcc+ccxxxxxxxxxc.cxxxxxxxxxcc+ccxxx xxxc$*|cxxxxxxxxxc.cxxxxxxxxxc|*$cxxx xxxc|*$cxxxxxxxxxc.cxxxxxxxxxc$*|cxxx xxxcccccxxxxxxxxxc.cxxxxxxxxxcccccxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxcccccxxxccc.cccxxxcccccxxxxxxx xxxxcccc|$*ccccc6...6ccccc*||ccccxxxx xxccc*|$*|$$|+....U....+|$$|*$*$cccxx xcc*$$*|$$|$$ccc7...7ccc|*|$$$||*$ccx cc$*|*|*|*|cccxcccccccxccc$*$$*$$$|cc c|*|$$|*ccccxxxxxxxxxxxxxcccc|*$||$*c cccccccccxxxxxxxxxxxxxxxxxxxccccccccc ENDMAP ############################################################################## ## minmay's more circular hall ## NAME: minmay_elf_hall_circle PLACE: Elf:$ ORIENT: float : elf_setup(_G) : elf_monsters(_G) SHUFFLE: 12345, 67 SUBST: 1=1., 2=2., 3=3., 4=4., 5=5. : elf_loot_defenders(_G) SUBST: v = v .:2 SUBST: v : xvb : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxcccccccccccxxxxxxxxxxx xxxxxxxxccc$|$|$|$|$cccxxxxxxxxx xxxxxxccc***$|$|$|$|$|cccxxxxxxx xxxxxcc******$|$|$|$|$|$ccxxxxxx xxxxcc**cc+cc|$|$|$|$|$|$ccxxxxx xxxcc**cc5..cccc|$|$|$|$|$ccxxxx xxxc****cc...2.ccccc$|$|$|$cxxxx xxcc*****ccc......3cccccc$|ccxxx xxc*****cc6cccc........5cccccxxx xcccccccc.....ccccc.5......6ccxx xc2........2......cccccc.....cxx xc..........4................cxx xc..3..5.......U..2........5.cxx xc7..................4....1..cxx xc.....2...vv.....vv.........cxx xc..........vvvvvvv..3.......cxx xc....2.......vvv.........2..cxx xc.........3...v...7.........cxx xc2.........5....4....4......cxx xcc.5....4..................ccxx xxc....vv6...4.......6vv...2cxxx xxcc...vvv2......5..2vvv.5.ccxxx xxxc3..vvvvv2.....2vvvvv..3cxxxx xxxcc....vvvvv...vvvvv....ccxxxx xxxxcc3....vvvv1vvvv....3ccxxxxx xxxxxcc.................ccxxxxxx xxxxxxccc3...1...1...3cccxxxxxxx xxxxxxxxccc.........cccxxxxxxxxx xxxxxxxxxxccccc@cccccxxxxxxxxxxx ENDMAP ############################################################################## ## minmay # Before transforms: 32x$, 27x*, 29x|, 4x1, 13x2, 10x3, 6x4, 9x5, 4x6, 2x7 # NAME: minmay_elf_hall_hex TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 : elf_loot_defenders(_G) SUBST: v = v .:2 SUBST: v : xvb : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxcccxxxxxxxxxxcccxxxxxxxxxxcccxxxxxx xxxxccc*cccxxxxxxccc.cccxxxxxxccc$cccxxxx xxxcc*****ccxxxxcc.....ccxxxxcc|$|$|ccxxx xccc**ccc$|cccccc....5..cccccc|$ccc$|cccx xc***ccccc$|$c.............c$|$ccccc$|$cx xc*ccccccccc|c.............c|ccccccccc|cx xc*ccccccccc$c..........2..c$ccccccccc$cx xc*|ccccccc$|+.....2U......+|$ccccccc||cx xc*ccccccccc$c.............c$ccccccccc$cx xc*ccccccccc|c..5.......3..c|ccccccccc|cx xc***ccccc$|$cccc.......cccc$|$ccccc$|$cx xccc**ccc$|ccc..cc..4..cc5.ccc|$ccc$|cccx xxxcc*****cc.....ccc.ccc....2cc|$|$|ccxxx xxxxccc*ccc....3.....7........ccc$cccxxxx xxxxxxccc........6..............cccxxxxxx xxxxxxxc.4.............2.........cxxxxxxx xxxxxxxc......2..............3...cxxxxxxx xxxxxxxc..........4.........2....cxxxxxxx xxxxxxxc...5......v...v..........cxxxxxxx xxxxxxxc.......3vvv...vvv3...6...cxxxxxxx xxxxxxxc.......vvvv...vvvv......4cxxxxxxx xxxxxxxc...3.vvvv.......vvvv3....cxxxxxxx xxxxxxxc...vvvvv.........vvvvv...cxxxxxxx xxxxxxxc...vvv.............vvv...cxxxxxxx xxxxxxxc..........1...12.........cxxxxxxx xxxxxxcc..6......................ccxxxxxx xxxxccc...........................cccxxxx xxxcc.......2...1ccc.ccc1...........ccxxx xccc............cc.....cc...3...2....cccx xc...2....4..3ccc.......ccc............cx xc...........cc...........cc.....5..2..cx xc.....v.....cc...........cc...4.v.....cx xc..5.vvv....cc...........cc....vvv....cx xc.....v.....cc...........cc.....v.5...cx xc3..7.....5.cc...........cc...........cx xc...........cc...........cc...2....6..cx xccc...2...cccccc.......cccccc...5...cccx xxxcc.....ccxxxxcc.....ccxxxxcc.....ccxxx xxxxccc.cccxxxxxxccc.cccxxxxxxccc.cccxxxx xxxxxxcccxxxxxxxxxxc.cxxxxxxxxxxcccxxxxxx xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx ENDMAP # Before transforms: 26x$, 24x*, 24x|, 5x1, 3x2, 8x3, 4x4, 7x5, 2x6, 2x7 NAME: minmay_elf_hall_dome TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP cccccccccccccccccccccccccccccc ccccccccccc4....5..ccccccccccc cccccccc..............cccccccc cccccc......1....3......cccccc ccccc...............5....ccccc cccc....2....bbbb3........cccc cccc..2.....bbbbbb........cccc ccc4.......bbbbbbbb........ccc ccc........bbbbbbbb3..1....ccc ccc..5.U..2bbbbbbbb...U....ccc cc.........bbbbbbbb.1.......cc cc....1.....bbbbbb..........cc cc.......3..3bbbb.....4.....cc cc.........................5cc c5...............5...........c c.c3..c..5c...1....c...c...c.c c.cc..cc..cc......cc..cc..cc3c c.ccc6ccc6ccc....ccc7ccc7ccc.c c+cccccccccccc..cccccccccccc+c c$**cc*$cc*$cc..cc$|cc$|cc||$c c*$*$***$*$**c.4c||$|$|$|||$|c c**$*$***$*$*c3.c|||$|||$|$||c cc**cc$*cc$*cc..cc|$cc|$cc|$cc cccccccccccccc@@cccccccccccccc ENDMAP # Before transforms: 32x$, 27x*, 27x|, 4x1, 8x2, 9x3, 2x4, 10x5, 2x6, 2x7 NAME: minmay_elf_hall_spiked TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 SUBST: b : bn.... SUBST: v = v .:2 SUBST: v : xvb : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxccccxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxcccc*|ccccxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxccc|$|$**|$cccxxxxxxxxxxxxxx xxxxxxxxxxxxxcc$|$||*$*$|$*ccxxxxxxxxxxxxx xxxxxxxxxxxxxc$|$|**$*$|$|$*cxxxxxxxxxxxxx xccccxxxxxxxxc+cccccccccccc+cxxxxxxxxccccx xc..cccxxxxccc..............cccxxxxccc2.cx xc3...cccccc...6...2..........cccccc....cx xcc.U.5.cc..........2..2.....6..cc...U.ccx xxc.........4..............3...........cxx xxcc....2.......U........U....5.......ccxx xxxc7........3........5............2..cxxx xxxcc...bb.....vvv.3....vvv.....bb...ccxxx xxxcc...bb..5...vvvv..vvvv......bb1..ccxxx xxxc..............vvvvvv..............cxxx xxcc3.....5.........vv......4....3....ccxx xxc..........................1.......5.cxx xcc1....cc............3.........cc7....ccx xc...1cccccc3....2.c..c.......cccccc....cx xc5.ccc$*$*ccc....cc..cc...5ccc|*||ccc2.cx xc+cc*$*$*$$*ccccccc.5ccccccc*|*$|$|$cc+cx xc*$*$*$*$|$*cxxxxxc3.cxxxxxc*|$|$|$|$|$cx xcccccc*$*|cccxxxxxc5.cxxxxxccc|$|$ccccccx xxxxxxccccccxxxxxxxc..cxxxxxxxccccccxxxxxx xxxxxxxxxxxxxxxxxxxx@@xxxxxxxxxxxxxxxxxxxx ENDMAP # Before transforms: 20x$, 31x*, 28x|, 8x1, 4x2, 8x3, 4x4, 8x5, 4x6, 2x7 NAME: minmay_elf_hall_quartered_circle TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxcccccccccccxxxxxxxxxxx xxxxxxxxccc*|*|+...1cccxxxxxxxxx xxxxxxccc*$|*||c.....6cccxxxxxxx xxxxxcc$*|*|cccc........ccxxxxxx xxxxcc*|$|ccc*|c....3....ccxxxxx xxxcc|$*ccc|$*$+......5...ccxxxx xxcc$||cc*$*|$*c..6........ccxxx xxc|$$cc*$**cccc............cxxx xcc$*cc$**ccc1....3...U.....ccxx xc$||c*|$cc.................2cxx cc*|cc**cc...5bbb7.......4...ccx c$|*c|**c..1bbbbbbb..........2cx c|$cc*|cc..bbbbbbbbb..4.......cx c*|c|**c..6bbbbbbbbb..........cx c|*c$$|c..bbbbbbbbbbb..........@ c+ccc+cc6.bbbbbbbbbbb...1..3cccx c..1......bbbbbbbbbbb......2cxxx c..........bbbbbbbbb.......ccxxx c.7..5....4bbbbbbbbb.......cxxxx c...........bbbbbbb...5...1cxxxx cc.5.........5bbb..3.......cxxxx xc........2.............1.ccxxxx xcc..3..U...........5....ccxxxxx xxc........4.............cxxxxxx xxcc.............5......ccxxxxxx xxxcc.................cccxxxxxxx xxxxcc......1........ccxxxxxxxxx xxxxxcc3........3cccccxxxxxxxxxx xxxxxxccc......cccxxxxxxxxxxxxxx xxxxxxxxccc3...cxxxxxxxxxxxxxxxx xxxxxxxxxxcccc.cxxxxxxxxxxxxxxxx xxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxx ENDMAP # The elves have created golems to guard their treasure. # Before transforms: 39x$, 26x*, 26x|, 6x1, 8x2, 4x3, 10x4, 6x5, 2x6, 2x7, 16x8 NAME: minmay_elf_hall_golems TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) KMONS: 8 = crystal guardian SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77., 8=8. SHUFFLE: 12, 34, 67 SUBST: b : bc : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxcccccccccccccccccccccccccxxxxx xxxxxc$*|$$$|*$$*$$*$|$|$|$*$cxxxxx xxxxcc+cc|*$$*$$$$|$$$|$*$cc+ccxxxx xxxcc8.8ccccccccccccccccccc8.8ccxxx xccc8.......4.......6......4..8cccx xc$+....3.............1......2.+$cx xc*c8..4.......2..4.....1.....8c*cx xc|cc5....................2...cc*cx xc$$cccc......5.......7...5cccc$|cx xc*|$*|cc..2.......2......cc|*||$cx xc|*$|$*c.........2.....5.c*$$|**cx xc*|**|cc.....1...........cc$|*|$cx xc$*cccc........1....3.....cccc||cx xc$cc4.....bb1........bb.4....cc*cx xc|c8.....3bbbbb...3bbbb......8c|cx xc*+....2....bbbb7bbbb....2....+$cx xccc8..........bbbbb..........8cccx xxxcc4.......4...b.....6......ccxxx xxxxcccc...4..............5ccccxxxx xxxxxxxcccc.........1...ccccxxxxxxx xxxxxxxxxxccc5........cccxxxxxxxxxx xxxxxxxxxxxxccc....4cccxxxxxxxxxxxx xxxxxxxxxxxxxxccc.cccxxxxxxxxxxxxxx xxxxxxxxxxxxxxcc...ccxxxxxxxxxxxxxx xxxxxxxxxxxxxxc8...8cxxxxxxxxxxxxxx xxxxxxxxxxxxxxc8...8cxxxxxxxxxxxxxx xxxxxxxxxxxxxxccc@cccxxxxxxxxxxxxxx ENDMAP # Before transforms: 28x$, 27x*, 29x|, 4x1, 9x2, 8x3, 6x4, 8x5, 2x6, 2x7 NAME: minmay_elf_hall_x TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) SUBST: n : nnnb MAP xxccccccccccccccccccccx xcc||*$**cc||$|*$|*|ccx xc*|*|$|**cc$|$*$||$|cx xc$$|$*cc+ccc*$|$*$|*cx xc||$|cc2.54cc*$|$*||cx xc$*|cc...U..+*$*|*$*cx xc|$cc.......ccc$*|*$cx xc*cc3...1..cc4cc$$*$cx xccc...1...cc3.2cc|*$cx xcc.......cc.....cc$*cx cc...n...cc...n...cc|cx c...nnn..3...nnn..6cccx cc...n..6.....n...ccxxx xcc..2....1....2.ccxxxx xxcc............ccxxxxx xxxcc4...2..3..ccxxxxxx xxxxcc........ccxxxxxxx xxxcc..3..5....ccxxxxxx xxcc5........1..ccxxxxx xcc2....4......5.ccxxxx cc...n2...3...n.2.ccxxx c7..nnn......nnn..4cxxx cc...n...5....n...ccxxx xcc.....c..c4....ccxxxx xxcc5.3cc.2cc...ccxxxxx xxxcc3ccc..ccc7ccxxxxxx xxxxcccxc.5cxcccxxxxxxx xxxxxxxxc5.cxxxxxxxxxxx xxxxxxxxx@@xxxxxxxxxxxx ENDMAP # Before transforms: 18x$, 23x*, 31x|, 6x1, 8x2, 7x3, 10x4, 11x5, 2x6, 4x7 NAME: minmay_elf_hall_four_x TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxcccccccccccccccccccccccccccccxxxx xxxc$||*$|$$|*$+c2c+*$|*$$$|*||cxxxx xxccc|$|*$*|*|cc4..cc*|*|**|$*cccxxx xcc.cc|*||*|$cc...3.cc*|$|||*cc4ccxx cc...cc||*||cc.......cc*||$|cc...ccx c..5..cc*$$cc..6...5..cc*|*cc.....cx cc.....cc*cc...........cc$cc.7...ccx xcc7....ccc5.....b.....2ccc.....ccxx xxcc4....c......bbb.1....c....4ccxxx xxxcc.3.....4..bbbbb..........ccxxxx xxxxcc...2......bbb...5...3..ccxxxxx xxxxxcc..........b..........ccxxxxxx xxxxcc....5....4.........7...ccxxxxx xxxcc.2...b.........2...b.....ccxxxx xxcc.....bbb...........bbb.....ccxxx xxc..5..bbbbb.3..6.2..bbbbb...1.cxxx xxcc.....bbb...........bbb...5.ccxxx xxxcc.1...b..........3..b.....ccxxxx xxxxcc......7................ccxxxxx xxxxxcc..........b...4......ccxxxxxx xxxxcc..4....1..bbb.......5..ccxxxxx xxxcc..........bbbbb..........ccxxxx xxcc3....c......bbb......c.....ccxxx xcc.....ccc......b...2..ccc.1...ccxx cc.....ccxcc.5.........ccxcc...5.ccx c..5..ccxxxcc......4..ccxxxcc.....cx cc...ccxxxxxcc.......ccxxxxxcc4..ccx xcc1ccxxxxxxxcc.....ccxxxxxxxcc.ccxx xxcccxxxxxxxxxcc3..ccxxxxxxxxxcccxxx xxxxxxxxxxxxxxxcc.ccxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxc.cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxc2cxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx ENDMAP # Before transform: 31x$, 26x*, 31x|, 4x1, 12x2, 12x3, 8x4, 8x5, 2x6, 2x7 NAME: grunt_elf_hall_spiral PLACE: Elf:$ ORIENT: centre : elf_setup(_G) : elf_monsters(_G) SUBST: 1=1., 2=2., 3=3., 4=4., 5=5. SHUFFLE: 23, 45, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxc@cxxxxx xxxcccc.cccccxxx xxxccc........cccxxx xxccc............cccxx xxcc.....3.....2....ccxx xxcc....2.....5...3...ccxx xxcc.......bbb..........ccxx xcc....3..bbb4..1........ccx xxc.......bb$+..U..4.2.....cxx xcc....2.bb*|b57.......3...ccx xxc..2....b|$$bbbbbbbbb......cxx xcc.....4.b$|*bb|*$|$|bb..2..ccx xc..3.....b|*bbb+bb*|$*bb.....cx xc.....1..b$bb|*$|bb*$|$bb.3..cx xc...5..U.b*b*$|*$|bbbb+bb....cc cc.......6b|+$|*$|*bbb5.4b.....@ @.....b4.5bbb|*$|*$+|b6.......cc cc....bb+bbbb*$|*|$b*b.U..5...cx xc..3.bb$|$*bb$*|$bb$b..1.....cx xc.....bb*$|*bb+bbb*|b.....3..cx xcc..2..bb|$|$*|bb*|$b.4.....ccx xxc......bbbbbbbbb$$|b....2..cxx xcc...3.......75b|*bb.2....ccx xxc.....2.4..U..+$bb.......cxx xcc........1..4bbb..3....ccx xxcc..........bbb.......ccxx xxcc...3...5.....2....ccxx xxcc....2.....3.....ccxx xxccc............cccxx xxxccc........cccxxx xxxccccc.ccccxxx xxxxxx@xxxxx ENDMAP # Before transforms: 26x|, 31x*, 28x$, 8x1, 7x2, 8x3, 7x4, 8x5, 4x6, 4x7 NAME: nooodl_elf_gasket TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northwest : elf_setup(_G) : elf_monsters(_G) SUBST: 1=11., 2=22., 3=33., 4=44., 5=543, 6=66., 7=77. SHUFFLE: 12, 34, 67 # Shuffle pillars SHUFFLE: APp / BQq / CRr NSUBST: P = 1:+ / *:A # Fill pillars SUBST: p = 1 2 3 4 5 $:35 *:25 |:10 SUBST: q = B, r = C, Q = B, R = C SUBST: A : cvb, B : cvb, C : cvb # Shuffle inter-circle doors SHUFFLE: st SUBST: s = +, t = c SUBST: U = +c : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxcccccccccccccxxxxxxxxxxxxx xxxxxxxxxxxxxxcccccc$|$|$ccccccxxxxxxxxxxx xxxxxxxxxxxcccccccc.|$|$|.ccccccccxxxxxxxx xxxxxxxxxccccccccc+.$|*|$.+cccccccccxxxxxx xxxxxxxxcc.......7c.|$|$|.c7.......ccxxxxx xxxxxxccc.........cc$|$|$cc.........cccxxx xxxxxxc.....3.3....ccccccc....1.1.....cxxx xxxxxcc..............cxc..............ccxx xxxxcc...............ccc...............ccx xxxxc...2...BQB...4...c...5...CRC...2...cx xxxxc......BBqBB......U......CCrCC......cx xxxcc..2..BBqqqBB..4..U..5..CCrrrCC..2..cc xxxcc.....QqqqqqQ.....U.....RrrrrrR.....cc xxxcc.....BBqqqBB.....U.....CCrrrCC.....cc xxxcc.7....BBqBB....6.U.6....CCrCC....7.cc xxxcc.......BQB.......c.......CRC.......cc xxxccc...1.......5...ccc...4.......3...ccc xxxc$c+....1...5....ccxcc....4...3....+c$c xxxc$$c.............cxxxc.............c$$c xxxc*$ccc...........cxxxc...........ccc$*c xxxc*$$$cc.......cscccccccsc.......cc$$$*c xxxc**$ccc+ccccccc.6.....6.ccccccc+ccc$**c xxxc**cc..3ccxxc.............cxxcc5..cc**c xxxc*cc.....ccxc......3......cxcc.....cc*c xxxc*c.......ccc..3.......3..ccc.......c*c xxxccc..5.1..cc.4...........4.cc..2.4..ccc xxxxcc.......t.......APA.......t.......ccx xxxxccc.....cc......AApAA......cc.....cccx xxxxxccc...ccc...5.AApppAA.5...ccc...cccxx xxxxxcccc+cc.c.....PpppppP.....c.cc+ccccxx xxxxxxcc.....c.....AApppAA.....c.....ccxxx xxxxxxxc.*|*.c..1...AApAA...1..c.*|*.cxxxx xxxxxxxcc|*|*c....2..APA..2....c*|*|ccxxxx xxxxxxxxcc|*|cc...............cc|*|ccxxxxx xxxxxxxxxccc*|cc.............cc|*cccxxxxxx xxxxxxxxxxxcc*|c......1......c|*ccxxxxxxxx xxxxxxxxxxxxcccccc.........ccccccxxxxxxxxx xxxxxxxxxxxxxxccccc.......cccccxxxxxxxxxxx xxxxxxxxxxxxxxxxcccccc@ccccccxxxxxxxxxxxxx ENDMAP # Before transform: 30x$, 31x*, 26x|, 4x1, 12x2, 12x3, 8x4, 8x5, 2x6, 2x7 NAME: grunt_elf_hall_branching TAGS: nolayout_halls PLACE: Elf:$ ORIENT: north : elf_setup(_G) : elf_monsters(_G) SUBST: 1=1., 2=2., 3=3., 4=4., 5=5. SHUFFLE: 23, 45, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxcccccccccxxxxxxxxxxx xxxxxxxxxxcc$|*|*|$ccxxxxxxxxxx xxxxxxxxxxc$|*|*|*|$cxxxxxxxxxx xxxxxxxxxxc$.|*|*|.$cxxxxxxxxxx xxxxxxxxxxcc+ccccc+ccxxxxxxxxxx xxxxxxxxxxc2.3ccc2.3cxxxxxxxxxx xxxxxxxxxxc...ccc...cxxxxxxxxxx xxccccccxxc...ccc...cxxccccccxx xcc|*$$cxxcc.5...4.ccxxc$$*|ccx cc|*$*.cxxxc...b...cxxxc.*$*|cc c|*|cc+cxxxcc..b..ccxxxc+cc|*|c c*$cc3.ccccxc.4b5.cxcccc.2cc$*c c$*c261.5.cccc...cccc.4.173c*$c c$.+...4U....c.2.c....U5...+.$c ccccccc...5..3...3..4...ccccccc c..............b..............c @.bbb.2..3..2.bbb.2..2..3.bbb.@ c..............b..............c ccccccc...4..3...3..5...ccccccc c$.+...5U....c.2.c....U4...+.$c c$*c371.4.cccc...cccc.5.162c*$c c*$cc2.ccccxxc.b.cxxcccc.3cc$*c c|*|cc+cxxxxxc.b.cxxxxxc+cc|*|c cc|*$*.cxxxxxc.b.cxxxxxc.*$*|cc cc|*$$cxxxxxc...cxxxxxc$$*|cc ccccccxxxxxcc@ccxxxxxcccccc ENDMAP # Before randomisation: 28x$, 32x*, 27x|, 4x1, 12x2, 12x3, 8x4, 8x5, 2x6, 2x7 NAME: grunt_elf_hall_diamonds TAGS: nolayout_halls PLACE: Elf:$ ORIENT: north : elf_setup(_G) : elf_monsters(_G) SUBST: 1=1., 2=2., 3=3., 4=4., 5=5. SHUFFLE: 23, 45, 67 : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxcccxxxxxxxxxxxxxx xxxxxxcccxxxxcc|ccxxxxcccxxxxxx xxxxxcc$ccxxcc|*|ccxxcc$ccxxxxx xxxxcc$..cccc|*|*|cccc..$ccxxxx xxxcc|*$..cc|*|*|*|cc..$*|ccxxx xxcc|*|*.5.cc$*|*$cc.5.*|*|ccxx xcc$*|*b....cc$.$cc....b*|*$ccx xc$.$*bbb..3.cc+cc.2..bbb*$.$cx xcc....b....cc...cc....b....ccx xxcc.4...6.cc.3.2.cc.7...4.ccxx xxxcc..........5..........ccxxx xxxccc.2.c.1..2.3..1.c.3.cccxxx xxcc.cc.cc..b..4..b..cc.cc.ccxx xcc.3.ccc....bb.bb....ccc.2.ccx cc.....c...3.bbbbb.2...c.....cc @...U.....4.5.bbb.5.4.....U...@ cc.....c...2.bbbbb.3...c.....cc xcc.2.ccc....bb.bb....ccc.3.ccx xxcc.cc.cc..b..4..b..cc.cc.ccxx xxxccc.3.c.1..3.2..1.c.2.cccxxx xxxcc..........5..........ccxxx xxcc.4...7.cc.....cc.6...4.ccxx xcc....b....cc...cc....b....ccx xc$.$*bbb..2.cc.cc.3..bbb*$.$cx xcc$*|*b....cc...cc....b*|*$ccx xxcc|*|*.5.cc.....cc.5.*|*|ccxx xxxcc|*$..cc.2.U.3.cc..$*|ccxxx xxxxcc$..cccc.....cccc..$ccxxxx xxxxxcc$ccxxcc...ccxxcc$ccxxxxx xxxxxxcccxxxxcc@ccxxxxcccxxxxxx ENDMAP # Before randomisation: 27x$, 27x*, 28x|, 4x1, 12x2, 12x3, 8x4, 8x5, 2x6, 2x7 NAME: grunt_elf_hall_asides TAGS: nolayout_halls PLACE: Elf:$ ORIENT: northeast : elf_setup(_G) : elf_monsters(_G) SUBST: 1=1., 2=2., 3=3., 4=4., 5=5. SHUFFLE: 23, 45, 67 SHUFFLE: AB, CD, EFGH, IJKL, MNOP SUBST: ACEFIJ = ., BDGH = c, KLP = b, MNO = $ : elf_loot_defenders(_G) : elf_loot_randomisation(_G) MAP xxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxcccccxxxxxxxxxxx xxxxxxxxcc|*|ccxxxxxxxxxx xxxxxxxcc|*|*|ccxxxxxxxxx xxxxxxccO*|*|*Pccxxxxxxxx xxxxxccOOO*|*PPPccxxxxxxx xxxxcc|*OOO*PPP*|ccxxxxxx xxxxc|*|*OObPP*|*|cxxxxxx xxxxc*|*|*bbb*|*|*cxxxxxx xxxxc|*|*MMbNN*|*|cxxxxxx xxxxcc|*MMM.NNN*|ccxxxxxx xxxxxccMMM3U2NNNccxxxxxxx xxxxxxccM.4L5.Nccxxxxxxxx xxxxxccH2.KbK.3Gccxxxxxxx xxxxccHH..5L4..GGccxxxxxx xxxccHH.3..1..2.GGccxxxxx xxcc...7.HH|GG.6...ccxxxx xcc.....HHbbbGG.....ccxxx xc3.5J4.HbbbbbG.5J4.2cxxx xcU.IbI1|bbbbb|1IbI.Ucxxx xc2.3J2.EbbbbbF.3J2.3cxxx xcc.....EEbbbFF.....ccxxx xxcc...6.EE|FF.7...ccxxxx xxxccEE.3..1..2.FFccxxxxx xxxxccEE..4L5..FFccxxxxxx xxxxxccE..KbK..Fccxxxxxxx xxxxxxcc..5L4..ccxxxxxxxx xxxxxcc.2.....3.ccxxxxxxx xxxxcc...CC.DD...ccxxxxxx xxxxc.3.CCC2DDD.2.cxxxxxx xxxxc4.CCC3.5DDD.5cxxxxxx xxxxc.CCC..4..DDD.cxxxxxx xxxxccCC...c...DDccxxxxxx xxxxxcc.3.ccc.2.ccxxxxxxx xxxxxxcc.AAcBB.ccxxxxxxxx xxxxxxxccAA.BBccxxxxxxxxx xxxxxxxxcc...ccxxxxxxxxxx xxxxxxxxxcc@ccxxxxxxxxxxx ENDMAP