############################################################################### # float.des: This is the place for floating regular vaults (ones defined with # ORIENT: float). Vaults with other ORIENT arguments (encompass, # north, northwest etc.) are split into large_abstract.des and # large_themed.des. Minivaults (those without ORIENT lines) # are split into mini_monsters.des and mini_features.des. # Sufficiently complicated-enough vaults # using global lua functions go into individual .des files. # # <<1>> Decorative # <<2>> Themed threat # <<3>> Abstract / generic threat # # The dividing line between generic and themed is potentially vague; # if specified monsters are used lightly and they're very common amd in-place # or very generic monsters, opt for <3>, otherwise use <2>. ############################################################################### : require('dlua/vault.lua') {{ function zot_entry_setup(e) e.kfeat("O = enter_zot") e.mons("patrolling base draconian") e.mons("fire dragon / ice dragon / storm dragon / \ shadow dragon / bone dragon / golden dragon") e.mons("patrolling nonbase draconian") e.kmons("0 = ettin / yaktaur captain / glowing shapeshifter w:5 / \ stone giant / spriggan berserker / hell knight w:5") e.kmons("9 = fire giant w:12 / titan w:8 / vampire knight / \ spriggan air mage w:8 / deep troll earth mage w:8 / \ tengu reaver / deep elf high priest w:12 / lich w:2") end }} {{ function init_protected_by_tso(e) e.tags('uniq_protected_by_tso') e.colour('- : yellow') e.lua_marker('!', message_at_spot("You almost think you hear a voice: \"Seek not undue power, mortal.\"", "warning")) e.subst('- : +') end function grunt_megastairs_setup(e) e.orient("float") e.tags("extra luniq_grunt_megastairs ruin_lair") e.depth("Lair, Depths, Crypt, Elf, Snake, Zot, Dis, Geh, Coc, Tar") e.nsubst("0 = 2:0 / 2:0. / *:.") e.subst("@ = @+") if you.depth() == 1 then e.shuffle("{[(") e.subst("{ = }") e.subst("[ = ]") e.subst("( = )G") elseif you.depth() == dgn.br_depth() then e.shuffle("{[(") e.subst("( = (G") else e.shuffle("{[(}])") e.subst("( = (<") e.subst(") = )>") end if you.branch() == "Dis" then e.subst("x = v") elseif you.branch() == "Depths" then e.subst("x : cccccvvvb") elseif you.branch() ~= "Lair" then e.subst("x = c") end e.subst("G : GGGGTTVt") e.kmons("0 = 0 band") end }} # Set the default depth for vaults. Be sure to adapt or specify # the DEPTH of particularly easy, tough, or thematic vaults. default-depth: D:12-, Depths, !Depths:$ ############################################################################### # # <<1>> Decorative vaults. # No threats. # ############################################################################### ############################################################################## # Elevator NAME: lemuel_elevator TAGS: allow_dup extra luniq_staircase DEPTH: D:2-, !D:$, Elf:2, Crypt:2-, !Crypt:$, Zot:2-, !Zot:$, \ Tar:2-, !Tar:$, Dis:2-, !Dis:$, Geh:2-, !Geh:$, Coc:2-, !Coc:$ ORIENT: float SUBST: m:mn SHUFFLE: ]}), [{( MAP mmmm m{}m mmmm ENDMAP NAME: firewood_loft TAGS: extra DEPTH: D, !D:$, Depths, !Depths:$ ORIENT: float : if you.absdepth() > 8 then KITEM: " = club, quarterstaff, quarterstaff good_item : else KITEM: " = club, quarterstaff, quarterstaff : end KITEM: ' = club, any magical staff / any rod w:1 MAP xxxxx x"']x xxxxx ENDMAP ################################################################################ # Staircase flavour vaults. # NAME: minmay_staircase_windowed_small TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 5 SHUFFLE: )]}([{ SUBST: ? = cn SUBST: c : c x:2 v:1 b:1 SUBST: n : n:18 G:1 .:1 SUBST: G : ...G MAP ccccccccc cG.GcG.Gc c...+.).c cG..c...c cc+cc?n?c cG..c... c...+... cG.Gc... ccccc ENDMAP NAME: minmay_staircase_windowed_large TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 5 SHUFFLE: )]}([{ SUBST: c : c x:2 v:1 b:1 SUBST: n : n:18 G:1 .:1 SUBST: G : ...G MAP ccccccccccccc cG...GcG...Gc c.....c.....c c.....+..)..c c.....c.....c cG...GcG...Gc ccc+ccccnnncc cG...Gc..... c.....c..... c.....+..... c.....c..... cG...Gc..... ccccccc ENDMAP NAME: minmay_staircase_statues TAGS: transparent extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 5 SHUFFLE: )]}([{ MAP G.G .). G.G ENDMAP NAME: minmay_staircase_statues_hall_small TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 3 SHUFFLE: )]}([{ SUBST: c : c x:2 v:1 b:1 MAP ccccc cG.Gc c...c cccc...cccc cG.......Gc c.).......+ cG.......Gc cccc...cccc c...c cG.Gc ccccc ENDMAP NAME: minmay_staircase_statues_hall_large TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 2 SHUFFLE: )]}([{, AB SUBST: A = . SUBST: B = G SUBST: C = G. SUBST: c : c x:2 v:1 b:1 MAP ccccccc cB.A.Bc c.....c c.....c c.....c cccccc.....cccccc cB.............Bc c................ cA.)....C.......@ c................ cB.............Bc cccccc.....cccccc c.....c c.....c c.....c cB.A.Bc ccccccc ENDMAP NAME: minmay_staircase_bubble TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float SUBST: m = mmmm. MAP ....... ..bb.bb.. .bb...bb. .b.....b. .m..)..m. .b.....b. .bb...bb. ..bbmbb.. ....... ENDMAP NAME: infiniplex_staircase_squiggle ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: }]){[( MAP xxxxx xxxxx...x x}..x.x.xx xxx.x.x..@ x...xxxx xxxxx ENDMAP NAME: infiniplex_staircase_zigzag_1 ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 NSUBST: @ 1:@ / *:x SHUFFLE: })]{([ MAP xxxxxxxxx x}..x...x xxx.x.x.x x...x.x.x x.xxx.x.x x.....x.x xxxxxxx.x @.......x x@xxxxxxx ENDMAP NAME: infiniplex_staircase_zigzag_2 ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: })]{([ MAP xxxxxxxxxxxxx x}..x...x...x xxx.x.x.x.x.x xxx...x.x.x.x xxxxxxx.x.x.x xxxxxxx...x.x xxxxxxxxxxx@x ENDMAP NAME: infiniplex_staircase_zigzag_3 ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: })]{([ MAP xxxxxxxxx@x xxxxx...x.x xxxxx.x.x.x x}..x.x.x.x xxx...x.x.x xxxxxxx.x.x xxxxxxx...x xxxxxxxxxxx ENDMAP NAME: infiniplex_staircase_zigzag_4 ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 NSUBST: @ 1:@ / *:x SHUFFLE: })]{([ MAP xxxxxxxxx x.......x x.xxxxx.x x.....x.x xxxxx.x.x x}..x.x.x xxx.x.x.x x...x.x.x x.xxx.x.x x.....x.@ xxxxxxx@x ENDMAP NAME: infiniplex_staircase_zigzag_5 ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 NSUBST: @ 1:@ / *:x SHUFFLE: })]{([ MAP xxxxxxx@x x.....x.@ x.xxx.x.x x...x.x.x xxx.x.x.x x}x.x.x.x x.x.x.x.x x...x.x.x xxxxx.x.x x.....x.x x.xxxxx.x x.......x xxxxxxxxx ENDMAP NAME: infiniplex_staircase_spiral ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: })]{([ MAP xxxxxxxxx @.......x xxxxxxx.x x.....x.x x.xxx.x.x x.x}..x.x x.xxxxx.x x.......x xxxxxxxxx ENDMAP NAME: infiniplex_staircase_spiral_double ORIENT: float TAGS: transparent extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: })]{([ SUBST: m : mxxxx MAP xxxxxxxxxxx @.........x xmxxxxxmx.x x.......x.x x.xxxxx.x.x x.m..}..m.x x.x.xxxxx.x x.x.......x x.xmxxxxxmx x.........@ xxxxxxxxxxx ENDMAP NAME: infiniplex_staircase_x ORIENT: float TAGS: transparent extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SUBST: D : .x SHUFFLE: }]){[( MAP @xx xx@ x.xx xx.x xx.xxx.xx xx.D.xx xD}Dx xx.D.xx xx.xxx.xx x.xx xx.x @xx xx@ ENDMAP NAME: infiniplex_staircase_split_hallway ORIENT: float TAGS: transparent extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: })]{([ MAP x@x xx.xx xxx.xxx xx...xx x.x+x.x x.x.x.x x.x}x.x x.x.x.x x.x+x.x xx...xx xxx.xxx xx.xx x@x ENDMAP NAME: infiniplex_staircase_trident ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 NSUBST: } = 1:} / *:. SHUFFLE: })]{([ MAP xxxxxxx x}x}x}x x.x.x.x x.x.x.x x.x.x.x x.x.x.x x+x+x+x x.....x x.....x x.....x xx...xx xx.xx x@x ENDMAP NAME: infiniplex_staircase_hallway_doors ORIENT: float TAGS: transparent extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SHUFFLE: DEHJK SUBST: D : + SUBST: E : +xx SUBST: H : +xx SUBST: J : +xx SUBST: K : +xx SHUFFLE: py/qz SUBST: p = . SUBST: q = x SUBST: y = @ SUBST: z = x SHUFFLE: })]{([ MAP xxxxxxxxxxxxxxxxxzxyx @.................ppx xxxxxHxDxExDxKxDxExDxHxxx xxx}....................J xxxxxHxDxExDxKxDxExDxHxxx @.................ppx xxxxxxxxxxxxxxxxxzxyx ENDMAP NAME: infiniplex_staircase_diamond ORIENT: float TAGS: extra luniq_staircase allow_dup decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SUBST: c : x:45 .:15 c:10 m:5 NSUBST: ! = 1:+ / *:! SUBST: ! = +x SHUFFLE: }]){[( MAP x!x xx.xx xx...xx xx..c..xx x}.ccc..! xx..c..xx xx...xx xx.xx x!x ENDMAP NAME: infiniplex_staircase_star ORIENT: float TAGS: transparent extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SUBST: D : .x SUBST: x : x:40 c:5 m:4 b:1 NSUBST: ! = 1:@ / *:! SUBST: ! = @... SHUFFLE: }]){[( MAP ...!...!... ....DxD.... ....xxx.... !...DxD...! .DxD...DxD. .xxx.}.xxx. .DxD...DxD. !...DxD...! ....xxx.... ....DxD.... ...!...!... ENDMAP NAME: infiniplex_staircase_door_maze ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 NSUBST: D = 1:+ / *:x NSUBST: E = 1:+ / *:x NSUBST: H = 1:+ / *:x SHUFFLE: }]){[( MAP xExExExEx E.D.D.H.E x+x+x+x+x E.D.D.x.E x+x+x+x+x E.D}D.x.E x+xxx+x+x E.+.+.H.E xExExExEx ENDMAP NAME: infiniplex_staircase_9_rooms ORIENT: float TAGS: extra luniq_staircase no_monster_gen decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 2 # Room contents NSUBST: } = 1:} / *:0 SHUFFLE: }]){[( NSUBST: 0 = 1:% / 2:0 / *:. # Doors NSUBST: @ = 1:+ / *:Z NSUBST: D = 1:+ / *:Z NSUBST: E = 1:+ / *:Z NSUBST: H = 1:+ / *:Z NSUBST: J = 1:Z / *:+ SUBST: Z = +xxxxxxxxx MAP xxExxxZxxx+xx x...x...x...x E.0.E.}.J.0.+ x...x...x...x xxExxxJxxxJxx x...x...x...x +.}.+.}.J.}.Z x...x...x...x xxDxxxDxxxHxx x...x...x...x D.0.+.}.H.0.H x...x...x...x xxDxxxDxxxHxx ENDMAP NAME: infiniplex_staircase_pillars_1 ORIENT: float TAGS: extra luniq_staircase uniq_infiniplex_staircase_pillars decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SUBST: c : x:45 .:15 c:10 m:5 SHUFFLE: }p/)q/]r SUBST: ) = x SUBST: ] = x SUBST: q = x SUBST: r = x SHUFFLE: })]{([ MAP xxx x)x xxqxx xxx...xx x}p.c..@ xxx...xx xxrxx x]x xxx ENDMAP NAME: infiniplex_staircase_pillars_2 ORIENT: float TAGS: extra luniq_staircase uniq_infiniplex_staircase_pillars decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SUBST: c : x:45 .:15 c:10 m:5 SHUFFLE: }p/)q/]r SUBST: ) = x SUBST: ] = x SUBST: q = x SUBST: r = x SHUFFLE: })]{([ # entry SHUFFLE: D@/E'/H" SUBST: E = x SUBST: H = x SUBST: ' = x SUBST: " = x MAP xxx x)x x@x xxqxx xxDxx xxx...xxx...xx x}p.c.....c.E' xxx...xxx...xx xxrxx xxHxx x]x x"x xxx ENDMAP NAME: infiniplex_staircase_pillars_3a ORIENT: float TAGS: extra luniq_staircase uniq_infiniplex_staircase_pillars decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 SUBST: c : x:45 .:15 c:10 m:5 SHUFFLE: }p/)q/]r SUBST: ) = x SUBST: ] = x SUBST: q = x SUBST: r = x SHUFFLE: })]{([ # entry SHUFFLE: D@/E'/H" SUBST: E = x SUBST: H = x SUBST: ' = x SUBST: " = x MAP xxx x)x xxqxx xxxxx xxx...xxx...x x}p.c.....c.x xxx...xxx...x xxrxx xx.xx x]x x.x xxx xx.xx xx...xx "H.c.D@ xx...xx xxExx x'x ENDMAP NAME: infiniplex_staircase_pillars_3b ORIENT: float TAGS: extra luniq_staircase uniq_infiniplex_staircase_pillars decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 2 SUBST: c : x:45 .:15 c:10 m:5 SHUFFLE: }p/)q/]r SUBST: ) = x SUBST: ] = x SUBST: q = x SUBST: r = x SHUFFLE: })]{([ # entry SHUFFLE: D@/E'/H" SUBST: E = x SUBST: H = x SUBST: ' = x SUBST: " = x MAP xxx x)x x@x xxqxx xxxxx xxDxx xxx...xxx...xxx...xx x}p.c.....c.....c.E' xxx...xxx...xxx...xx xxrxx xxxxx xxHxx x]x x"x xxx ENDMAP NAME: infiniplex_staircase_river ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 NSUBST: D = 1:W / *:w NSUBST: E = 1:W / *:w NSUBST: H = 1:W / *:w NSUBST: } = 1:} / *:. SHUFFLE: }]){[( MAP xxxxxx x....x x.}}.x x.}}.x x....x xww..x xwDDwx xwEEwx xwHHwx x..wwx x....x x@..@x ENDMAP NAME: infiniplex_staircase_pool_1 ORIENT: float TAGS: transparent extra luniq_staircase no_pool_fixup no_monster_gen decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ WEIGHT: 3 # Water SUBST: D = WW. SUBST: E = W.. # Place @(s) NSUBST: ! = 1:@ / *:! SUBST: ! = @... SHUFFLE: }]){[( MAP .!. ..EDE.. !EDWWWDE! .EwwwWwwwE. .DwcwWwcwD. .EWwwwWwwwWE. !DWWWW}WWWWD! .EWwwwWwwwWE. .DwcwWwcwD. .EwwwWwwwE. !EDWWWDE! ..EDE.. .!. ENDMAP NAME: infiniplex_staircase_pool_2 ORIENT: float TAGS: transparent extra luniq_staircase no_monster_gen decor DEPTH: D:2-, !D:$, Depths:2-, !Depths:$, Lair, Swamp WEIGHT: 3 (D), 10 (Swamp) # Water SUBST: D = WW. SUBST: E = W.. SUBST: Z = wwW # Guarantee a path NSUBST: S = 1:W / *:w # Place @(s) NSUBST: ! = 1:@ / *:! SUBST: ! = @... SHUFFLE: }]){[( MAP !EEDEE! EDWZZZWDE !DZwwwwwZD! EWwwwwwwwWE EZwwDEDwwZE DZwwE}EwwZD EZwwDEDwwZE EWwSWwwwwWE !DZSSSwwZD! EDWZZZWDE !EEDEE! ENDMAP # This is replaced by infiniplex_staircase_pool_lava for low levels NAME: infiniplex_staircase_pool ORIENT: float TAGS: extra luniq_staircase decor DEPTH: D, !D:$, Lair, Swamp WEIGHT: 2 (D), 20 (Swamp) SUBST: D = ww. SUBST: E = w.. NSUBST: ! = 1:@ / *:! SUBST: ! = @... SHUFFLE: }]){[( MAP ... !....E! .D.}.DwDE EwDEDwwwD. Ewwwwwwwww! Dwwwwwwwww. Ewwwwwwww. !wwwwwwwE. .DwwwDE! ..!... ENDMAP # This is about the same as infiniplex_staircase_pool but with lava. # There are a few small changes to accout for lava being impassible. NAME: infiniplex_staircase_pool_lava ORIENT: float TAGS: extra luniq_staircase decor DEPTH: Depths WEIGHT: 2 SUBST: D = ll. SUBST: E = l.. NSUBST: ! = 1:@ / *:! SUBST: ! = @... SHUFFLE: }]){[( MAP ... !....E!. .D.}.DlDE. .ElDEDlllD. Elllllllll! Dlllllllll. Ellllllll. !lllllllE. .DlllDE! ..!... ENDMAP ############################################################################## # Celtic spiral tile pattern (rotated 45 degrees) # http://en.wikipedia.org/wiki/Celtic_maze NAME: mumra_celtic_spiral_tile ORIENT: float TAGS: transparent allow_dup decor DEPTH: D:1-10 WEIGHT: 2 MAP xxxxxxxxxxxxx x...........x x.xxxxx.xxx.x x.x...x.x.x.x x.xxx.x.x.x.x x.....x.x...x xxxxxxxxxxxxx.xxxxxx@xxxx x...........x...........x x.xxxxx.xxx.x.xxx.xxxxx.x x.x...x.x.x.x.x.x.x...x.x x.xxx.x.x.x.x.x.x.x.xxx.x x.....x.x...x...x.x.....x xxxxxxxxxxx.x.xxxxxxxxx.xxxxxxx x...........x...........x x.xxxxx.xxx.x.xxx.xxxxx.x x.x...x.x.x.x.x.x.x...x.x x.xxx.x.x.x.x.x.x.x.xxx.x x.....x.x...x...x.x.....x xxxx@xx.xxxxxxxxx.xxxxxxx x...........x x.xxxxxxxxx.x x.x...x...x.x x.xxx.x.xxx.x x.....x.....x xxxxxxxxxxxxx ENDMAP ############################################################################## NAME: wad_pebble_path DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: ' = floor_pebble MONS: plant MAP c..............@..............c .x.............'.............x. x.x........I..'''..I........x.x cx.x.........'''''.........x.xc ccx.x.....I.'''''''.I.....x.xcc cccx.x.......'''''.......x.xccc ccccx.x....I..'''..I....x.xcccc cccccx.x...x..c'c..x...x.xccccc ......x.xcxxxc.'.cxxxcx.x...... cccccx.x...x..c'c..x...x.xccccc ccccx.x.......'''.......x.xcccc cccx.x........'''........x.xccc ccx.x.........'''.........x.xcc cx.x..........'''..........x.xc x.x.......c.cc'''cc.c.......x.x .x.......c.c.cc'cc.c.c.......x. c........cccccc+cccccc........c ENDMAP ############################################################################## NAME: wad_lake_hut DEPTH: D:2-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: ' = floor_pebble FTILE: "1 = floor_dirt COLOUR: "1 = brown MONS: plant MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxx1"1"WxxxxxxxxxxWWWwwwWWWWxx xxx""""WWWWxccccxWWWWWWwWwWWWWx xx"1""WWWWx.cccc.xWWWWWWwwWWWxx x11""Wxxxxcc.''.ccxxxxWWwwWxxxx x""""WWwwxcc''''ccxxWWWwwwWWWWx x""""Wwwwxcc''''ccxWWWwwwWWWWWx x"11Wwxxxxcc.''.ccxWwwwwxxxxxxx x1"WWwwwWWxcc++ccxWwwwWW"11""1x x"""WWwWwWWxc..cxWWWwwwWW""xx+x xx"1"WWwwxxxxx+xxxxWWwwwWW"x''x xx""1WWwxxWW.....xxxWWwwWWWx''x x1"""Wxxx"W..''..WWxxWwwWWWx''x x""Wxxx""WW.''''..WWxxWWwW"x''x xWxxx""1WWx''''''x.W"xxww"1xxxx xxx""""WWxxx.''.xxxWx"xxwww""1x x""xx1WWwwx..''..xwwW""xxwww""x x""1"WWWww..''''..ww"xx"xxww1"x x1"""1WWwwx''''''xwwW"xx"xxww1x x"xx""WW.xxx.''.xxx.WW1"""xxwwx xx""""1Wwwx..''..xwwWW"""xxxxxx xxx"1""Www..''''..wwWW""""1"xxx xx"xx"WWwwx''''''xwwWW"x""xx"xx xx""1"WW.xxx.''.xxx.WW""x"1"1xx x"xx""WWwwx..''..xwwWW"""""1xxx xx"1""1Www..''''..wwWW"""xx11xx xxx"xx"1wwx''''''xwwWW"xx.11xxx xxxx"1""Wxxx.''.xxx.WW".xx.xxxx xxxxxx""""x..''..x..WWxx.xxxxxx xxxxxxxxxxx.''@'.xxxxxxxxxxxxxx ENDMAP NAME: minmay_weird_star TAGS: no_pool_fixup no_monster_gen DEPTH: D:8-, !D:$ ORIENT: float MONS: plant SUBST: x : x:9 c:1 MAP xxxxxxxxxxx@..@xxxxxxxxxxx x|11xxxxxx......xxxxxx11|x x11llxxxxx..ww..xxxxxll11x x1llllxxxx.wwww.xxxxllll1x xxlllllxxx.wbbw.xxxlllllxx xxxlllllx..wbbw..xlllllxxx xxxxllll...wbbw...llllxxxx xxxxxll...wwbbww...llxxxxx xxxxxx...wwbbbbww...xxxxxx xxxxx...wwbbbbbbww...xxxxx x......wwbbbbbbbbww......x @..wwwwwbbbbbbbbbbwwwww..@ ..wwbbbbbbbbbbbbbbbbbbww.. ..wwbbbbbbbbbbbbbbbbbbww.. @..wwwwwbbbbbbbbbbwwwww..@ x......wwbbbbbbbbww......x xxxxx...wwbbbbbbww...xxxxx xxxxxx...wwbbbbww...xxxxxx xxxxxll...wwbbww...llxxxxx xxxxllll...wbbw...llllxxxx xxxlllllx..wbbw..xlllllxxx xxlllllxxx.wbbw.xxxlllllxx x1llllxxxx.wwww.xxxxllll1x x11llxxxxx..ww..xxxxxll11x x|11xxxxxx......xxxxxx11|x xxxxxxxxxxx@..@xxxxxxxxxxx ENDMAP #### NAME: hangedman_decor_cross_pass TAGS: transparent extra decor no_pool_fixup ORIENT: float DEPTH: D:8-, Depths, Elf SHUFFLE: _- / _- / -_, '" / '" / "', !? / !? / !? SHUFFLE: HIJK / HIJK / IHKJ, LMNO / LMNO / MLON, PQRS / PQRS / QPSR SUBST: HJLNPR = ., I : z:6 .:1, K : z., M : z:6 .:1, O : z., Q : z:6 .:1, S : z. SUBST: A : z., B : z., C : z., ~"! = x, - : ++., ' : ++. ? : +++., = : xx+. SUBST: y : z.., Y = TVCtwz .:30 : init_hm_decor_walldepth(_G, "z") MAP x...x x...x .xxxx...xxxx .!...HIJ...xxxxx .?...KAK...'...x .!...JIH...x...x .xxxx...x""x...xxxx .........x...x...LMN...x xx+xx....x...'...OBO...x x...x....xx=xx...NML...x x...x........xxxx...xx'xx xxx...xxxx........x..."...x ...PQR...x..y.....x..."...x ...SCS...=........xx'xx...xxx ...RQP...x....Y....x...PQR... xxx...xx-xx........=...SCS... x...~...x.....y..x...RQP... x...~...x........xxxx...xxx xx-xx...xxxx........x...x x...LMN...xx=xx....x...x x...OBO...-...x....xx+xx x...NML...x...x......... xxxx...x~~x...xxxx. x...x...HIJ...!. x...-...KAK...?. xxxxx...JIH...!. xxxx...xxxx. x...x x...x ENDMAP NAME: kennysheep_cross_landing ORIENT: centre TAGS: no_pool_fixup extra decor SUBST: c:ccxxbvt DEPTH: D:10-, Depths MAP cc+cc ccw.wcc ccww.wwcc cww.9.wwc c...*...c cww...wwc ccww.wwcc cccw.wccc cccccccccc+cccccccccc ccw.wcccccw.wcccccw.wcc ccww.wwcccww.wwcccww.wwcc cww...wwcww.{.wwcww...wwc +..9*...+.......+...*9..+ cww...wwcww(.[wwcww...wwc ccww.wwcccww.wwcccww.wwcc ccw.wcccccw.wcccccw.wcc cccccccccc+cccccccccc cccw.wccc ccww.wwcc cww...wwc c...*...c cww.9.wwc ccww.wwcc ccw.wcc cc+cc ENDMAP ############################################################################### # # <<2>> Themed threat vaults. # Explicitly tries to evoke some idea, # using uncommon or out-of-place monsters for the depth. # ############################################################################### ############################################################################## # Earth elementals (formerly Stone Golems) # NAME: minmay_stone_box DEPTH: D:10- ORIENT: float WEIGHT: 5 KMONS: " = earth elemental KITEM: " = any scroll / any potion MAP cccccccccc c{......>c c........c c........c c...""...c c...""...c c........c c........c c<......}c cccccccccc ENDMAP ############################################################################## # Skeleton sneak attack # NAME: minmay_skeletal_surprise TAGS: no_monster_gen no_item_gen DEPTH: Depths, !Depths:$ ORIENT: float MONS: skeletal warrior KMONS: $ = skeletal warrior / skeleton / bone dragon w:1 / nothing w:40 KITEM: $ = $ MAP ccccccccccccc c$$$ccccc$$$c c$$$ccccc$$$c c$$$ccccc$$$c cccc1ccc1cccc ccccc...ccccc ccccc.}.ccccc ccccc...ccccc cccc1ccc1cccc c$$$ccccc$$$c c$$$ccccc$$$c c$$$ccccc$$$c ccccccccccccc ENDMAP ############################################################################## # Cavepeople # NAME: erik_1 ORIENT: float WEIGHT: 5 TAGS: no_monster_gen DEPTH: D:7-11, Lair # SHUFFLE: rR/sS/uU/vV/wW/yY/zZ, uU/nN SUBST: r=n, R=N, s=n, S=N SUBST: n=., N=@ SUBST: u=x, v=x, w=x, y=x, z=x SUBST: U=x, V=x, W=x, Y=x, Z=x # SUBST: 1 = 1:20 ., 2=2., 3=23, 4=24 MONS: jackal/hound, human, Edmund/Jessica/Sigmund, Ijyb/Psyche MONS: sheep/nothing MAP xSxxxxx xxxxxxxxxxUx xxssxxx xx1xxxxxxuxx xxxxxxxxxxxxxssx x111xxxxxuxx xxxzzzxxxxxxxxxsxxxxxx1xxxxxxuxx Zzzxzxzxx555xxsxxxxxxx1xxxxxuxxx xxxxxxxzxx5xxx.xxx..x1xxxxxuxxxx xxxxzxx5xxxx......xxxxxuuxxxx xxxzxxxx5xx...2...cccxxxux xxxzxxxx....2224..+$cxxuxx xxxxz.......2ll22.cccxxxux xxxxxx......3222.xxxxxxuxxxxxxxxx xxxxxxyxxxx2.......xxuuxxvvvvxxxx xxxxxyxxxx.......xx..vxvvxxxxvxxx xxxxxxyyxxxxxrxxxxx.xxwxxvxxxxxxxvvx xxxyxyxxxxxxrxxrxxxx.xxwxxxxxxxxxvxx xyyyyxxxxxxxxrrxrrxxxxxxwxxxxxxxvxxx xyxxxx xxxxrxrrxxxxxxwwxxxxxxvvxxxxx Yxxxxx xxxxxxxrxxxxxxxxwxxxxxxxvvxvV xxxxxx xxxxxxxrrx xxwxxxxxxxxvxx xxxrrrrxxx xxwxxxxxxxxxxx xxRxxxxxxx xxWxx ENDMAP ############################################################################## # Old Forge (1KB) # NAME: old_forge DEPTH: D:4-12 ORIENT: float KITEM: ? = long sword unrand:singing_sword, damaged short sword, \ damaged long sword, damaged hand axe KITEM: ! = damaged executioner's axe, damaged short sword, \ damaged long sword, damaged morningstar KITEM: + = damaged eveningstar, damaged short sword, \ damaged long sword, damaged war axe KITEM: & = damaged hammer / nothing MONS: fungus, plant MONS: giant mite, scorpion MONS: rat / porcupine, green rat / orange rat MONS: bat KFEAT: w = web SHUFFLE: ?!+ SUBST: c:cccvvb , b=cc. SUBST: 1 : 1112 SUBST: 1=1. , 2=2.... , 3=3. , 4=4. , 5=5. , 6=6. SUBST: ':.x''' , '=.x , .=......ww17 MAP xxxxxxxxxxxxxxxx xxx11'cccccccxxxx xxx'...c..?v3cx1xx xx111.3.c&'.v3c14xx x111'.......&&c4xxx xxx3.11..1xxccc.44x xxx.1.1113x..'xxx xxx'&..11.'xxx x1xxx'..xxx xxx xx'.'xx xxx44xxxx xx'.44xx xxxx.'x xx@x ENDMAP ############################################################################## # Starter slime pit # # The slime creature may seem too tough for the level where this appears, but # since it is a normal speed monster with no range attacks, it can be escaped. NAME: lemuel_slime DEPTH: D:6-, Lair ORIENT: float MONS: w:20 ooze / jelly / fungus MONS: slime creature / oklob plant MAP xxxxxxxxxx xxxx111xxx xx1111111x @+1112111x xx1111111x xxxx111xxx xxxxxxxxxx ENDMAP ############################################################################## # Beware the mummy's curse (Lemuel) # NAME: lemuel_minitomb ORIENT: float DEPTH: Depths, !Depths:$, Crypt MONS: zombie / nothing MONS: mummy, patrolling guardian mummy, patrolling greater mummy MONS: zombie MONS: mummy / nothing SHUFFLE: 2F, cbv SUBST: F = G:99 F:1 KMONS: F = orange crystal statue / silver statue / ice statue MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx3$$xxxxxxxxxxxxx ccxxxxxxxxccc+cccccccccxxxx cccxxxxxxxc.....c...1$cxxxc @Fcx6$.xxxc..1..c...25ccccc cccccc+cccc.62..c...15c$$$c @+111.....+.63..+..F11+4||c cccccc+cccc.62..c...15c$$$c @Fcx6$.xxxc..1..c...25ccccc cccxxxxxxxc.....c...1$cxxxc ccxxxxxxxxccc+cccccccccxxxx xxxxxxxxxxx3$$xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################# # Insect pit (Lemuel) # NAME: lemuel_insect_pit TAGS: no_rotate ORIENT: float DEPTH: D:5-12 SUBST: 1 = 1:70 2:60 3:25 MONS: goliath beetle w:20 / giant cockroach w:30 / butterfly w:20 MONS: worker ant w:15 / giant mite w:25 MONS: killer bee / scorpion / soldier ant w:5 MAP cccccccc+cccccccc c...............c c...............c c....vvvvvvv....c c....v11111v....c c....=11*11=....c c....v11111v....c c....vvvvvvv....c c...............c c...............c cccccccc+cccccccc ENDMAP ############################################################################# # Troll bridge (Lemuel) # NAME: lemuel_troll_bridge DEPTH: D:9-, Depths ORIENT: float TAGS: no_pool_fixup patrolling KPROP: 1 = no_rtele_into SUBST: 1 = 1:50 2 3:5 MONS: troll MONS: deep troll MONS: iron troll MAP xxxxx...........................xxxxxx xwwwx...........................xxxxxx xwwwx...........................xxxxxx xwwwx...........................xxxxxx xwwwwwwwwwwwwwwwww.wwwwwwwwwww..xxxxxx xxwwwwwwwwwwwxxxxw.wwwwwwwwwwwwwwwwxxx xxwwwwwwwwwwwx11xw.wxxxxwwwwwwwwwwwwxx xxwwwwwwwwwwwx11=...=11xwwwwwwwwwwwwwx xxxwwwwwwwwwwxxxxw.wx11xwwwwwwwwwwwwwx xxxxxwwwwwwwwwwwww.wxxxxwwwwwwwwwwwwwx xxxxx...wwwwwwwwww.wwwwwwwwwwwwwwwwwwx xxxxx...........................xwwwwx xxxxx...........................xxwwwx xxxxx...........................xxwwwx xxxxx...........................xxxxxx ENDMAP ############################################################################## # Lions and Tigers and Bears, oh my! (or at least bears) # NAME: lemuel_bear_cage ORIENT: float DEPTH: D:7- MONS: black bear / polar bear MONS: hippogriff / griffon MONS: yak / sheep / weight:3 death yak MONS: hound / wolf w:5 / hog SUBST: 1 = 1:30 2 3 4 . MAP cccccccccc c.1.1.1.1c c1.1.1.1.c c.1.1.1.1c c1.1.1.1.c c.1.1.1.1c cnn====nnc .......... @........@ .......... xxxxxxxxxx ENDMAP ############################################################################## # Vampire Tower by Lemuel Pitkin # NAME: lemuel_vampire_tower ORIENT: float DEPTH: D:12-, Depths, !Depths:$, Crypt MONS: rat / porcupine / w:6 green rat / w:3 orange rat / w:20 bat MONS: flying skull, human zombie MONS: vampire, vampire mage, vampire knight KITEM: > = any good_item KFEAT: > = > KFEAT: ; = altar_yredelemnul/altar_kikubaaqudgha SHUFFLE: defg SUBST: d = +, e = x, f = x, g = x SUBST: 1 = 1 .:20 SUBST: 1 : 1:30 2 SUBST: w:w. MAP F..wwwwwwwwwwwwwwwww..F ..wwwwwwwwwwwwwwwwwww.. .www111xxxx+xxxx111www. www111xxx22322xxx111www ww111xx.+23432+.xx111ww ww11dx..ccccccc..xe11ww ww1xx..ccc|>|ccc..xx1ww wwxx..ccccc6ccccc..xxww wwx..ccc33+4+33ccc..xww wwx.ccccccc+ccccccc.xww wwx.c***x.....ccccc4xww wwx.c***+..5..ccccc.xww wwx4cc**x4.;.4ccccc.xww wwx..ccxx.....cccc..xww wwxx..ccx..4..ccc..xxww ww1xx..cc.....cc..xx1ww ww11fx..ccc.ccc..xg11ww ww111xx..cc+cc..xx111ww www111xx..333..xx111www .www111xxxxxxxxx111www. ..wwwwwwwwwwwwwwwwwww.. F..wwwwwwwwwwwwwwwww..F ENDMAP ############################################################################## # Swampy vault # NAME: onia_ninara_swampy_vault TAGS: no_pool_fixup no_monster_gen DEPTH: Depths, !Depths:$, Lair:6-, Snake:1-4 ORIENT: float SHUFFLE: AB@ SUBST: x = .:30 W x:4 SUBST: A : x, B : x SUBST: D = .:30 W KFEAT: E = w:20 . / x / w:50 W / w:30 w KFEAT: F = w:150 w / w:70 W / . / x KFEAT: G = x / . / w / W KFEAT: H = . / W KMONS: D = Plant / w:200 nothing KMONS: E = w:2 slime creature / swamp worm /\ w:2 vampire mosquito / w:1 crocodile / w:1000 nothing KMONS: F = w:2 slime creature / swamp worm /\ w:2 vampire mosquito / w:2 swamp drake / w:1000 nothing KMONS: H = swamp drake / swamp dragon / hydra KITEM: H = any good_item / any potion / gold : if you.branch() ~= "Snake" and you.absdepth() < 18 then NSUBST: H = 3:H / 2 = HH.W / *: .W : end MAP xxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxGGGxxxxxxGEDEExxxxGGxxxxxxx xxxxGHHFFGGGGFFFEEDEEGGFFFxxGGxxx xxFFFHHFFFFFGFFFFEEDEEFFFFFFFFGxx xGGFFFFDDEEFFFFFEEDEEFFFFFFFFFFGx xxGFFFFEEDDEEFFEEDEEFFFEEEFFFFGxx xGFFFFFFFEEDEEEDDEEEEEEEDDEEEFFGx xGGFFFFFFFEEDEDEEEEEEEDDEEDDDEEDB xxGFFFFFFFFEEDEDDEDDDDEEEEEEEDDxx xxxGFFFFFFEEDEEEEDEEEEEFFFFFFFFxx xxxxFFFFFEEDEEFFFFDDFFFFFFFFFGGGx xxxGFFFFEEDEEFFFFFFEDEFFFFFFFxxxx xGGFFFFFFDEEFFFFFFFFEDFFFFFFGGxxx xGFFFFFFEEDEEFFFFFFFFEDEFFFGxxxxx xxGxxxGFEEDEEFFFFGGGFFHHHGxxxxxxx xxxxxxxGFEEDEEGGxxxxxGFHGxxxxxxxx xxxxxxxxGFDEGGxxxxxxxxxGxxxxxxxxx xxxxxxxxxxAxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Another low-level vault - LP # NAME: lemuel_reptile_caves DEPTH: D:10-13, Lair:1-5 ORIENT: float MONS: giant gecko / giant newt, crocodile, iguana MONS: fire drake / swamp drake MONS: adder, water moccasin SUBST: 4 = 34 SUBST: 3 = 3:20 2 SUBST: 2 = 2:20 1 SUBST: 1 = 1. SHUFFLE: ab/cd SUBST: a = w, b = x, c = x, d = . SHUFFLE: 123/566 SUBST: X=x. MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxx xxXW**wXxxxxxxxxxxxxxxX**XXx xXwWwwwXxxxxxxX33xxxxxX423Xx xXWww232XxxxxX121xxxxX.13Xxx xXXWww2XxxxxxX.1xxxxxw222Xxx xxXXWwwwaaxxxxXWxxaaaw1121Xx xxxXWww1XaaaaaWwaaaxXWw211Xx xxxxXW23xxxxxaWwwxxxXww11XXx xxxxXX1XxxxxxxxWwwxxxxX.Xxxx xxxxxxX.XxxxXwWwwwxxx...Xxxx xxxxxxx..Xxxx2xWwxxX..XXxxxx xxxxxxxX.12111xw3X211bxxxxxx xxxxxxxxxxXXXxxW2xxxxbbxxxxx xxxxxxxxxxxxxxxw1Xxxxxbbxxxx xxxxxxxxxxxxxXww1Xxxxxxbxxxx xxxxxxxxxxxXwwww111@...Xxxxx ENDMAP ############################################################################## # A guard of gargoyles # NAME: gargoyle_guard ORIENT: float TAGS: patrolling no_monster_gen DEPTH: D:12-, !D:$ # you should be able to arrive both via stairs and via corridor SUBST: { = {([)]} MONS: gargoyle, war gargoyle MAP xxxxxxxxxxxxxxxxxxx xxxxxxxxx2xxxxxxxxx xxxxx1x1x.x1x1xxxxx xxxxx.........xxxxx xxxx...........xxxx xxxx...........xxxx xxx...G..{..G...xxx xxxx...........xxxx xxxx...........xxxx xxxxx.........xxxxx xxxxx1x1x.x1x1xxxxx xxxxxxxxx.xxxxxxxxx xxxxxxxxx.xxxxxxxxx xxxxxxxxx.xxxxxxxxx xxxxxxxxx@xxxxxxxxx ENDMAP ############################################################################## # Ogre Cave, by Lemuel # NAME: lemuel_ogre_cave ORIENT: float DEPTH: D:9-, !D:$, Orc TAGS: no_pool_fixup MONS: ogre, two-headed ogre, ogre mage / Erolcha, plant / fungus MONS: ogre zombie, two-headed ogre zombie SHUFFLE: WX/ZY , 12/12/67 SUBST: W:ww. , X:. , Z:x , Y:+. SHUFFLE: *5/WW SUBST: *=. , W=wW , !:$. SUBST: 5 = 5 6 + .:5 I:5 F:5 KFEAT: A = > KITEM: A = $ MAP xxxxx xxxxxx12xx xx*..x.122xx xxxxxxxxx5xxx...11xx xxWxxxxxxx*xxxxx>...xx xxWWxxxxxx.xxxxxx**xxxx xWWWxxxxxx.xxxxxxx**xxxxx WWWW**xxxxx.xxxxxxx5xxxxxxxx xWWWW..xxxxx.xxxxxx.xccccccx xxWW....1xxx.xxxxx.xxc$$$Acx @..X...111..xxxxxx.xxc$$$$cx xxWWW...11xxxxxxx.xxxc!!!!cx xWWW....*xxxxxxx*..xxc+ccccx xxWWW..**xxxxxx*....x..xxxxx xxWWWW*xxxxxxx*.11.Y.xx xxWWWWWxxxxxxx1221xxx xxxxWWWWxxxxxxx23xx xxxxxWWxxxxxxxxx|xx xxWWWWxxxxxxxxxxxx WWWWxxx ENDMAP ############################################################################## # Slaugherhouse (Zaba) # # Butchers have either knives (daggers) or hand axes. They have some chance # of opening the doors so animals can go for a walk, that's intended. # NAME: slaughterhouse DEPTH: Lair:7-, D:11- TAGS: no_monster_gen ORIENT: float WEIGHT: 5 MARKER: F = lua:fog_machine { \ pow_max = 10, delay_min = 10, delay_max = 40, \ size = 4, size_buildup_amnt = 4, \ size_buildup_time = 25, cloud_type = "freezing vapour" \ } MONS: death yak w:5 / sheep w:3 / yak w:7 MONS: generate_awake human ; dagger | hand axe SUBST: F=d, 2=2. ITEM: meat ration w:5 / beef jerky / nothing MAP cccccc ccccccc cddddcxxxxxxxxcddddc cdFdd+..+..+..+ddFdc cddddcxxx..xxxcddddc cccccc..x..x..cccccc .........x2.x......... .nnnnnn..x..x..nnnnnn. .n1111nxxx..xxxn1111n. .n1111+..+..+..+1111n. .n1111nxxx..xxxn1111n. .nnnnnn..x..x..nnnnnn. .........x.2x......... xxxxxx..x..x..xxxxxx x...2xxxx..xxxx2...x x..2.+..+..+..+.2..x x...2xxxx..xxxx2...x xxxxxx x..x xxxxxx x++x @. ENDMAP ############################################################################## # And for now, something woody (1KB) NAME: forest_paths DEPTH: D, Depths, Lair ORIENT: float FTILE: .t0@*123 = floor_moss : if you.absdepth()>15 then : if you.branch()=="Lair" then MONS: spriggan, spriggan druid n_adj n_noc name:young hd:8, spriggan rider : else MONS: spriggan, spriggan druid, spriggan rider : end : end MAP xxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxx xxxxxtttttttttttttttttt.tttttttttttttttttttttxx xxxxtttttttttttttttttttttt...ttttttttttttttttttttx xxttttttttttttttttttttttttttt..tttttttttttttt0}tttx xttttttttt.tt......ttttttttttt..tttttttttttt..ttttx xtttttttt.t...ttt.0.tttttttttt.tttttttttt3..ttttttx xtt......tttttttt...ttttttttttt.tttttt...ttttttttxx xt.ttttttttttttttt...1tttttttttt.tttt.tttttttttttxx @.ttttttttttttttt..tttttttttttt1.tt...ttttttttttttx xttttttttttttttt..tttttttttttttt2...ttttttttttttttx xtttttttttttttttt..ttttttttttttttt.tttttttttttttttx xtttttttttttttttt1.1.tttttttttttt.tttttttttt...tttx xtttttttttttttttttt.1...tttttttttt..ttttttt.2*..ttx xttttttttttttttttttttt1...ttttttttt.ttttttt.000.ttx xttttttttttttttttttttttt...tttttttt.ttttt1..3.2tttx xttttttttttttttttttttttttt....tttt.ttttttt.tt.t0ttx xtttttttttttttttttttttttttttt.....tttttttt.tttttttx .....ttttttttttttttttttttttt1..tttttttttt.ttttttttx @.....tttttttt...ttttttttttt1..tttttttt..ttttttttxx xttttt..ttt....tt...tt.......30.ttttt..tttttttttxx xttttttt....ttttttt....ttttttt..ttt..ttttttttttxx xxxtttttttttttttttttttttttttttt....ttttttttttxxx xxxtttttttttttttttttttttttttttttttttttttxxxx xxxxxttttttttxxxxxxxxttttttttttttttxxxx xxxxxxxxxx xxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The Shining One Protects a Powerful Item, vault series by abrahamwl # # The basic theme of these vaults is that the Shining One has placed a # powerful item under the guard of an angel or daeva. NAME: abrahamwl_protected_by_tso_1 TAGS: patrolling no_monster_gen no_item_gen no_pool_fixup ORIENT: float WEIGHT: 4 DEPTH: Depths MONS: generate_awake angel / generate_awake daeva / w:1 angel / w:1 daeva : init_protected_by_tso(_G) MAP xxxxx xxxxxxxcccxxxxxxx xccccccc1cccccccx xc|...-...-...|cx xcccccc...ccccccx xxxxxcc...ccxxxxx xxxcG...Gcxxx xxxxcc...ccxxxx xccccc...cccccx xcxxxx---xxxxcx xc...........cx xc...........cx xc..G.....G..cx xc...........cx xc.....1.....cx xc...........cx xc..G.....G..cx xc...........cx xc...........cx xcccccc-ccccccx xxxxxxx!xxxxxxx xxxx+xxxx @ ENDMAP NAME: abrahamwl_protected_by_tso_2 ORIENT: float TAGS: patrolling no_monster_gen no_item_gen no_pool_fixup WEIGHT: 4 DEPTH: Depths MONS: generate_awake angel / generate_awake daeva / w:1 angel / w:1 daeva KFEAT: A = altar_the_shining_one KITEM: A = w:1 acquire:the_shining_one any / nothing : if crawl.one_chance_in(3) then SUBST: | = . SUBST: % = | SUBST: ? = + : else SUBST: % = c SUBST: ? = c : end COLOUR: _ : yellow FTILE: _A : floor_limestone SUBST: T = T G:1 : init_protected_by_tso(_G) MAP xxxxxxxxxxxxxxx xxxcccccccccccccxxx xccc_____A_____cccx xc%?Wwwww_wwwwW+|cx xcccxWwww_wwwWxcccx xxxcxxWWw_wWWxxcxxx xccxxxx._.xxxxccx xxcxxxx---xxxxcxx xc...........cx xc...........cx xc..G.....G..cx xc...........cx xc.....1.....cx xc...........cx xc..G.....G..cx xc...........cx xc...........cx xcccccc-ccccccx xxxxxxx!xxxxxxx xxxx+xxxx @ ENDMAP NAME: abrahamwl_protected_by_tso_3 ORIENT: float TAGS: patrolling no_monster_gen no_item_gen no_pool_fixup TAGS: uniq_protected_by_tso WEIGHT: 4 DEPTH: Depths MONS: generate_awake angel / generate_awake daeva / w:1 angel / w:1 daeva KFEAT: A = altar_the_shining_one KITEM: A = w:1 acquire:the_shining_one any / nothing : if crawl.one_chance_in(3) then SUBST: | = . SUBST: % = | SUBST: ? = + : else SUBST: % = c SUBST: ? = c : end COLOUR: _ : yellow FTILE: _A : floor_limestone SUBST: T = T F:1 MAP xxxxxxxxxxx xxxxxcccxxxxx xxxxxxc|cxxxxxx xcccccc+ccccccx xxcWWWWTATWWWWcx xxxcW.._____..Wcx xcccWt..___..tWcx xc%?W...___...Wcx xcccWt..___..tWcx xxxcxxxx---xxxxcx xc...........cx xc...........cx xc..G.....G..cx xc...........cx xc.....1.....cx xc...........cx xc..G.....G..cx xc...........cx xc...........cx xcccccc-ccccccx xxxxxxx!xxxxxxx xxxx+xxxx @ ENDMAP ############################################################################## # Eyes! by Minmay # NAME: minmay_eyes DEPTH: Depths ORIENT: float KFEAT: m = iron_grate MONS: eye of devastation / great orb of eyes w:2 MONS: golden eye / eye of draining w:2 MONS: giant orange brain MAP ................................... .cccccccccccc.........cccccccccccc. .c.............................m2c. .c.1.............1.............mmc. .c...............................c. .c...cccccccccnnnnnnnccccccccc...c. .c...c.......................c...c. .c...c.1.........1.........1.c...c. .c...c.......................c...c. .c...c...ccccccnnnnncccccc...c...c. .c...c...c...............c...c...c. .c...c...c.1.....1.....1.c...c...c. .c...c...c...............c...c...c. .c...c...c...cccmmmccc...c...c...n. .c...c...c...c3.....3c...c.......n. .c...c...c...c..%.%..c...n.......n. .c...c...c.....%|*|%.m...n.......n. .c.1.c.1.c.1....*|*..m.1.n.1...1.n. .c...c...c.....%|*|%.m...n.......n. .c...c...c...c..%.%..c...n.......n. .c...c...c...c3.....3c...c.......n. .c...c...c...cccmmmccc...c...c...n. .c...c...c...............c...c...c. .c...c...cmm.....1.....1.c...c...c. .c...c...c2m.............c...c...c. .c...c...cccccc.....cccccc...c...c. .c...c.......................c...c. .c...c.1.........1.........mmc...c. .c...c.....................m2c...c. .c...ccccccccccccccccccccccccc...c. .c...............................c. .c.1.............1.............1.c. .c...............................c. .ccccccccccccccccccccccccccccccccc. ................................... ENDMAP ############################################################################## # Elemental Laboratory (by Mu.) # NAME: mu_elemental_laboratory DEPTH: Depths, Elf, !Elf:$ ORIENT: float TAGS: no_monster_gen no_item_gen no_pool_fixup MARKER: ! = lua:fog_machine { \ pow_max = 10, delay_min = 10, delay_max = 40, \ size = 2, size_buildup_amnt = 5, \ size_buildup_time = 25, cloud_type = "flame" \ } MARKER: ? = lua:fog_machine { \ pow_max = 10, delay_min = 10, delay_max = 40, \ size = 2, size_buildup_amnt = 5, \ size_buildup_time = 25, cloud_type = "thin mist" \ } MARKER: * = lua:fog_machine { \ pow_max = 10, delay_min = 10, delay_max = 40, \ size = 2, size_buildup_amnt = 5, \ size_buildup_time = 25, cloud_type = "black smoke" \ } KMONS: 1 = fire elemental NSUBST: ; = 3:2 / *=.ll KMONS: 2 = molten gargoyle KMONS: e = earth elemental SUBST: E = exxx.... NSUBST: ' = 2:3 / 3:W / *:. KMONS: 3 = thorn hunter NSUBST: w = 3:4 / *:w KMONS: 4 = water elemental KFEAT: 4 = deep_water NSUBST: " = 3:5 / *:. KMONS: 5 = wind drake KMONS: 6 = air elemental KMONS: 7 = fire vortex # : if you.in_branch("elf") then KMONS: Z = col:flash deep elf sorcerer \ name:deep_elf_elementalist n_rpl n_des n_noc \ tile:mons_deep_elf_elementalist \ spells:iron_shot;summon_air_elementals;sticky_flame_range;\ summon_water_elementals;haste;blink actual_spells \ ; robe ego:fire_resistance | \ robe ego:cold_resistance | \ robe ego:resistance . dagger ego:freezing | \ dagger ego:flaming | dagger ego:electrocution : else KMONS: Z = col:flash wizard hd:15 tile:mons_master_elementalist \ name:master_elementalist n_rpl n_des n_noc \ spells:iron_shot;summon_air_elementals;sticky_flame_range;\ summon_water_elementals;haste;blink actual_spells \ ; robe ego:fire_resistance | robe ego:cold_resistance | \ robe ego:resistance \ . dagger ego:freezing | dagger ego:flaming | \ dagger ego:electrocution : end KITEM: B = randbook disc:air / randbook disc:fire / randbook disc:ice / \ randbook disc:earth KITEM: | = staff of fire / staff of cold / staff of earth / staff of air / \ quarterstaff unrand:elemental_staff MAP ccccccccc ccE+'''cwcc ccEEc'''cwwcc ccEEEc'''cwwwcc ccEEEEc'''cwwwwcc ccEEEEEc'''cwwwwwcc ccEEEEEEc''Wcwwwwwwcc ccEEEEEEEc'WW+wwwwwwwcc cEEEEEEEEcccccwwwwwwwwc ccccccc+ccB|Bcccccccc+c c;;;;;;;c$...$c"""""""c c;;;;;;;c$.Z.$c""?"?""c c;;;;;;;c$...$c"""""""c c+cccccccc...cc+ccccccc c........c+++c........c cc..!1.!1c...c.6..6..cc cc......c7.7c......cc cc.....c...c.....cc cc.1!.c.*.c.6..cc cc...c...c...cc cc..c.7.c..cc cc.c...+.cc c+ccccccc @ ENDMAP ############################################################################## # Guardian serpents guard a snake-like passage. (nrook) # NAME: nrook_guardian_serpent_snake_passage ORIENT: float DEPTH: D:9-, Depths, Snake TAGS: no_monster_gen no_rotate MONS: patrolling guardian serpent SHUFFLE: yY/zZ SUBST: y=., Y=+, Z=x, z=b COLOUR: *. = lightgreen SUBST: ' = . MAP xxxxxxxxxxxxxxx xxxxbbbbbbbbxxx' xxbbb..*...bbbx' xbb...bbbb...yY1 xb..bbbbbbbbbbx@ xb.bbxxxxxxxxxx' xb..bbbbxx xbb.*..bbx xxbbbb..bx xxxxxxxxxxxxxxxxbb.bx 'xbbbbxxxxxxxxxxxbb.bx 1Zz..bbbxxxxxxxbbb..bx @xbb...bbbbbbbbb.*.bbx 'xxbbb...*.......bbbxx xxxxbbbbbbbbbbbbbxxxx ENDMAP ############################################################################## # Ice Spiral vaults by Lemuel # There is a path to the center that the freezing clouds never appear on. # It's pretty obvious. -LP NAME: lemuel_ice_spiral_1 WEIGHT: 1 ORIENT: float TAGS: no_item_gen no_monster_gen MONS: ice beast / nothing ITEM: nothing, nothing SHUFFLE: 1ef SUBST: * : *$ SUBST: * = ***.| MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 2, pow_max = 4, delay = 17, start_clouds = 1, \ size = 2, walk_dist = 0, spread_rate= 0 } MARKER: e = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 2, pow_max = 4, delay = 19, start_clouds = 1, \ size = 2, walk_dist = 0, spread_rate= 0 } MARKER: f = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 2, pow_max = 4, delay = 23, start_clouds = 1, \ size = 2, walk_dist = 0, spread_rate= 0 } MAP mG++Gmmmmmmmmmmmmmmmmmm m......f..1..1...e...fm m....1...f..e..f...1..m m......e..............m m....f...............em m......1..............m m....1.....e.1.f......m m...........f.e.1....1m m......e..............m m....e......***.......m m......1....***.f....fm m.....................m m....f1..e1.f..1e.....m m....................em m.....................m m.....................m m....................1m mf..1..e..f..e..f..e..m mmmmmmmmmmmmmmmmmmmmmmm ENDMAP # Wait for the freezing cloud to disappear, then run to the next gap, # then wait. It creates an agreeable sense of tension. -LP # NAME: lemuel_ice_spiral_2 ORIENT: float DEPTH: D:5-, Depths TAGS: no_item_gen uniq_spiral layout_rooms layout_city MONS: nothing ITEM: nothing, nothing SHUFFLE: Bb/Mm/Mm/Mm COLOUR: B = blue SUBST: M=. , m=n, B=. , b=c SUBST: * : *$ MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 5, pow_max = 5, delay = 120, start_clouds = 1, \ size = 2, walk_dist = 0, spread_rate= 0 } MARKER: e = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 9, pow_max = 9, delay = 200, start_clouds = 1, \ size = 2, walk_dist = 0, spread_rate= 0 } MAP mG+Gmmmmmmmmmmmmmmmmm mBBB111B111BeeeeeeeBm mmmmmmmmmmmmmmmmmmmBm m*****eeeeeee111B111m mmmmmmmmmmmmmmmmmmmmm ENDMAP ############################################################################## # Flame loot (Lemuel) # NAME: lemuel_flame_loot_2 DEPTH: D:9-, Depths ORIENT: float ITEM: nothing SUBST: * = |**... SUBST: * : *$ SUBST: L = ll. MONS: molten gargoyle / fire drake / lindwurm / nothing w:20 MARKER: d = lua:fog_machine { cloud_type = "flame", \ pow_min = 10, pow_max = 10, delay = 10, \ size = 2, walk_dist = 0, spread_rate= 0 } MAP ccccc...ccccc ccccc...ccccc ccccc...ccccc ccccc.d.ccccc ccccc...ccccc ccccc...ccccc ccccc.d.ccccc ccccc...ccccc ccccc...ccccc ccccc...ccccc c...LLlLL...c c..LLlllLL..c c.LLll*llLL.c cLLll***llLLc cLll**1**llLc cLlll***lllLc cLLlll*lllLLc c.LLlllllLL.c c..LLlllLL..c ccccccccccccc ENDMAP ############################################################################## # Firewalk (Lemuel) # NAME: lemuel_firewalk_3 DEPTH: Depths, Abyss TAGS: uniq_firewalk ruin_abyss WEIGHT: 2 ORIENT: float ITEM: nothing, nothing, nothing SHUFFLE: def MARKER: d = lua:fog_machine { cloud_type = "flame", \ pow_min = 2, pow_max = 4, delay = 39, start_clouds = 1, \ size = 2, walk_dist = 2, spread_rate= 0 } MARKER: e = lua:fog_machine { cloud_type = "flame", \ pow_min = 2, pow_max = 6, delay = 59, start_clouds = 1, \ size = 2, walk_dist = 2, spread_rate= 0 } MARKER: f = lua:fog_machine { cloud_type = "flame", \ pow_min = 2, pow_max = 8, delay = 79, start_clouds = 1, \ size = 2, walk_dist = 2, spread_rate= 0 } MAP xxxxxxxG@Gxxxxxxx x...............x x...............x x.d..e.....f..d.x x...............x x...............x x...............x x.e..f.....d..e.x x...............x x...............x x...............x x.f..d.....e..f.x x...............x x...............x x...............x x.d..e.....f..d.x x...............x x...............x x......$$$......x x.e.f..$$$..d.e.x x......$$$......x xxxxxxxxxxxxxxxxx ENDMAP ############################################################################# # The Elephants' Graveyard (by Mu.) # NAME: mu_elephants_graveyard ORIENT: float TAGS: no_monster_gen no_rotate no_vmirror DEPTH: Depths, Lair:1-7 # next: we generate more dire elephants at greater depths # we also turn the shallow water into deep water at the lowest depths : if you.branch() == "Lair" then MONS: elephant, fungus, plant : else MONS: w:1 elephant / dire elephant, fungus, plant SUBST: W : w :end SUBST: % = .:5 %:3 : dgn.delayed_decay(_G, '%', 'w:1 elephant corpse / w:5 elephant skeleton') SUBST: . = .:69 1:1 SUBST: P = 3 SUBST: a = .2 SUBST: b = 23 SUBST: c = 3tt MAP ............................ ............................ ............................ ............................ ........tttttttttttt........ ......tttccccccccccttt...... .....ttcccbbbbbbbbccctt..... ....ttccbbbaaaaaabbbcctt.... ....tccbbaaa...1aaabbcct.... ...ttcbbaa...%%...aabbctt... ..ttccbaa..%%%%%%..aabcctt.. ..tccbba..%%%%%%%%..abbcct.. ..tcbbaa.%%.PPP%%%%.aabbct.. ..tcbaa..%%.PWPP%%%..aabct.. ..tcba1.%%%11WPP%%%%..abct.. ..tcba.%%%%11WWP%%%%%.abct.. ..tcba.%%%%.WWWP%%%%%.abct.. ..tcba..%%%.WWWP%%%%1.abct.. ..tcbaa.1%%..WWP.%%..aabct.. ..tcbbaa.%%%..WP.%%.aabbct.. ..tccbba..%%%.WW....abbcct.. ..ttccbaa......WW..aabcctt.. ...ttcbbaa......W.aabbctt... ....tccbbaaaa..aaaabbcct.... ....ttccbbbba..abbbbcctt.... .....ttccccca..accccctt..... ......tttttta..atttttt...... ............................ ............1..1............ ............................ .............@@............. ENDMAP ############################################################################## # Boring beetle workplace (evilmike) # NAME: evilmike_boring_beetle DEPTH: Depths ORIENT: float NSUBST: m = 4:| / 4:* / 9:0 / 4:9 / 2:8 / 10:. / 150:x / *:m SUBST: n = m MONS: generate_awake boring beetle MAP vvvvvvvvvvvvvvvvvvv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vnmmmmmmmmmmmmmmmmv vnnmmmmmmmmmmmmmmmv @nnnmmmmmmmmmmmmm1v vnnmmmmmmmmmmmmmmmv vnmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vmmmmmmmmmmmmmmmmmv vvvvvvvvvvvvvvvvvvv ENDMAP ############################################################################## NAME: hangedman_screamer ORIENT: float TAGS: no_monster_gen DEPTH: D:9-, Depths, Crypt MONS: patrolling flying skull MONS: zombie / skeleton : if you.absdepth() > 19 then MONS: vampire knight / ghoul / large abomination / phantasmal warrior KMONS: 4 = Boris / lich / unborn KMONS: 5 = lich / unborn : elseif you.absdepth() > 13 then MONS: skeletal warrior / eidolon KMONS: 4 = Frances / vampire mage / necromancer KMONS: 5 = vampire mage / necromancer : else MONS: wight / necrophage / shadow w:5 KMONS: 4 = Josephine / skeletal warrior / necromancer KMONS: 5 = skeletal warrior / necromancer : end SHUFFLE: Aa / Bb / Cc / Dd / Ee SUBST: 4 = 4 3:2, 2 = 2 3:2, ABCD = ., abcd = @, Ee = x : if you.branch() == "Crypt" then SUBST: x = c : end MAP xxxxxxxxx x2233322x xaaxx22x5x22xxccx xAAx.x2x+x2x.xCCx xAAxx.xx1xx.xxCCx xAAxxx.x*x.xxxCCx x...............x x...............x xBBxxx.x*x.xxxDDx xBBxx.xx1xx.xxDDx xBBx.x2x+x2x.xDDx xbbxx22x4x22xxddx x2233322x xxxxxxxxx ENDMAP ############################################################################## NAME: nicolae_whirlpool TAGS: patrolling no_pool_fixup no_rotate no_monster_gen ORIENT: float MONS: centaur, centaur warrior DEPTH: D:6-, Depths : if you.branch() == "D" then SUBST: 1 = ..1 SUBST: 2 = 1 : end KMONS: ' = plant / nothing w:100 SUBST: ' = W KFEAT: @ = W MAP @ww@wwwwwwww@ ww'ww''''''ww w'ww'wwwwww'w w'w'ww''''ww@ w'w'w'wwww'ww w'w'w1.1'ww'w w'w'w.2.w'w'w w'ww'1.1w'w'w ww'wwww'w'w'w @ww''''ww'w'w w'wwwwww'ww'w ww''''''ww'ww @wwwwwwww@ww@ ENDMAP ############################################################################## NAME: wad_bat_island DEPTH: D:8-, !D:$ ORIENT: float WEIGHT: 4 FTILE: >.12t = floor_grass COLOUR: .12 = green FTILE: ; = floor_grass_dirt_mix COLOUR: ; = brown MONS: plant, bat, snapping turtle MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxx>xxxxxwwwwwwxxxwxwxxxxxxxwxxwxxxwwwxxxxxx xxxx1;WWxwwwwwwwwwwwwwxxxxxwwwwwwwwwwwwxxxxx xxxxx;1Wxxxxwwwwwwwwwwwwwwxxwwwwxwwwwwwwwwxx xxx21;WWwwxxxwwwwwwwwwwwwwwwwwwxxxwwwwwwwwwx xxxt;WWwwwwwwwwwwWWWWWwww3wwwwwwxwwwwwwwwwwx xx1;WWwwwww3xwwwWW;;;WWwwwwWWwwwwwwwwwwwwwxx xx;WWwwwwxwwwwwWW;2.t;WWwwWwwWwwwwwWWWWwwxxx xxWWwwwwxxwwwwWW;.12.2;WWWwwwwWWWwWxxxxWwwxx xxxwWWWxxxwwwwWW;t..1t;WWwwwwwwwwWxxxwwwWwwx xxxwwwwWWxwwwwWW;2tt2.;WWwwww3wwwwwwwwwwWwwx xxwwwwwwwWxWWWwWW;.1t;WWwwwwwwwwwwwwwwwxWwwx xwwww3wwwwWwwwwwWW;;;WWwwwwwwxxwwwwwwwxWwxwx xxwwwwwwwwwwxwwwwWWWWWwwwwwxxxxwwwwwwwWwwwxx xxwwwwxxwwwxxxwwwwwwwwwwwwwwwwwwwwwwwwWwwwwx xxwwwxxxwwwwxwwwwwwwwWWWWwwwwwwwwwWWwWWwwwxx xxwwxxxwwwwwwxxwwwwWWxxxxWWWwwwWWWwwWxwwwxxx xxxxxxwwwwwxxxwxwwWxxxwxwwwwWWWwxxxxxwwxxxxx xxxxxxxwxxxxxwxxx@xxxxxwxxxxxxwxwxwxxxxwwxxx ENDMAP ############################################################################### NAME: hangedman_surveillance_ring TAGS: no_monster_gen no_item_gen transparent patrolling ORIENT: float DEPTH: Depths, !Depths:$ WEIGHT: 3 MONS: generate_awake giant eyeball, eye of devastation, giant orange brain MONS: generate_awake golden eye, slime creature, jelly KFEAT: > = known shaft trap KFEAT: n = iron_grate KMASK: ' = !no_monster_gen KMASK: ' = !no_item_gen SHUFFLE: {[( SUBST: ( = (:70 <, [ = [:50 < MAP ''''''''''''''''' ''''''cnnnc'''''' ''''ccccc.}.ccccc'''' '''cc%.c..4..c.%cc''' ''cc%..+.cnc.+..%cc'' ''c%.3%cnc6cnc%3.%c'' ''c..%cc.....cc%..c'' ''cc+cc.......cc+cc'' 'cc..n.........n..cc' 'n..cc....<....cc..n' 'n.1n2...[{(...2n1.n' 'n..cc....>....cc..n' 'cc..n.........n..cc' ''cc+cc.......cc+cc'' ''c..*cc.....cc*..c'' ''c*55*ccc.ccc*55*c'' ''cc*54n.+++.n45*cc'' '''cc*.n..2..n.*cc''' ''''ccccc...ccccc'''' ''''..c+++c..'''' ''''.........'''' ENDMAP ############################################################################### NAME: hangedman_opposites_gauntlet TAGS: no_monster_gen patrolling ORIENT: float DEPTH: D:14-15, Depths, !Depths:$ MONS: orc knight ; wand of frost . arbalest ego:flaming . bolt ego:none . chain mail / \ orc knight ; wand of flame . arbalest ego:freezing . bolt ego:none . chain mail MONS: ettin ; giant club ego:holy_wrath ident:type . great mace ego:draining ident:type MONS: rakshasa ; scythe ego:antimagic | trident ego:antimagic / \ mermaid ; chain mail . javelin ego:poisoned MONS: fire giant ; battleaxe ego:freezing ident:type MONS: frost giant ; great sword ego:flaming ident:type MONS: golden dragon / crystal guardian w:8 MONS: vampire knight ; wand of lightning | wand of draining . \ great sword . chain mail / tengu reaver ; chain mail . \ halberd ego:antimagic ident:type | glaive ego:antimagic ident:type KMONS: A = fire drake / salamander / fire elemental KMONS: B = lindwurm / fire crab / efreet w:5 KMONS: C = salamander firebrand / ophan w:5 / balrug w:5 KMONS: D = hydra simulacrum / bog body / polar bear KMONS: E = freezing wraith / ice devil / harpy simulacrum KMONS: F = blizzard demon / azure jelly KMONS: G = air elemental / harpy / sixfirhy w:5 KMONS: H = raiju / shock serpent / wind drake w:5 KMONS: I = spriggan air mage / storm dragon KMONS: J = gargoyle / earth elemental w:5 / basilisk KMONS: K = catoblepas / boulder beetle KMONS: L = iron dragon / deep troll earth mage / war gargoyle w:5 KMONS: M = elephant / hydra / wolf spider KMONS: N = dire elephant / alligator / anaconda KMONS: O = bone dragon w:20 / emperor scorpion / alligator snapping turtle KMONS: P = deep troll / skeletal warrior / spriggan rider w:5 KMONS: Q = naga warrior / orc warlord / minotaur KMONS: R = spriggan defender / reaper / merfolk impaler w:5 KMONS: S = deep elf mage / wizard / boggart KMONS: T = deep elf conjurer / orc sorcerer / giant orange brain KMONS: U = deep elf annihilator / sphinx w:5 / lich w:5 KMONS: V = cyclops / centaur warrior / naga sharpshooter KMONS: W = manticore / yaktaur captain / stone giant KMONS: X = deep elf master archer / merfolk javelineer / thorn hunter w:20 KFEAT: g = granite_statue KFEAT: u = fountain_sparkling KMASK: @' = !no_monster_gen KITEM: | = superb_item, star_item / any w:20 SHUFFLE: AB / DE, GH / JK, MN / ST : if you.absdepth() < 20 then SHUFFLE: ABDE / GHJK / MNST / PQVW, MN / PQ, ST / VW : else SUBST: B = C, A = B, E = F, D = E, H = I, G = H, K = L, J = K SUBST: N = O, M = N, T = U, S = T, 2 = 6, 3 = 7 SHUFFLE: BCEF / HIKL / NOTU / QRWX, NO / QR, TU / WX NSUBST: 1 = 1:4 / 1:5 : end MAP vvvcbbb vvv..2..bbb vv1...u...1bb vv...b...v...bb vv...bb+c+vv...bb vv...bb.....vv...bb v|3bbb.......vvv3|b v|bbM.........Svv|b bbbNMvvv...bbbSTvvv vvvvvvvv+c+bbbbbbbb bbbHGvvv...bbbJKvvv b*bbG.........Jvv*v b*Abbb.......vvvD*v bBA..bb.....vv..DEv vvv...bb+c+vv...bbb b$vv...b...v...bb$v b$$vv.........bb$$v bb$.vvv.....bbb.$vv bb..gv++c++bg..vv bb...........vv bbb.u(.)u.vvv bnbbnvvnv '@'''''@' ENDMAP ############################################################################### # Nasty temple of Zin. Note that the boss is locked in a room until # the player opens it... and the player can see it ahead of time. NAME: evilmike_silver_temple TAGS: no_monster_gen DEPTH: Depths, !Depths:$ ORIENT: float MONS: daeva god:Zin, angel god:Zin dbname:zin_angel, cherub god:Zin : if you.depth() > 3 then MONS: pearl dragon : else KMONS: 4 = Mennas, angel god:Zin dbname:zin_angel : end NSUBST: A = 3 / ' KFEAT: _ = altar_zin FTILE: '+_!$%*|1234D = floor_vault TILE: v = dngn_metal_wall_white TILE: c = dngn_transparent_wall_white COLOUR: v = white KFEAT: D = runed_door SUBST: !' = . : set_feature_name("metal_wall", "silver wall") MAP ............@@@@@@@............ ....vvvvvvv...T.T...vvvvvvv.... ...v.v%%%vv.........v%%%%v.v... ..v.vv'A'vvv..T.T..vv%vv%vv.v.. .v.v.v'''vvv.......vv3''2v.v.v. .vvvvv'''vvvv.T.T.vvvv''vvvvvv. .v'2'+'''vvvv.....vvv''''v'''v. .v'''vvvvvvvvv...vvvv'vv'''v'v. .v'''v'''vvvvv...vvvv'vv'''v'v. .v'''v'''vv3'vv.vv'3v''''v'''v. .v'''+'''vv''vvDvv''vvvvvvvv+v. .v+vvv'A'vv+vvv'vvv+vvvvvvvv1v. .v1'vv%%%v'''''''''''vvvvvv''v. .vv''vvvvv'v'v'''v'v'vvvvv''vv. ..vv'''''+'''''''''''+'''''vv.. .v.vv''vvv'v'v'''v'v'vvv''vv.v. .vv.vv''vv'''''''''''vv''vv.vv. .....vv''vvvv'''''vvvv''vv..... ...v.vvv''vvv'2'1'vvv''vvv.v... .v...vvvv''vvv'''vvv''vvvv...v. ...v.vvvvv'3vvvnvvv3'vvvvv.v... .v...vvvvvvDv'''''Dvvvvvvv...v. ...v.v$$$$v''''4''''v****v.v... .v...v$$$$D'''v_v'''D*||*v...v. ...v.v$$$$vvvvvvvvvvv****v.v... .....vvvvvvvvvvvvvvvvvvvvv..... ............................... ENDMAP ############################################################################### NAME: hangedman_six_sided_sadism TAGS: patrolling no_monster_gen no_item_gen DEPTH: Depths ORIENT: float MONS: centaur warrior / yaktaur w:5 / orc knight w:15 / \ deep elf conjurer / deep troll / boggart w:5 / efreet w:5 / \ rakshasa w:5 / wizard / necromancer / spriggan rider w:5 / \ vampire / deep elf mage w:5 MONS: orc high priest / orc sorcerer / naga warrior / naga mage / \ skeletal warrior / yaktaur captain w:5 / ogre mage / \ deep elf knight / phantasmal warrior / spriggan berserker / \ guardian serpent w:5 / harpy w:5 / salamander mystic MONS: fire giant / frost giant / stone giant w:5 / ettin / \ hell knight w:5 / orc warlord / minotaur / octopode crusher / \ vampire knight / vampire mage / ghoul w:5 / base draconian / \ spriggan berserker w:3 / spriggan air mage w:4 / \ deep troll earth mage w:4 / deep elf death mage w:2 MONS: titan / lich / deep elf annihilator / deep elf sorcerer / \ sphinx w:5 / greater naga w:5 / mummy priest w:1 / \ white draconian knight w:1 SHUFFLE: AB, CD, EF, GH, IJ, KL / MN, OP / QR, ST, ST / UV SUBST: ACEG : x, BDFH : ., c : cccvb, x : x:70 cb SUBST: IKO = 1, LPS = 2, T = 3, JMNQRUV = % : if you.absdepth() > 20 then SUBST: 3 = 334, 2 = 223, 1 = 112 : else SUBST: 4 = 3 : end MAP @.ccccccc.@ ..cc.....cc.. ..cc.V.S.U.cc.. ..ccT.xxxxx.Tcc.. ...cc..xxxxxxx..cc... .....ccc.Uxxxxxxxxx..ccc..... ..ccc+ccc..xxxxxxxxxV.ccccccc.. ..cc.....cc..xxxxxxx..cc..3..cc.. ..cc...I...ccS.xxxxx.Sc+.......cc.. @.cc.........cc.V.T.U.+c2..HGH..3cc.@ .cc..I..J..I..cc.....cc...Gx.xG...cc. cc....JxxxJ....cc+++cc...GH%%%HG...cc cc....JxxxJ....cc+++cc...HG%%%GH...cc .cc..I..J..I..cc.*|*.cc...Hx.xH...cc. @.cc.........cc*.1.2.*cc2..GHG..1cc.@ ..cc...I...cc|.c...c.|cc.......cc.. ..cc.....cc*.c.ccc.c.*cc..1..cc.. ..cc+c+cc..c.c343c.c..cc+c+cc.. ..cc.....cc*1..c3c..1*cc.....cc.. ..ccM.....Kcc|2.....2*cc...%...cc.. @.ccN.......Lcc*.ccc.*cc..FF.FF..cc.@ .ccM..AA.BB..Kcc.*|*.cc...xE.Ex...cc. cc.....AxB.....ccccccc...%E232E%...cc cc.....BxA.....ccccccc...%E121E%...cc .ccK..BB.AA..Mcc.O.P.cc...xE.Ex...cc. @.ccL.......Nc+Q.....R+c..FF.FF..cc.@ ..ccK.....M+c....D....c+...%...cc.. ..cc.....ccQ.C.x.x.C.Rcc.....cc.. ..ccccccc...CD...DC...ccccccc.. .....ccc...DC...CD...ccc..... ...ccO.D.x.xDD.Pcc... ..cc....C....cc.. ..ccP.....Pcc.. ..cc.R.R.cc.. @.ccccccc.@ ENDMAP NAME: hangedman_hanging_gardens TAGS: no_monster_gen no_pool_fixup allow_dup ORIENT: float DEPTH: Depths MONS: plant w:14 / fungus w:4 / bush w:2 MONS: fire dragon / ice dragon / lindwurm / hell hound MONS: death yak / griffon / catoblepas / dire elephant MONS: hydra / anaconda / red wasp w:2 / redback w:3 / wolf spider w:5 / harpy MONS: spriggan druid, spriggan rider, sphinx / hell beast ITEM: fruit q:1 NSUBST: ' : 1:2 / 1:3 / 1:4 / 2 = 233444. / *:. NSUBST: " : 2:2 / 2:3 / 2:4 / 4 = 233444. / *:. NSUBST: C : 2:1 / * = c:299 1:1 SUBST: X = xx., 1 = 1:29 .:1, t = t:99 1:1, u = t SUBST: . = .:2975 1:20 2:1 3:2 4:2, | = *|| TILE: c = wall_marble FTILE: .t1234567Gcx+d*| = floor_lair COLOUR: c = white COLOUR: .1234567d*| = green MAP ccccccccccccccccccccccccccccccccc ctttttttttttttttttttttttttttttttcc ctdd...""....""................2|c cccct"5................1"........".7c ctttt*"................".ww.."tttttcc ctd"*G*..................ww..tcccccc. ctd5"*7.........".t..........tC1111.. ct.....T...WWW."dt.........."tC11... ct.........WWW.dt.1.....ttttttC...1. ct.............t.11....tcCCCCCC..... ct"......."dt..........tC1111....... ct"......"dt....1......tC11'......... ct........t.1.....ttttttC...1.XXXXXXX ct.......t.11.....cCCCCCC....Xxxxxxxx ct................C1111......Xx ct...1".........u.C11'......1Xx ct"..".ww.........+...16XXXXXxx ct"....ww..tcCCCC+c....Xxxxxxx ct.........tC1111..u..'Xx ct........"tC11'.....'1Xx ct...."tttttC...16XXXXXxx ct....tcCCCCC....Xxxxxxx ct..".tc1111....'Xx ct.2..tc11'....'1Xx cc.|7.cc...1.XXXXxx .cccccc.....Xxxxxx .11111.....Xx ..........'Xx ..........'1Xx XXXXXXXXXXXXxx xxxxxxxxxxxxx ENDMAP ############################################################################### NAME: lightli_eight_chambers ORIENT: float DEPTH: Depths TAGS: no_monster_gen SHUFFLE: PFIEMONLSAKRVCTHD KMONS: P = green death / green draconian / greater naga w:5 / swamp dragon / \ redback KMONS: F = fire giant w:5 / fire dragon / fire elemental / red draconian / sun demon KMONS: I = frost giant w:5 / ice dragon / blizzard demon / white draconian / \ ice dragon KMONS: E = titan w:5 / storm dragon / black draconian / ball lightning KMONS: O = orc knight / orc sorcerer / orc warlord w:5 / orc high priest / \ orc warrior KMONS: N = deep elf knight / deep elf annihilator w:5 / deep elf death mage / \ deep elf summoner / deep elf sorcerer KMONS: L = death yak / catoblepas w:5 / basilisk / lindwurm / blink frog KMONS: S = swamp dragon / hydra w:5 / thorn hunter / large slime creature / \ alligator KMONS: A = alligator snapping turtle w:5 / siren / merfolk aquamancer / \ merfolk impaler / harpy KMONS: K = greater naga w:5 / naga mage / anaconda / naga warrior / \ guardian serpent KMONS: R = emperor scorpion / wolf spider / orb spider / ghost moth w:5 / \ tarantella KMONS: M = acid blob w:5 / azure jelly / jelly w:15 / great orb of eyes KMONS: V = vault guard / stone giant w:5 / yaktaur captain / dancing weapon / \ skeletal warrior KMONS: C = skeletal warrior / bone dragon / vampire / lich w:5 KMONS: T = mummy priest w:5 / guardian mummy / sphinx / mummy / reaper KMONS: H = balrug w:5 / blizzard demon w:5 / shadow demon w:5 / \ hell beast w:5 / sun demon / ice devil / iron devil / soul eater / \ hell knight w:5 KMONS: D = giant newt / kobold / hobgoblin w:5 / goblin / adder MAP xxvvvvvvvvvvvvvxx xvv..vvvvvvv..vvx vv.II.vvvvv....vv v..II.+...+.EEE.v v..II.+...+.EEE.v vv....vvvvv....vv xvv++vv|||vv++vvx xxv..v*****v..vxx xxv..v%%%%%v..vxx xvv++vv%%%vv++vvx vv.FF.vv+vv....vv v..FF..v.v..MM..v v..FF..v.v..MM..v vv....vv+vv.MM.vv xvv++vv...vv++vvx xxv..v.NNN.v..vxx xxv..v.NNN.v..vxx xvv++vv...vv++vvx vv.PP.vv+vv....vv v..PP..v.v..OO..v v..PP..v.+..OO..v vv....vvvvv.OO.vv xvv..vvvvvvv..vvx xxv==vvvvvvvvvvxx @@ ENDMAP ############################################################################### NAME: hangedman_staggered_hall TAGS: transparent allow_dup no_monster_gen ORIENT: float DEPTH: Elf, Crypt : if you.branch() == "Crypt" then TAGS: patrolling MONS: skeletal warrior / eidolon, necromancer MONS: necromancer band / vampire mage band w:6 MONS: vampire knight w:25 / bone dragon / ghoul / lich SUBST: x = e : else KMONS: 12 = deep elf conjurer / deep elf knight MONS: deep elf fighter band w:6 / deep elf knight band MONS: deep elf annihilator / deep elf sorcerer / deep elf high priest : end SUBST: a : X., A : Y., b : XX., B : YY. SUBST: c : X.., C : Y., d : XX., D : YY. SUBST: X : xcccbv, Y : ccbv, e = c, % = %%$., * = %***| MAP xxx.....................xxx x...........a.........X...x x..X.X...X.Xa....c...XXX..x x.XXXXXXXXXXb...c...d3XXX2x x..X%X%1%X%Xa........XXX..x x...........a.........X...xx xx...Y.........A...........x x..YYY........AY.Y...Y.Y..x x.YYY3D...C...BYYYYYYYYYY.x x..YYY...C....AY*Y%4%Y*Y..x xxxxxxx...Y.........A...........x x...........A.........Y...xxxxxxx x..Y*Y%4%Y*YA....C...YYY..x x.YYYYYYYYYYB...C...D3YYY.x x..Y.Y...Y.YA........YYY..x x...........A.........Y...xx xx...X.........a...........x x..XXX........aX%X%1%X%X..x x2XXX3d..c....bXXXXXXXXXX.x x..XXX..c.....aX.X...X.X..x x...X.........a...........x xxx.....................xxx ENDMAP ############################################################################### # The air twists around and strikes you! The ettin shouts in stereo! # The spriggan berserker goes berserk! # The spriggan berserker moves out of view. # You hear a shout! x27 # # (Arguably doesn't work as well in Zot / entering Zot, but moths of wrath...) NAME: grunt_twist_and_shout ORIENT: centre DEPTH: Depths, Zot, !Zot:$ PLACE: Depths:$ {{ if you.branch() == "Zot" then kmons("1 = draconian annihilator band") kmons("2 = moth of wrath") kmons("3 = base draconian") kfeat("1 = stone_stairs_down_i / stone_stairs_down_ii / " .. "stone_stairs_down_iii / escape_hatch_down") subst("* = .") elseif you.where() == dgn.level_name(dgn.br_entrance("Zot")) then colour(".+123* = magenta") ftile(".+123* = floor_hall") kfeat("1 = enter_zot") kmons("1 = nonbase draconian") kmons("2 = base draconian") nsubst("3 = 4:2 / 2 = 2. / *:.") kmons("* = golden dragon / shadow dragon / storm dragon / bone dragon" .. " / fire dragon / ice dragon") colour("c = lightmagenta") else local bigweight = you.absdepth() - 16 local littleweight = 27 - you.absdepth() kmons("1 = titan w:" .. bigweight .. " / spriggan air mage w:" .. littleweight) kmons("2 = ettin w:" .. bigweight .. " / spriggan berserker w:" .. littleweight) kmons("3 = nothing") kitem("1 = superb_item") kitem("2 = any") end }} SUBST: G = GTt NSUBST: @ = 1:@ / *:. MAP .x... .@. .x... ...x... ... ...x... ..3x3.x...G.....3x3.x .xx2xx.c.......xx2xx. x.3x..c.......x..x3.. ...x..c..cccccc..x... ...xcc.cc....ccc.x. ...c..c........c. ...c..c+ccccc.... .....c..c.*.+.cc..... @.G..c..c*1*c..c..G.@ .....cc.+.*.c..c..... ....ccccc+c..c... .c........c..c... .x.ccc....cc.ccx... ...x..cccccc..c..x... ..3x..x.......c..x3.x .xx2xx.......c.xx2xx. x.3x3.....G...x.3x3.. ...x... ... ...x... ...x. .@. ...x. ENDMAP NAME: grunt_double_whammy ORIENT: float DEPTH: Depths, !Depths:$ MONS: ettin / two-headed ogre MONS: deep elf blademaster / ettin MAP cccccccc cccccccc cc|*2...ccccccc......cc cc|**..2.+......cccccc.c cc|*2...cccccccc c.c ccccccccccccccccccccccc.cc @...1...1........1...1...@ .......................... @.1.....1........1.....1.@ .......................... @...1...1........1...1...@ cc.ccccccccccccccccccccccc c.c cccccccc...2*|cc c.cccccc......+.2..**|cc cc......ccccccc...2*|cc cccccccc cccccccc ENDMAP NAME: lightli_tower_of_babel ORIENT: float # Random interlopers look badly out of place here. TAGS: no_monster_gen no_item_gen DEPTH: Dis, !D:$, Depths, !Depths:$ : if you.branch() == "Depths" then # A more worthy adversary badly wanted. # What about an obvious up-HD rename of hell knight? *duck* MONS: fire giant : else MONS: Hell Sentinel : end MONS: flying skull ITEM: bolt ego:exploding q:5 ITEM: potion of heal wounds ITEM: plate armour good_item ITEM: arbalest ego:flaming w:9 ident:type / arbalest unrand:hellfire w:1 SUBST: ( = () TILE: c = wall_marble MAP 1.........2...2.......... ..cc....2...c...2....cc.. ..cc........2........cc.. ....v...............v.... .....v...vvv.vvv...v..... ......vvvv.ddd.vvvv...... ......vvvvdddddvvvv...... .....vvvvv.ddd.vvvvv..... .2...vvvvvvv.vvvvvvv...2. ....vvvvvvvv+vvvvvvvv.... 2...vd.dvvvv.vvvvd.dv...2 ....v...vvv...vvv...v.... .c2...e..+..(..+..g...2c. ....v...vvv.f.vvv...v.... 2...vd.dvvvv.vvvvd.dv...2 ....vvvvvvvv+vvvvvvvv.... .2...vvvvvvv.vvvvvvv...2. .....vvvvvd...dvvvvv..... ......vvvv..e..vvvv...... ......vvvvd...dvvvv...... .....v...vvv.vvv...v..... ....v...............v.... ..cc........2........cc.. ..cc....2...c...2....cc.. ..........2...2.......... ENDMAP NAME: grunt_bruiser_brothers ORIENT: centre TAGS: transparent no_monster_gen no_item_gen DEPTH: Depths, Geh, !Geh:$ PLACE: Depths:$ WEIGHT: 5 (Depths:$, Geh), 10 # Spell set is Hell Knight II; it has the more powerful ranged spell. MONS: hell knight spells:pain;bolt_of_fire;.;.;.;blink : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then MONS: grey draconian, black draconian, ettin NSUBST: 2 = 2:2 / 2:3 / 2:4 / * = 222334 : elseif you.branch() == "Depths" then MONS: deep troll : else # hell beast perm_ench:invis is too gimmicky. # Fortunately, we have a permanently invisible 2 already. MONS: lorocyproca : end ITEM: arbalest, bolt, potion of curing, potion of heal wounds ITEM: potion of invisibility KFEAT: - = open_door SHUFFLE: })]> : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then KFEAT: } = enter_zot KMONS: )]> = nonbase draconian w:30 / \ shadow dragon / golden dragon / storm dragon : end MARKER: O = lua:fog_machine { cloud_type = 'flame', pow_min=10, pow_max=10, \ delay=10, size=1, excl_rad=0 } MAP cccc c})c c]>c c..c c..c c..c c++c c..c c2gc cc2ecc cc..cc c....c c....c cc....cc c......c cc......cc ccccccccccc........ccccccccccc c.h........................g.c cc..e....................e2.cc cc....2................2..cc ccc.2..................ccc cc.....ccc..ccc.....cc ccc...c1c..c1c...ccc cc..c-c..c-c..cc c............c cc............cc c..............c c..............c cc......++......cc c......c++c......c c....ccc..ccc....c cce2.cc c..c cc.2ecc cf2.cc c..c cc.2dc c.ccc c..c ccc.c ccc c..c ccc c..c c..c c..c cc..cc ccO..Occ c......c c......c cc....cc cc..cc c++c @@ ENDMAP NAME: ragdoll_tomb_raider TAGS: no_item_gen no_monster_gen patrolling DEPTH: D:14-, Depths, Crypt:1-4 ORIENT: float KITEM: $ = ring of regeneration unrand:ring_of_vitality / acquire any KITEM: 1234 = gold / any / nothing KITEM: M4 = superb_item / any KFEAT: ~ = known zot trap : if you.absdepth() <= 17 then KMONS: 1 = mummy / guardian mummy / nothing KMONS: 2 = mummy / guardian mummy / nothing KMONS: 3 = mummy / guardian mummy / mummy priest KMONS: 4 = mummy priest SUBST: H = . : else KMONS: 1 = mummy / guardian mummy KMONS: 2 = guardian mummy / mummy priest / nothing KMONS: 3 = guardian mummy / mummy priest / greater mummy KMONS: 4 = mummy priest / greater mummy KMONS: H = sphinx / nothing : end : if you.branch() == "Crypt" then KMONS: M = Khufu, greater mummy : elseif you.absdepth() <= 17 then KMONS: M = Menkaure, mummy priest : else KMONS: M = mummy priest : end SUBST: C = c NSUBST: ~ = 2:~ / 1:~. / *:. COLOUR: G = yellow TILE: G = dngn_sarcophagus_sealed COLOUR: c = yellow TILE: c = wall_tomb COLOUR: C = white TILE: C = wall_lab_stone FTILE: .~cCG1234M$ = floor_sandstone : set_feature_name("granite_statue", "sealed sarcophagus") MAP xxxxxxxxxxxxxxxxxxxxx xcccccccccccccccccccx xc3cccGcccMcccGccc3cx xc.c.....c.c.....c.cx xcc...c...c...c...ccx xccc.ccc.....ccc.cccx xcc...ccc...ccc...ccx xcGc...cc...cc...cGcx xccc....cC.Cc....cccx xc2.c...c.$.c...c.2cx xccccc.ccC4Ccc.cccccx xc2.c...ccGcc...c.2cx xccc.....ccc.....cccx xccG..C.......C..Gccx xccc.....c.c.....cccx xcc.c...cc3cc...c.ccx xc1ccc...ccc...ccc1cx xccccGc...c...cGccccx xccccccc.....cccccccx xccHHHcccC.CcccHHHccx xc,,,,,cc,,,cc,,,,,cx x,,,,,,,,,@,,,,,,,,,x ENDMAP ## Plants, beasts, and humanoids alike gather in a splendid palace devoted to ## the worship of a life-bringing water diety. NAME: gammafunk_depths_water_palace DEPTH: Depths:2-, !Depths:$ ORIENT: float TAGS: no_monster_gen patrolling no_pool_fixup ## Plants or water monsters KMONS: f = plant / fungus KMONS: R = electric eel / water elemental KMONS: S = electric eel / water elemental ## Main monster sets KMONS: 1 = spriggan rider / spriggan berserker / centaur warrior \ / minotaur / satyr / merfolk impaler / deep elf knight KMONS: 2 = spriggan defender / deep elf blademaster / deep elf master archer\ / octopode crusher KMONS: 3 = spriggan air mage / spriggan druid / deep elf annihilator KMONS: 4 = ice statue / w:5 orange crystal statue KMONS: 5 = catoblepas / dire elephant / emperor scorpion \ / alligator snapping turtle / shambling mangrove / thorn hunter KMONS: 6 = siren KMONS: 7 = water nymph / wind drake / sphinx KMONS: D = merfolk javelineer / octopode crusher / tengu reaver \ / spriggan air mage KMONS: E = quicksilver dragon / storm dragon / titan / golden dragon KMONS: O = the Enchantress band ## The loot items need this to be placed in water KITEM: % = % KITEM: $ = $ KITEM: * = * KITEM: E| = | KFEAT: f567DER%$*| = W KFEAT: S = w KFEAT: m = t KPROP: ~`5R = no_rtele_into SHUFFLE: HI / JK NSUBST: H = 1:4 / *:G, I = ', J = G, K = D, L = 2:6 / *:7 SUBST: B : cf, C : cf, ~" = ffffW, '` = W COLOUR: c = white COLOUR: x = cyan TILE: m = dngn_mangrove TILE: x = wall_pebble_cyan FTILE: .+ctmGTUf1234O = floor_pebble_cyan veto {{ return crawl.game_started() and you.uniques("the Enchantress") }} MAP ccccccccccccccccccccccccc cccttct1t.t.'Gx'Hx'Hx'mcmTccc cc'...+....3.''''''I''''+'wwwcc ccG'.2.+.t2t.t''Gx'Hx'Hx'+'''wwcc ccc'.GcccBBccccccccccccccc''''wwc ccGR.cc~``cccccUGUccccc""'5x'''Sc cccc'.n~5`cccc''*E*''cccc"'m'm''wcc cT'''.n``~ccc'''$%$'''ccc"''x7m'wwc ct1...cR~cccL'''ccc'''Lccc"'m'x''wc cccc++c`~ccc''cccGccc''ccc"''m5m'Sc cctGt..c~~cc''cc*%$%*cc''cc""''x''wcc c..1...c~ccc''cm''D''mc'5cccG'm'm'wTc +.''''.nmcU|$''''...''''''++'D''''llc +.'ll'2nTcG||'D''.O.''D'''++'''U''lGc +.''''.nmcU|$''''...''''''++'D''''llc c..1...c~ccc''cm''D''mc'5cccG'm'm'wTc cctGt..c~~cc''cc*%$%*cc''cc""''x''wcc cccc++c`~ccc''cccGccc''ccc"''m5m'Sc ct1...cR~cccL'''ccc'''Lccc"'m'x''wc cT'''.n``~ccc'''$%$'''ccc"''x7m'wwc cccc'.n~5`cccc''*E*''cccc"'m'm''wcc ccGR.cc~``cccccUGUccccc""'5x'''Sc ccc'.GcccCCccccccccccccccc''''wwc ccG'.2.+.t2t.t''''Jx'''''+'''wwcc cc'...+....3.''''''K''''+'wwwcc cccttct1t.t.'Gx''''Jx'mcmTccc ccccccccccccccccccccccccccc ENDMAP NAME: cheibrodos_breeding_chamber TAGS: no_item_gen no_monster_gen DEPTH: D:10- ORIENT: float MONS: wizard, ugly thing, very ugly thing SUBST: y = * |:4, r = *:2 % NSUBST: ' = 6:2 / *:. NSUBST: " = 1:3 / *:. MAP cccccccccc cccccccccc cccccGcccccc ccccccGccccc ccc.WW'''WWcccc ccccWWW'''''ccc cccW''''WW''WcccccccccWWWWW''''Wccc cccWWccGccW'''cccUccc'''WccGccWWccc ccWWccccccc''''WWWWW''''cccccccWWcc ccWWccccccccWW''WWW''WWccccccccWWcc cccWWccrrrcccW''''''WWcccyrrccWWccc cccWWWW"""yccc''''''Wcccr"1""WWWccc cccWW""1"rcccW'''''Wcccy"""WWWccc cccccrryccccW.....Wccccrrrccccc cccccccccccW....WWccccccccccc cccccccccc...WWcccccccccc ccccn+ncccc .@. ENDMAP NAME: cheibrodos_stairvault_heist DEPTH: D:8-,!D:$ TAGS: no_item_gen no_monster_gen ORIENT: float MONS: iron golem MAP vvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvv vv9...........]vv vv.............vv vv..vvvv.vvvv..vv vv..v1.....1v..vv vv..v.......v..vv vv..v..*$%..v..vv vv..v..$|$..v..vv vv..v..%$*..v..vv vv..v.......v..vv vv..v1.....1v..vv vv..vvvv.vvvv..vv vv.............vv vv[...........9vv vvvvvvvvvvvvvvvvv vvvvvvvvvvvvvvvvv ENDMAP NAME: cheibrodos_poisonous_passages DEPTH: Depths, !Depths:$ TAGS: no_item_gen no_monster_gen ORIENT: float : local brnd = crawl.random2(15) : if brnd >= 10 then MONS: mana viper / naga warrior / naga mage MONS: greater naga / naga ritualist / w:8 green death : elseif brnd >= 5 then MONS: jumping spider / wolf spider / tarantella MONS: emperor scorpion / w:8 green death / w:3 ghost moth : else MONS: skeletal warrior ; long sword ego:venom | broad axe ego:venom \ | halberd ego:venom MONS: reaper ; scythe ego:venom / w:8 green death \ / ancient champion ; great mace ego:venom | battleaxe ego:venom \ | glaive ego:venom : end KMONS: A = lich KFEAT: A = stone_arch KPROP: '? = no_rtele_into NSUBST: - = 4:| / 4:* / 4:% / *:. MARKER: ? = lua:fog_machine { cloud_type = "poison gas", pow_min = 2, \ pow_max = 7, delay = 30, start_clouds = 1, size_min = 1, \ size_max = 7, spread_rate = 1 } MAP ccccccc cccc'?'cccc ccc'''''''''ccc cc?'''nnnnn'''?cc cc'''nnn---nnn'''cc cc'''nn...1...nn'''cc c'''nn-..2A2..-nn'''c c''nn-..1.2.1..-nn''c c'''nn-.......-nn'''c cc?''nn.......nnn'?cc cc'''nn.....nn'''cc cc'''nn...nn'''cc cc'''n...n'''cc ccccc cc''n...n''cc ccccc ccc'''ccc cc?''n...n''?cc ccc'''ccc cc?'''''?cccc'''ccc+ccc'''cccc?'''''?cc cc'''nnn''''''''cc.....cc''''''''nnn'''cc c''nnn-nnn''''ccc.......ccc''''nnn-nnn''c cc'nn-...-nnnnnc...cncnc...cnnnnn-...-nn'cc c''n..2.1......c...n'''n...c......1.2..n''c c?'n..A1.......+...c'?'c...+.......1A..n'?c c''n..2.1......c...n'''n...c......1.2..n''c cc'nn-...-nnnnnc...cncnc...cnnnnn-...-nn'cc c''nnn-nnn''''ccc.......ccc''''nnn-nnn''c cc'''nnn'''''cc cc.....cc cc'''''nnn'''cc cc?'''''?cccc ccc+ccc cccc?'''''?cc ccc'''ccc ccc'''ccc ccccc ccccc ENDMAP ############################################################################### # # <<3>> Abstract or generic threat vaults. # 098 randomness, really minimal specified content, # or very generic vault contents like statues and oklobs. # ############################################################################### ############################################################################## # Kobold bridge # Could perhaps use colour. NAME: minmay_kobold_bridge TAGS: no_monster_gen DEPTH: D:1-2 ORIENT: float WEIGHT: 3 MONS: kobold / nothing w:3 MAP xxxxxx@xxxxxx xxxx.....xxxx xxx.......xxx xxxw.....wxxx xxxww..1wwxxx xxxww...wwxxx xxxww1..wwxxx xxxww..1wwxxx xxxww.1.wwxxx xxxww...wwxxx xxxww1..wwxxx xxxw.....wxxx xxx.......xxx xxxx.....xxxx xxxxxx@xxxxxx ENDMAP ############################################################################## # Rooms NAME: minmay_opposing_rooms DEPTH: D:4- ORIENT: float SHUFFLE: 0% MAP xxxxxxxxxxxxxxxxxxxxx xxxx........xxx%.%xxx xx......x...xx....%xx xx..9..xx...x......%x x......xx...+.......x @....xxxx...x......%x xxxxxxxxx...xx....%xx xxx0.0xxx...xxx%.%xxx xx0....xx...xxxxxxxxx x0......x...xxxx....@ x.......+...xx......x x0......x...xx..9..xx xx0....xx...x......xx xxx0.0xxx........xxxx xxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Klotski a.k.a. what we learned from the elders. NAME: minmay_klotski SHUFFLE: }])> DEPTH: D:6-12 ORIENT: float SUBST: 0 = 0.., 9 = 9., 8 = 88. MONS: bush MAP xxxxxxxxxxxxxxxxxxxxx x....+.........+...9x x1...x...0.0...x....x x...1x..0.0.0..x.0..x x1...x.0.....0.x..0.x x...1x..0...0..x.0..x x1...x.0.....0.x..0.x x...1x.........x.0..x x1...x.9.9.9.9.x....x x...1x8.8...8.8x9...x x+xxxxxxxx+xxxxxxxx+x x...9x$$$$$$$$$xG...x x.0..x$$$$$$$$$x....x x..0.x$$$$$$$$$x....x x.0..x$$$$$$$$$x....x x..0.xxxxxxxxxxx....x x.0..+....x0...+....x x..0.x..T.x.0..x....x x.0..x.T..x..0.x....x x9...x....x...0x...Gx xxxxxxxxx+x+xxxxxxxxx x....x....x x....x....x x....x....x x}...x...]x xxxxxxxxxxx ENDMAP ############################################################################## # Statue pair NAME: minmay_separated_statues DEPTH: D:8- ORIENT: float MONS: silver statue, orange crystal statue, ice statue SHUFFLE: 123 MAP ...... ......xx xxx.....xx xx*xx.....xx xx...xx.....xx xx*.1..xx..2.*xx xx.....xx...xx xx.....xx*xx xx.....xxx xx...... ...... ENDMAP ############################################################################## # Statue gallery NAME: minmay_statue_hallways DEPTH: D:8- ORIENT: float MONS: orange crystal statue / silver statue / ice statue MAP xxx x1x x|x xx.xx x...x xx...xx xxx.....xxx xxxxxxxx.........xxxxxxxx @.......................@ ......................... xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: kennysheep_random_hallway TAGS: extra ORIENT: float SUBST: c:ccxxb. SUBST: t:ttGGbT. SUBST: w:wwwl. DEPTH: D:10-, Depths MAP c@@@@@@@@c cwt....twc cw......wc cw......wc cw......wc cwt.00.twc cw..%%..wc cw......wc cw......wc cwt....twc cw......wc cw......wc cw......wc cwt....twc cw......wc cw.9**9.wc cw......wc cwt....twc cw......wc cw......wc cw......wc cwt....twc cw......wc cw......wc cw..%%..wc cwt.00.twc cw......wc cw......wc cw......wc cwt....twc c@@@@@@@@c ENDMAP ############################################################################## # Wavy paths in crystal walls NAME: minmay_wavy_crystal DEPTH: D:10- ORIENT: float MAP bbbbbbbbbbbb@.@bbbbbb @...bbbbbbbb...bbbbbb ......bbbbbb...bbbbbb @......bbbbb...bbbbbb bbbb...bbbbb...bbbbbb bbbbb...bbbbb...bbbbb bbbbb...bbbbb.....bbb bbbbb...bbbbbb.....bb bbbbb...bbb..bbb...bb bbbbb...bb9bb.bb....b bbbbb...bb|bb.bb....b bbbbbb...bbb.bb....bb bbbbbb.............bb bbbbbbb...........bbb bbbbbbbbb.......bbbbb bbbbbb..bbb...bbb..bb bbbbb.bb9bb...bb9bb.b bbbbb.bb|bb...bb|bb.b bbbbbb.bbb.....bbb.bb @...................@ ............b........ @.........bbbbb.....@ bbbbbbbbbbbbbbbbbbbbb ENDMAP ############################################################################## # A traditional vault NAME: minmay_two_paths ORIENT: float DEPTH: D:12-, Depths, !Depths:$ MAP cccccccccccccccc c.9.c......c.9.c c.c.c.c88c.c.c.c c.c.c.c$$c.c.c.c c.c.c.c%%c.c.c.c c.c.c.c**c.c.c.c c.c.9.c||c.9.c.c c.cccccccccccc.c c.cccccccccccc.c c.9.c......c.9.c c.c.c.c..c.c.c.c c.c.c.c..c.c.c.c c.c.c.c..c.c.c.c c.c.c.c..c.c.c.c c9c.9.c00c.9.c9c ccccccc..ccccccc ENDMAP ############################################################################## # Sometimes You Just Gotta Run NAME: erik_ogre DEPTH: D:6-10 ORIENT: float SHUFFLE: 1X / 1X / 2l / 3Y SUBST: X=x, Y:x. MONS: ogre, iron devil, nothing ITEM: potion of heal wounds / potion of haste / potion of berserk rage /\ scroll of blinking MAP xx@xx x...x xX.Xx xX1Xx xX.Xx xx.xx xx.xx xx.xx x...x x...x x...x x.d.x x...x x.d.x x...x xxxx...xxxx x....[....x xxxxxx..x(.{x..xxxxxx x...x...x...x...x...x x....x..xx]xx..x....x xxxxxx...xxx...xxxxxx xxxxx xxxxx ENDMAP ############################################################################## # An old-fashioned vault, by Lemuel NAME: lemuel_traditional_vault DEPTH: D:12-, Depths ORIENT: float SUBST: 9 = 9 0 8:2 SUBST: 0 = 0 . MAP ........................ wwwwwwwwwwwwwwwwwwwwwwww wcccccccccc++ccccccccccw wc$..................$cw wc.........99.........cw wc..cccccccccccccccc..cw wc0.c$....9999....$c.0cw wc..c.....9999.....c..cw wc..c..cccc++cccc..c..cw wc..c..c$......$c..c..cw wc..c..c...99...c..c..cw wc..c..c..cccc..c..c..cw wc00c..c..c||c..c..c00cw wc00c..c..c||c..c..c00cw wc..c..c..c++c..c..c..cw wc..c..c..9889..c..c..cw wc..c..c$.9889.$c..c..cw wc..c..cccccccccc..c..cw wc..c......99......c..cw wc0.c$............$c.0cw wc..ccccccc++ccccccc..cw wc.........00.........cw wc$........00........$cw wccccccccccccccccccccccw wwwwwwwwwwwwwwwwwwwwwwww ........................ ENDMAP ############################################################################## # An Ice Statue vault NAME: lemuel_ice_statue MONS: ice statue TAGS: no_pool_fixup ORIENT: float DEPTH: D:7-, Elf, Depths SUBST: * : *$ SUBST: * = |:5 * . SUBST: T = TU SHUFFLE: xb/cc, ABC : if crawl.coinflip() then KFEAT: X = < / > KITEM: X = any good_item SUBST: A=., B=., C=. : else SUBST: X=*, B=., C=. KFEAT: A = teleport trap : end MAP xxxxxxxxxxxxxxxxx xbbbbbbbbbbbbbbbb xb**....www.....T xb**..A.www...... xbX*..B.w1w.....@ xb**..C.www...... xb**....www.....T xbbbbbbbbbbbbbbbb xxxxxxxxxxxxxxxxx ENDMAP ############################################################################# # Oklob gauntlet # average of 2.3 oklobs, and at most 5 of them NAME: dpeg_oklob_gauntlet DEPTH: Depths, !Depths:$, Lair, Snake, Elf MONS: plant, oklob plant ORIENT: float SHUFFLE: ]}) / def NSUBST: ' = 5:2 *:1 NSUBST: 2 = 1:2 *:112 SUBST: 1=1w, "=ww. SUBST: d=|*, e=|*, f=|* MAP xxxxxxxxxxxxx xxxxx]})xxxxx xxxxx...xxxxx x'ww.....ww'x x'"......."'x x'"......."'x x'"......."'x x'"......."'x x'ww.....ww'x xxxxxx+xxxxxx ENDMAP ############################################################################# # Oklob shooting range # # Disallowing this vault on branch starts, as brown stairs can't help there. # Chance for a plant to turn oklob based on dungeon level. Elf:$ is hard, but # considered okay. Has between 1 and 3 oklob plants. # Single oklob at absolute depth 10, expect 2 oklobs at depth 20. # Rarely (2.5% chance) the whole vault is enclosed. This is the hardest case, # and the walls are always diggable then. # NAME: dpeg_oklob_shooting_range DEPTH: Depths, !Depths:$, Lair:2-, Elf:2- WEIGHT: 2 ORIENT: float SHUFFLE: ab" / AB' SUBST: a=[, b=(, A=., B=., '=., "=> # SUBST: x : y:1 x:5 .:34 SUBST: x = x:2 . SHUFFLE: xcv SUBST: y = x # NSUBST: 1 = 1:2 1:3 *:1 : wt = (you.absdepth()-10)/2 : mons("oklob plant w:" .. wt .. " / plant") MONS: plant, oklob plant MAP xxxxxxxxxxxxxxx xxxx...1...xxxx xx...........xx xx...........xx x......"......x x......'......x x1...aA{Bb...1x x......'......x x......"......x xx...........xx xx...........xx xxxx...1...xxxx xxxxxxxxxxxxxxx ENDMAP ############################################################################## # Shantytown, noun: An area containing a collection of shacks, # shanties or makeshift dwellings. By Core Xii # NAME: corexii_shantytown DEPTH: D:4-8 ORIENT: float TAGS: no_monster_gen no_item_gen NSUBST: + = 1:+ / *:= SUBST: = = + x:100 NSUBST: A = 1:+ / *:x, B = 1:+ / *:x, C = 1:+ / *:x, D = 1:+ / *:x NSUBST: E = 1:+ / *:x, F = 1:+ / *:x, G = 1:+ / *:x, H = 1:+ / *:x NSUBST: I = 1:+ / *:x, J = 1:+ / *:x, K = 1:+ / *:x, L = 1:+ / *:x NSUBST: M = 1:+ / *:x, N = 1:+ / *:x, O = 1:+ / *:x, P = 1:+ / *:x NSUBST: Q = 1:+ / *:x, R = 1:+ / *:x, S = 1:+ / *:x, T = 1:+ / *:x NSUBST: U = 1:+ / *:x, V = 1:+ / *:x # There are 111 - glyphs, which leads to about 27 monsters SUBST: - = 2:20 d .:50 ITEM: any food / any weapon / any missile / w:5 any armour / \ w:5 any potion / w:5 any scroll, w:1 any misc MONS: plant / w:40 nothing, goblin / hobgoblin / kobold / orc / w:5 gnoll MAP ....................... ..1..x++x..1..x+++++x.. .1x++x--x++x++x-----+.. ..+--A--B--C--E-----+.. ..+--A--B--C--E-----+.. .1xxAxxBxCCx--xEExEExx. ..1+--R....xDDx..F---+. ..1+--R..........F---+. .1xxRxx.xSSSxTTx.xFx+x. ..+--Q..S---T--T...+1.. ..+--Q..S---T--T...+1.. .xxPxx.xxSSxxTxx.xGxx1. .+--P..V---U--U..G--+.. .+--P..V---U--U..G--+.. .xxOxx.V---xUUx..xHHxx. ..+--O.xVVVx.....H---+. ..+--O........xJJx---+. .xxNNxMMx..xKKx--xIIxx. .+---N--xLLx--J--I--+.. .+---N--M--L--x++x--+.. .x+++x++x--L--+11+--+.. .1...1..x++x++x..x++x1. ....................... ENDMAP ############################################################################## # Cluster of small buildings with basic monsters and loot, by Core Xii NAME: corexii_shack_village DEPTH: D:3-9 ORIENT: float TAGS: no_monster_gen no_item_gen NSUBST: A = 1:+ / *:x, B = 1:+ / *:x, C = 1:+ / *:x, D = 1:+ / *:x NSUBST: E = 1:+ / *:x, F = 1:+ / *:x, G = 1:+ / *:x, H = 1:+ / *:x # 39 - glyphs, leading to about 10 monsters. SUBST: - = 2:20 d .:50 SUBST: T = T:50 V G 1 .:20 ITEM: any food / any weapon / any missile / w:5 any armour / w:5 any potion MONS: plant / w:40 nothing, goblin / hobgoblin / kobold / orc MAP .................... .1xAAx1.xxxxx111111. .1x--x1.B---xxxxxxx. .1x--x1.B---C--D--x. .1xAAx1.xBBBx--D--x. ............xCCxDDx. ..........T......... .11.xFFFx........... .xEEx---xGGx1.xHHx1. .x--E---G--x1.H--x1. .x--E---G--x1.H--x1. .xxxxxxxxxxx1.xxxx1. .................... ENDMAP ############################################################################## # Marble ring (evilmike) # outer ring contains 10 to 30 monsters, mean of 16.7 # NAME: evilmike_marble_ring DEPTH: Depths ORIENT: float COLOUR: b-+89*| = white FTILE: b-+89*| = FLOOR_MARBLE TILE: b = WALL_MARBLE NSUBST: 0 = 3:9 / 7:0 / 20=0.. / *:. # can rarely be a statue gallery, otherwise use stone pillars : if crawl.one_chance_in(4) then SUBST: c = G, v = . : else SUBST: v: ...c : end SUBST: b = c, - = . MAP xxxxxxxxxxx@xxxxxxxxxxx x.....................x x.c.c.c.c.c.c.c.c.c.c.x x..v.v.v.v.v.v.v.v.v..x x.c.................c.x x..v...............v..x x.c...00000000000...c.x x..v..0bbbbbbbbb0..v..x x.c...0b---8---b0...c.x x..v..0b-b---b-b0..v..x x.c...0b--|||--b0...c.x x..v..0b9-***-9b0..v..x x.c...0b--***--b0...c.x x..v..0b-b---b-b0..v..x x.c...0b-------b0...c.x x..v..0bbbb+bbbb0..v..x x.c...00000000000...c.x x..v......T.T......v..x x.c.................c.x x..v.v.v.v.v.v.v.v.v..x x.c.c.c.c.c.c.c.c.c.c.x x.....................x xxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # evilmike's hourglass vault NAME: evilmike_hourglass DEPTH: Depths ORIENT: float NSUBST: . = 7:0 / 2:9 / 1:8 / *:. NSUBST: ' = 7:0 / 2:9 / 1:8 / *:. NSUBST: % = 6:* / 3:| / *=%$ SUBST: - = . MAP xxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx xx%%xxxxxxxxxxxxxx-xxxxxxxxxxxxxx$$xx xx%%%%xxxxxxxxxxxx-xxxxxxxxxxxx$$$$xx xx%%%%%%xxxxxxxxxx-xxxxxxxxxx$$$$$$xx xx''''''''xxxxxxxx-xxxxxxxx........xx xx''''''''''xxxxxx-xxxxxx..........xx xx''''''''''''xxxx-xxxx............xx xx'''''''''''''-xx-xx-.............xx xx'''''''''''''-------.............xx xx'''''''''''''-------.............xx xx'''''''''''''-xx-xx-.............xx xx''''''''''''xxxx-xxxx............xx xx''''''''''xxxxxx-xxxxxx..........xx xx''''''''xxxxxxxx-xxxxxxxx........xx xx$$$$$$xxxxxxxxxx-xxxxxxxxxx%%%%%%xx xx$$$$xxxxxxxxxxxx-xxxxxxxxxxxx%%%%xx xx$$xxxxxxxxxxxxxx-xxxxxxxxxxxxxx%%xx xxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Inaccessible box (evilmike) NAME: evilmike_inaccessible_box DEPTH: Depths ORIENT: float SUBST: x : xxxm NSUBST: 9 = 6:. / *:9 NSUBST: 0 = 6:. / *:0 KPROP: .089*| = no_rtele_into SUBST: ' = . MAP ''''''''''''''''''''' 'cccmcccccccccccmccc' 'c.....x.....x.....c' 'c..0..x..9..x..0..c' 'm.000.m.999.m.000.m' 'c..0..x..9..x..0..c' 'c.....x.....x.....c' 'cxxmxxcxxmxxcxxmxxc' 'c.....x..*..x.....c' 'c..9..x.|8|.x..9..c' 'c.999.m*8|8*m.999.c' 'c..9..x.|8|.x..9..c' 'c.....x..*..x.....c' 'cxxmxxcxxmxxcxxmxxc' 'c.....x.....x.....c' 'c..0..x..9..x..0..c' 'm.000.m.999.m.000.m' 'c..0..x..9..x..0..c' 'c.....x.....x.....c' 'cccmcccccccccccmccc' ''''''''''''''''''''' ENDMAP ############################################################################## # Path along pillars (evilmike) NAME: evilmike_pillar_path DEPTH: Depths ORIENT: float SUBST: c: cvxbwl.t MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxx......xvvvvvx......x xxxxxxx...0..xv*|*vx..8...x @.x...x.0cc..xv|c*+...cc8.x x...x....cc0.xv*|*vx.8cc..x xxxxxxx..0...xvvvvvx...8..x xxxxxxx......xxxxxxx......x xxxxxxxxxx.xxxxxxxxxxx.xxxx xxx..xxxxxxxxxxx..xxx xxx.xxxxxxxxxxxxx.xxx xxx..xxxxxxxxxxx..xxx xxxx.xxxxxxxxxxx.xxxx xxx..xxxxxxxxxxx..xxx xxx.xxxxxxxxxxxxx.xxx x......xxxxxxx......x x...0..xxxxxxx..9...x x.9cc..x...x....cc9.x x..cc9...x...x.9cc..x x..0...xxxxxxx...9..x x......xxxxxxx......x xxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Cross vault (evilmike) NAME: evilmike_cross DEPTH: Depths ORIENT: float MAP ................... .......xxxxx....... .......x...x....... .......+.8.+....... .......x...x....... .......xx.xx....... .......0x.x0....... .xx+xx0cc+cc0xx+xx. .x...xxc*%*cxx...x. .x.9.xxc%G%cxx.9.x. .x...xxc*%*cxx...x. .xx+xx0ccccc0xx+xx. .......0xxx0....... .......xxxxx....... .......x...x....... .......+.9.+....... .......x...x....... .......xxxxx....... ................... ENDMAP ############################################################################## # Lava path (evilmike) # Has mostly lava and sometimes water, a bit sewer-like. # NAME: evilmike_lava_path DEPTH: Depths ORIENT: float TAGS: no_pool_fixup SUBST: w: wlll NSUBST: . = 10:0 / 4:9 / *:. MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx wwwwwwwwwwxxxxxxwwwxxxxxxxxxxxx @........wwxxxxxw|wxxxxxxxxxxxx wwwwwwww..wwxxxxw*wxxxxxxxxxxxx @......ww..wwxxxw8wwwwwwwwwwwwx wwwwww..ww..wwxxw............wx xxxxxww..ww..wwxw8www.wwwwww.wx xxxxxxww..ww..wxw*wxw.w......wx xxxxxxxww..ww.wxw|wxw.w.wwwwwwx xxxxxxxxww..w.wxwwwxw.w.wxxxxxx xxwwwxxxxww.w.wxxxxxw.w.wxxxxxx xxw|wxxxxxw.w.wxxxxww.w.wxxxxxx xxw|wxxxxxw.w.wxxxww..w.wxxxxxx xxw*wxxxxxw.w.wxxww..ww.wxxxxxx xxw*wxxxxxw.w.wxww..ww..wxxxxxx xxw8wwwwwww.w.www..ww..wwxxxxxx xxw.........w.....ww..wwxxxxxxx xxwwwwwwwww.wwwwwww..wwxxxxxxxx xxxxxxxxxxw.........wwxxxxxxxxx xxxxxxxxxxwwwwwwwwwwwxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## NAME: nooodl_glass_maze ORIENT: float SUBST: M = cm.. NSUBST: N = 1:+ / *:m MAP cccccccccccccccc@c c*..........M....c c.cc.cc.cc.cc.cc.c c.ccMcc.cc.cc.ccMc c.M......M...0...c c.cc0cc.cc.cc.cc.c c.cc.ccNccNcc.ccMc c..M..N....N.....c c.cc.cc.*0.cc.cc.c cMcc.cc.0*.ccMcc.c c...0.N....N.....c c.cc.ccNccNcc.cc.c cMcc.cc.cc.cc.cc.c c....M...M.M...M.c c.cc.cc.cc.cc.cc.c c.cc.cc.cc.cc.cc.c c..M....M.....0.*c c@cccccccccccccccc ENDMAP ############################################################################## NAME: hangedman_arrow_trap ORIENT: float DEPTH: D:12-, !D:$, Depths, !Depths:$ SHUFFLE: [( / ]) / [] / [] MAP xxxxxxxxxxxxxxxxxx x*xxxx*x[(x*xxxx*x x..x9x9x..x9x9x..x xx..x9xx..xx9x..xx xxx..x0x00x0x..xxx xxxx..xx00xx..xxxx xxxxx..x++x..xxxxx xxxxxx......xxxxxx xxxxxxx....xxxxxxx xxxxxxxx**xxxxxxxx xxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## NAME: wad_guarded_room DEPTH: D:6-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: ' = floor_pebble MONS: plant MAP xx....xxxxxxxxxxxxxxxxxxxx x.........+.xxxxxxxxxxxxxx ...xx...xxx..............x ...xxx....x..xx..xx0.xx..x ..xxx.....x..xx0.xx..xx..x ...xx...xxxxx..xx..xx..xxx x......x.xxxx.0xx..xx.0xxx xx....xxx..xxxx0.xx..xx..x xx....xxx..xxxx..xx0.xx..x x......x.xxxx..xx..xx.0xxx ...xx...xxxxx..xx..xx..xxx ...xxx..xxxxxxx0.xx..xx.0x ..xxx...xxxxxxx..xx..xx..x ...xx...xxxxx..xx.0xx..xxx x......xxxxxx..xx..xx0.xxx xx....xxxx.............xxx xx....xxxx.xcccccc+ccccccx x......xxx.xc..xxx.xxx..cx ...xx...xx.xcxxxx...xxxxcx ...xxx..+..xcxxxx0'0xxxxcx ..xxx...xxxxcxxx9.'.9xxxcx ...xx...xxxxcxxxxx'xxxxxcx x......xxxxxcxx..0'0..xxcx xx....xxxxxxcxx.T.'.T.xxcx xx....xxxxxxcxx..'''..xxcx x......xxxxxcxx..'''..xxcx ...xx...xxxxcxx.T.'.T.xxcx ...xxx..xxxxcx%%%xxx%%%xcx ..xxx...xxxxc**xxxxxxx**cx ...xx...+..xcnncccccccnncx x......xxx...............@ xx....xxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## NAME: wad_statue_garden DEPTH: D:8-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: ' = floor_pebble FTILE: 12"t> = floor_grass COLOUR: 12" = green FTILE: ; = floor_dirt COLOUR: ; = brown MONS: plant, bush MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x""""""1;;;;;;;xxxxxxxxxxxxxxxcxxxxxxxxxxxxxxxx.+.9xx x""""""";"t"t";xxxxxGxcxGxcxGxcxGxcxGxcxGxxxxxx.xxxxx x""""""1;;;;;;;+.....+.................+.....+;;x'%'x x""""""";;"";;xxxx.xGxcxGxcxGc+cGxcxGxcxGx.xxx.;x.'0x x""""""1;2222;"t"c+ccccccccccc'ccccccccccc+c...;x'0'x x"""""1";2tt2;t"tc.cn%xxx'.'.'''.'0'xxx%nc.c...;xxx+x x1"1"1"1;2222;"t"c.nc%+...'0'.'9'.'...+%cn.c...;;;;;x x""WWWWW;;"";;cccc.cn*xxG'.'.'''.'.'Gxx*nc.cccc;xxx+x x"WWwwwWW;;;;;c'.'.cn%+...'.'.'.'0'...+%nc.'.'c;x'.'x x""WWWWW;;"";;c.G..nc*x..'.'.'U'.'.'..x%cn..G.c;x*'9x x1"1"1"1;2222;c'.'.cn%+...'0'.'.'.'...+*nc.'.'c;x'.'x x"""""1";2tt2;cccc.cn%xxG'.'.'''.'.'Gxx%nc.cccc;xxx+x x""""""1;2tt2;t11c.nc*+..0'.'.'.'.'...+*cn.c...;;;;;x x""""""";2tt2;t>1c.cn%xxx'.'8'''.'0'xxx%nc.cxx.;xxx+x x""""""1;2tt2;t"1c+ccccccccccccccccccccccc+cxx.;x'.'x x""""""";2222;t"tx.xxx.x.x.x.x.x.x.x.x.xxx.xx..;x0'%x x1"1"1"1;;"";;;.xx.xx...................xx.xx..;x'0'x xxxxxxxx;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;xxxxx ENDMAP ############################################################################## NAME: wad_mega_maze ORIENT: float WEIGHT: 4 SUBST: X : cccvvb MAP X@XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X....XXXXXXXX0X.X.........................X....X XXXX.XX.......X.X.XXX.XXXXXXXX.XXXXXXXX.X.X.XX.X X....XX.XXXXXXX.X...X.XG.....X.XXXXXXXX.X...XX.X X.XXXXX.X.......XXX.X.XXXXXX.X.X.....XX.XXXXXX.X X.XXXXX.X.XXXXX...X.X.X....X.X.X.XXX.XX.X......X X....XX.X.XXXXXXXXX.X.X.XX.X.X.X.XXX.X%9X.XXXXXX XXXX.XX.X...........X.X.XXXX.X.X.XXX.XXXX.XG...X X.....X.XXXXXXX.XXXXX.X....X.X.X.XXX......XXXX.X X.XX.XX..X....X.....X.X.XX.X.X.X.XXXXXXXXXXXXX.X X.XXXXXX.X.XX.XXXXXXX.XGXX.....X.X|X...XX....X.X X......X.X.XXXXXXXXXXXXXXXXXXXXX.n|X.X.XX.XX.X.X XXXXXX.X.X.......................X|+.X....XX.X.X X.XXXX.X.X.XXXXXXXX.X.XXXXXXXXXX.XXXXXXXXXXX.X.X X.XXXX.X.X.X.XX...X.X.XXXXX....X.XX..........X.X X......X...X....XXX.X.X...X.XX.X.XX.XXX.XXXXXX.X XXXXXX.XXXXXXX.XXXX.X.XXX.X.XX.X....XXX........X X....X.XXXXX.....X..X.XXX.X.XX.XXXXXXXXXXXXXXXXX X.XX.X.XXXXXXX.X.X.XX.XX..X.XX...X......XXX....X X.XX...XXX.XXX.X.X.XX.XX.XX.XXXX.X.XXXX.....XX.X X.XXXXXXXX.X...X...XX.XX.....9*X.X....XXX.XXXX.X X.XXXXXXXX.XXXXXXXXXX.XXXXXXXXXX.X.XXXX0X.X.GX.X X.XXXXXXXX.......................X.XXX..X.X.XX.X X.X...XXXX.XXXXXXXXXX.XXXXXXXXXX.X.....XX.X.XX.X X.X.X.XXXX.X........X.XX.......X.XXXXXXXX.X.XX.X X...X........XXXXXX0X....XXXXX............X....X XXXXXXXXXXXXXXXXXXXXX@XXXXXXXXXXXXXXXXXXXXXXXXXX ENDMAP ############################################################################## NAME: wad_river_or_something ORIENT: float DEPTH: D:2-, !D:$ WEIGHT: 4 MAP xx@xxxxxxxxxxxxxxxxxxxxxxxxxx xx..0....0....0....+........x xxG%xxxG%xxxG%xxxG%x........x xxxxxxxxxxxxxxxxxxxx+xxxxxxxx xx0........0...............xx xwwwwwwwwwwwwwwwwwwwwwwwwwwwx xwwwwwwwwwwwwwwwwwwwwwwwwwwwx xx.........................xx xxxx.xxxxxxxxxxxxxxxxxxxxxxxx xxx.xxx..xxxxxxxxx..xxxxxG.xx xx.xx0.xx.xxxxxxx.xx.xxxxxx.x x.xxxxxxxx.xxx...xxxx..xxxx.x x.x...xxx.x.x.xxx.xxxxx.xx.xx xx.xxx...xxx.xxxxx.xx%0x..xxx xxxxxxxxxxxxxxxxxxx.xxxxxxxxx .x.0..x.x..0.x....x.x....x... ..x..x...x..x.............x.. ..................x.x........ ...................@......... ENDMAP ############################################################################## NAME: wad_crossroads DEPTH: D:2-, !D:$ ORIENT: float WEIGHT: 4 FTILE: 'G = floor_pebble SUBST: X : cccvvb MAP Xxxxxxxxxxxxx..@..xxxxxxxxxxxxX xxx.xxxxx'...xx'xx...'xxxxx.xxx x0x...xx'.xxxx'''xxxx.'xx...x0x Xx.xx......'.''x''.'......xx.xX XXx%x...xxxx''xxx''xxxx...x.xXX XXXx.xx....'.''x''.'....xx.xXXX XXXXx.x...xxxx'''xxxx...x.xXXXX XXXXXx.xx..xGxX'XxGx..xx.xXXXXX @.....x.xXxxxX.'.XxxxXx.x.....@ XXXXXxxxxxxx.xX'Xx.xxxxxxxXXXXX XXXXx.x.x..x..'''..x..x.x.xXXXX XXXxxx.x....x.'G'.x....x.xxxXXX XXx.x.....x..x'''x..x.....x.xXX Xxxx.......x..'G'..x.......xxxX x0x.....xxX.XX'''XX.Xxx.....x0x xx....xxxX.X.XX'XX.X.Xxxx..%.xx XxxxxxxxxXXXXXX@XXXXXXxxxxxxxxX ENDMAP ############################################################################### NAME: wad_arrow_thing DEPTH: D:8-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: ' = floor_pebble SUBST: X : cccvvb MAP XXXXXXXXXXXXXXXXXXXXXXX X..%X.............X%..X X0G.X.GXGXG.GXGXG.X.G0X X.0.X.X.........X.X.0.X X+XXX.X.XXXXXXX.X.XXX+X X.....................X XXXXX+XXXXXXXXXXX+XXXXX XXXX...X.X.X.X.X...XXXX XXX.....'..X..'.9...XXX @.....%'''.+.'''......@ XXX..0..'..X..'.....XXX XXXX...X.X.X.X9X...XXXX XXXXX+XXXXnXnXXXX+XXXXX XXXXX.XXX..*..XXX.XXXXX XXXXXX.XXX..0XXX.XXXXXX XXXXXXX.XXX9XXX.XXXXXXX XXXXXXXX.XX+XX.XXXXXXXX XXXXXXXXX.X.X.XXXXXXXXX XXXXXXXGXX.X.XXGXXXXXXX X0......XXX.XXX.....0%X XXXXXXX.+..X..+.XXXXXXX XXXXXXXXXXXXXXXXXXXXXXX ENDMAP ############################################################################### NAME: wad_cavern_with_rooms DEPTH: D:8-, !D:$, Depths:2-, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: ' = floor_pebble MONS: plant MAP xxxxxxxxxxxxxxxxx@xxxxxxxxxx xxxxxx...xxxxxxx..xxxxxxxxxx xxxxxx..%xxxxxxx...xxxxxxxxx x%..xx.x.xxxxxxx....xxxxxxxx x...+.x.xxxxxxx..'..xxxxxxxx x...xxxx.xxx....'.'..xxxxxxx xxxxxxxxx......'.'.'...xxxxx xxxx1.WWW..xxx..'.'.xx+xxxxx xx...WW....+0x...'..x....xxx x1.........xxx......x...0xxx xxx.xxxx...'........xxxxxxxx xxxxx0.+..'.'.....xxxxxxxxxx xxxxxxxx.'.'.'.xx+x%..x9..xx xxxxxxxxx.'.'xxxx.x...+...xx xxxxxxxxxx.'xxxxx....0x...xx xxxxxxxxxxx@xxxxxxxxxxxxxxxx ENDMAP ############################################################################### NAME: wad_courtyard DEPTH: Depths, !Depths:$ ORIENT: float WEIGHT: 4 FTILE: "+ = floor_pebble FTILE: ; = floor_limestone COLOUR: ; = white SUBST: X : cccvvb MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x.%9x0x0x.x%xXXXXXXXXXXXx.x0x%x0x9%.x x...x...x...xX8..***..8Xx...x...x...x x...x...x...xX.;;;;;;;.Xx...x...x...x x...........xX.........Xx...........x x...........xXXX+XXX+XXXx...........x x........xxxxxxx"xxx"xxxxxxx........x xWWWWWWxxx0....+".x."+....0xxxWWWWWWx xwwwwwwx%+.;;;.x".x."x.;;;.+9xwwwwwwx xwWWWWWxxx0....x+xxx+x....0xxxWWWWWwx xwW......xxxxxxx.".".xxxxxxx......Wwx xwW............xxx+xxx............Wwx xwW............xG.".Gx............Wwx xwW......xxx...xxx+xxx...xxx......Wwx xwW...xxxxXx......"......xXxxxx...Wwx xwW...x..xxx...W.."..W...xxx..x...Wwx xwW........0..WWW.".WWW..0........Wwx xwW...........WWW.".WWW...........Wwx xwW.......xxx..W.."..W..xxx.......Wwx xwW....xxxxxx..T.."..T..xXxxxx....Wwx xwW....x..xxx..W.."..W..xxx..x....Wwx xwW.......0...WWW.".WWW...0.......Wwx xwW...........WWW.".WWW...........Wwx xwW........xxx.W.."..W.xxx........Wwx xwW.....xxxxXx...."....xXxxxx.....Wwx xwW.....x..xxx...."....xxx..x.....Wwx xwW.............x.".x.............Wwx xwWWWWWWWWWWWWWxxx.xxxWWWWWWWWWWWWWwx xwwwwwwwwwwwwwwwx...xwwwwwwwwwwwwwwwx xxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx ENDMAP ############################################################################### NAME: hangedman_cross_stitches ORIENT: float TAGS: transparent no_monster_gen DEPTH: D:5-, !D:$, Depths, !Depths:$, Elf, Snake WEIGHT: 5 (Elf, Snake), 10 KMONS: " = 0 KMONS: ` = 9 KITEM: "` = % / $ w:5 KMASK: , = !no_monster_gen SHUFFLE: XzZ / '"` SUBST: XzZ = x, ' = ., x : x:90 c MAP ,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,,,, ,,.X..'..X..'..X..'..X.,, ,,.'x'XxX'x'XxX'x'XxX'x',, ,,.,,X..'..X..'..X..'..X.,, ,,.X,,'..z..`..z..'..X...,, ,,.'x'XxX"x"ZxZ"x"XxX'x'.,, ,,..,X..'..z..`..z..'..X.,, ,,.X,,'..z..`..z..'..X...,, ,,.'x'XxX"x"ZxZ"x"XxX'x'.,, ,,...X..'..z..`..z..'..X.,, ,,.X..'..X..'..X..'..X...,, ,,'x'XxX'x'XxX'x'XxX'x'.,, ,,.X..'..X..'..X..'..X.,, ,,,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,,,,, ENDMAP ############################################################################### NAME: hangedman_cross_veins ORIENT: float TAGS: transparent no_monster_gen no_pool_fixup DEPTH: D:8-, Depths, !Depths:$, Elf, Snake, Abyss WEIGHT: 5 (Elf, Snake), 10 KMONS: 12 = 0 KMONS: 34 = 9 KMONS: 5 = 9 / 8 KITEM: 1 = $ / % w:5 KITEM: 23 = % / $ w:5 KITEM: 45 = * / % w:5 : if you.branch() == "Abyss" then SUBST: x = xxmmccbv, X = xxccvb, . = .:990 W, ' = .:55 WWwl G:5, 23 = 1, 45 = 2 : elseif you.absdepth() > 20 then SUBST: x : x m:5, X : xxxcccbv, ' : .:70 w:20 l : elseif you.absdepth() > 13 then SUBST: x : x m:3, X : xcc, ' : .:80 wW : else SUBST: x : x m:2, X : xxc, ' : .:90 W : end MAP xxxxxxxx xxXXXXXxxx xxxX1'1Xxxxx xXXXX.XXXXxx xX.XX.XX1Xxx +.'..'..'Xxxxxx xX.XX.XX1Xxxxxxx xXXXX.XXXXXXXXxxx xxxX.'.XX5.'4Xxxxx xXXXX.XXXXX.XXXXxx xX2XX.XX.XX.XX4Xxx xX'..'..'..'..'Xxxxxx xX3XX.XX.XX.XX.Xxxxxxx xXXXX.XXXXX.XX5XXXXXxxx xxxX3'3XxX.'.XXX1'1Xxxx xxxXXXXXXXX.XXXXX.XXXXx xxxxxxX3XX.XX.XX.XX1Xx xxxxxX'..'..'..'..'Xx xxX3XX.XX.XX.XX1Xx xxXXXX.XXXXX.XXXXx xxxxX3'2XxX.'.Xxxx xxxXXXXXxXX.XXxx xxxxxxxxxx+xxx ENDMAP ############################################################################### NAME: hangedman_cross_cluster TAGS: patrolling transparent no_monster_gen DEPTH: D:8-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: C = CTUV, y : xc, z : ccvb, 1 = 0'' KMASK: ' = !no_monster_gen MAP ''''''''' '''.xxx.''' '''...x...''' ''''x.1x1.x'''' '''''''xxxyxxx''''''' ''''''''x.0x0.x'''''''' ''.xxx.....x.....xxx.''' '''...x.....xxx.....x...''' '''''''x.1x$.x'''''''x.$x1.x''''''' ''''''''xxxyxxx'''''''xxxyxxx'''''''' ''.xxx..x.$x0.x..ccc..x.0x$.x..xxx.'' ''..x......x......c......x......x...' 'x.1x$.x..xxx..c.%c%.c..xxx..x.$x1.x' 'xxxyxxx'''''''ccczccc'''''''xxxyxxx' 'x.$x0.x'''''''c.9c9.c'''''''x.0x$.x' '...x.....ccc.....c.....ccc.....x...' ''.xxx.....c.....ccc.....c.....xxx.'' '''''...c.%c9.c.......c.9c%.c...''''' '''''..ccczccc..|C|..ccczccc..''''' '''''...c.%c9.c.......c.9c%.c...''''' ''.xxx.....c.....ccc.....c.....xxx.'' '...x.....ccc.....c.....ccc.....x...' 'x.$x0.x'''''''c.9c9.c'''''''x.0x$.x' 'xxxyxxx'''''''ccczccc'''''''xxxyxxx' 'x.1x$.x..xxx..c.%c%.c..xxx..x.$x1.x' '...x......x......c......x......x...' ''.xxx..x.$x0.x..ccc..x.0x$.x..xxx.'' ''''''''xxxyxxx'''''''xxxyxxx'''''''' '''''''x.1x$.x'''''''x.$x1.x''''''' '''...x.....xxx.....x...''' ''.xxx.....x.....xxx.'' ''''''''x.0x0.x'''''''' ''''''xxxyxxx'''''' '''''x.1x1.x''''' '''...x...''' '''.xxx.''' ''''''''' ENDMAP ############################################################################### NAME: hangedman_stitches_corridor TAGS: no_monster_gen no_item_gen DEPTH: Depths, !Depths:$ ORIENT: float KFEAT: " : shallow_water / . w:90 KFEAT: ^ : alarm trap / . w:190 KMASK: ' = !no_monster_gen SUBST: 1 = 0. MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xx"x'x'x'x'x'x'x'x'x'x'x'x'x'x'x'x'x@ x"""''''''''''''''''''''''''''''''''@ xx"xx'G'xxxxxxxxxxxxx'G'xxxxxxxxxxxxx x''xcccccx"x.x.x.x"xcccccx"x'x'x'x"xx xx''c$0.c"""....."""c%0%c"""'''''"""x x''xc0%1+x"xx.G.xx"x+0%9cx"xx'G'xx"xx xx''ccccc..xcccccx..ccccc..xcccccx''x x''mmmmmmm..c*9$c..xxxxxxx..c.0$c''xx xx''ccccc..xc9*$+x^.ccccc..x+1%0cx''x x''xc0%1+x..ccccc.^x+$*9cx..ccccc''xx xx''c$0.c..xxxxxxx..c$9*c..mmmmmmm''x x''xcccccx..ccccc..xcccccx..ccccc''xx xx"xx'G'xx"xc9%0+x"xx'G'xx"x+1%0cx''x x"""'''''"""c%0%c"""....."""c.0$c''xx xx"x'x'x'x"xcccccx"x.x.x.x"xcccccx''x xxxxxxxxxxxxx'G'xxxxxxxxxxxxx'G'xx"xx @''''''''''''''''''''''''''''''''"""x @x'x'x'x'x'x'x'x'x'x'x'x'x'x'x'x'x"xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################### NAME: evilmike_horseshoe DEPTH: D:12-, Depths, !Depths:$ ORIENT: float MAP xxxxxxxxxxxxxxxxxxxxx xxcccccccccccccccccccxx xxcc...c.........c...ccxx xxcc....+.x9.8.9x.+....ccxx xcc.....c.........c.....ccx xc.9...cccccc+cccccc...9.cx xc.x..cc**%%%%%%%**cc..x.cx xc...ccccccccccccccccc...cx xcc+ccxxxxxxxxxxxxxxxcc+ccx xc...cx @@@ xc...cx xc.x.cx xc.x.cx xc.0.cx xc.0.cx xc...cx xc...cx xc.9.cx xc.9.cx xc...cx xc...cx xc.0.cx xc.0.cx xc.x.cx xc.x.cx xc...cx xc...cx xcc+ccxx xxcc+ccx xc...ccxx xxcc...cx xc....ccxx xxcc....cx xc.....ccx xcc.....cx xcc.....cx xc.....ccx xxcc....cx xc....ccxx xxcc...cx xc...ccxx xxcc+ccx xcc+ccxx ENDMAP ############################################################################### # Death Spiral stair vault (in two versions, with the smaller one being for # non-D branches) NAME: grunt_deathspiral_large TAGS: patrolling uniq_deathspiral DEPTH: Depths, !Depths:$ ORIENT: centre SHUFFLE: )]}> SUBST: } = }> SUBST: ] = ]> KMONS: 0 = 0 band KMONS: 8 = 8 band MAP ccccc@ cccc..... cc........ ccc....cccccccccccc cc....ccc..........ccc cc...ccc..............ccc cc...cc.....cccccccc.....ccc c...cc...cccc......cccc....cc cc..cc...cc............ccc...cc c..cc...cc.....ccc.......cc...cc cc..c...cc...cccc%ccccc....cc...c c..cc..cc..ccc........ccc...cc..cc cc..c...c..cc....0.......cc...cc..cc c...c..cc..c....ccccccc...cc...c...c c..cc..c..cc..ccc0....ccc..cc..cc..c c..c...c..c..cccc+ccc...cc..cc..c..cc c..c...c..c.cc0..8.0cc...c...c..cc..c c..c..cc..c.c0*....*0cc..cc..c...c..c c..c..c%..c.c........cc...c..cc..c..c @..c..c..cc.0c0+8..}]...ccc..c...c..c..c c..c..c...c..ccc...)>..8+0c0.cc..c..c..@ c..c..cc..c...cc........c.c..%c..c..c c..c...c..cc..cc0*....*0c.c..cc..c..c c..cc..c...c...cc0.8..0cc.c..c...c..c cc..c..cc..cc...ccc+cccc..c..c...c..c c..cc..cc..ccc....0ccc..cc..c..cc..c c...c...cc...ccccccc....c..cc..c...c cc..cc...cc.......0....cc..c...c..cc cc..cc...ccc........ccc..cc..cc..c c...cc....ccccc%cccc...cc...c..cc cc...cc.......ccc.....cc...cc..c cc...ccc............cc...cc..cc cc....cccc......cccc...cc...c ccc.....cccccccc.....cc...cc ccc..............ccc...cc ccc..........ccc....cc cccccccccccc....ccc ........cc .....cccc @ccccc ENDMAP NAME: grunt_deathspiral_small TAGS: patrolling uniq_deathspiral DEPTH: Depths, !Depths:$, Crypt, !Crypt:$, \ Dis, !Dis:$, Geh, !Geh:$, Tar, !Tar:$, Coc, !Coc:$, \ Zot, !Zot:$ ORIENT: centre SHUFFLE: )]}> SUBST: } = }> SUBST: ] = ]> # Like the door vault, pick interesting monsters for the 8s in branches, # but use normal OOD for D. # Also remove the bits of loot for Hell branches and Zot. : if you.branch() == "Crypt" then KMONS: 8 = bone dragon / lich / ancient lich / w:5 death cob / \ w:5 curse toe / w:5 zombie / w:5 skeleton / eidolon / \ w:20 reaper / soul eater / w:30 place:Crypt : elseif you.branch() == "Dis" then KMONS: 8 = w:5 shadow fiend / w:5 ice fiend / w:5 brimstone fiend / \ w:5 hell sentinel / iron dragon / tormentor / iron golem / \ place:Dis SUBST: *% = . : elseif you.branch() == "Geh" then KMONS: 8 = brimstone fiend / w:5 hell sentinel / hellion / balrug / \ fire giant / place:Geh SUBST: *% = . : elseif you.branch() == "Tar" then KMONS: 8 = w:15 shadow fiend / reaper / w:5 soul eater / shadow dragon / \ lich / ancient lich / w:15 place:Tar SUBST: *% = . : elseif you.branch() == "Coc" then KMONS: 8 = w:15 blizzard demon / frost giant / w:5 titan / w:15 ice fiend / \ w:5 simulacrum / place:Coc SUBST: *% = . : elseif you.branch() == "Zot" then KMONS: 8 = w:35 nonbase draconian / orb of fire / electric golem / \ killer klown / death cob / w:5 curse toe / w:5 ancient lich SUBST: *% = . :else KMONS: 8 = 8 band : end KMONS: 0 = 0 band MAP ccccc@ cc..... cc.ccccccccccc cc.cc.........ccc cc.cc.ccccccccc..cc c.cc.cc..0....ccc.cc cc.c.cc.ccccccc..cc.cc c.cc.c.cc%0...ccc.cc.cc c.c.cc.ccc+ccc..cc.cc.c c.c.c.cc.080.ccc.cc.c.c c.c.c.c.*...*.ccc.c.c.c c.c.c.c0..}..0c%c.c.c.c @.c.c0c0+8.].).8+0c0c.c.@ c.c.c.c%c0..>..0c.c.c.c c.c.c.ccc.*...*.c.c.c.c c.c.cc.ccc.080.cc.c.c.c c.cc.cc..ccc+ccc.cc.c.c cc.cc.ccc...0%cc.c.cc.c cc.cc..ccccccc.cc.c.cc cc.ccc....0..cc.cc.c cc..ccccccccc.cc.cc ccc.........cc.cc ccccccccccc.cc .....cc @ccccc ENDMAP ############################################################################### NAME: hangedman_box_tower TAGS: no_monster_gen no_item_gen no_pool_fixup transparent DEPTH: Depths, !Depths:$ ORIENT: float KMONS: 1 = patrolling 0 w:40 / nothing KMONS: 4 = 9 w:40 / 0 band KITEM: 1 = % w:75 / $ w:20 / nothing w:4 / * w:1 KITEM: $ = $ w:40 / nothing KFEAT: D = any shop SHUFFLE: *|, CT, 23 / CT, 8w / 8w / w8 SHUFFLE: 1239 / 1239 / 1239 / 1239 / $444, wW / wW / wW / mm NSUBST: = = 1:+ / 1:==XX+ / *:=, - = 1:+ / 1:xxxx+ / *:x SUBST: X = x, 23 = 9, = : y:3 x:1, | : |:4 D:1, C : C:3 T:17 SUBST: T = T:5 U:2 V:2 Y:1, x : x:13 y:1 c:1, G : G:1 c:1 y:8 SUBST: z : y:3 v:1 b:1 x:1, y : c:13 v:1 b:1 MAP ......... .xxx-xxx...... ......x1...1xx-xxx. .xxx-xxxx+xxx1..1x... ...x1..1x.....xxx+xxxx. .xxxx+xxx..2..x....x1x. .x1x....x..G..+..9.+.x. .x.+.9..+..T..x....x.-.x x.-.x....x.....x....x1x...... ......x1x....xxx+xxxxx+xxxxx-xxx. .xxx-xxxxx+xxxx1.1xxx.....x1..1x... ...x1..1x.....xxyy=yy1x...3.xxx+xxxx. .xxxx+xxx.3...x1y...y.+..G..x....x1x. .x1x....x..G..+.y.W.=.x.C...+..9.+.x. .x.+.9..+...C.x.=.0.y1x.....x....x.-. .-.x....x.....x1y.%.yyyxx+xxx....x1x... ..x1x....xxx+xxyyy.z.%9y1..1xxxx+xxxxxx. .xxxxx+xxxx1..1y9%....%yy=yyyxx.....x1x. .x1x.....xxyy=yy%.8*|8......y1x.....x.x. .x.x.....x1y......|ww*.z%0W.=.+.TG2.+.-. .-.+.2GT.+.=.W0%z.*ww|......y1x.....x.x. .x.x.....x1y......8|*8.%yy=yyxx.....x1x. .x1x.....xxyyy=yy%....%9y1..1xxxx+xxxxx. .xxxxxx+xxxx1..1y9%.z.yyyxx+xxx....x1x.. ...x1x....xxx+xxyyy.%.y.x.....x....x.-. .-.x....x.....x1y.0.=.x.C...+..9.+.x. .x.+.9..+...C.x.=.W.y.+..G..x....x1x. .x1x....x..G..+.y...y.x...3.xxx+xxxx. .xxxx+xxx.3...x1yy=yyxx.....x1..1x... ...x1..1x.....xxx1.1xxxx+xxxxx-xxx. .xxx-xxxxx+xxxxx+xxx....x1x...... ......x1x....x.....x....x.-.x x.-.x....x..T..+..9.+.x. .x.+.9..+..G..x....x1x. .x1x....x..2..xxx+xxxx. .xxxx+xxx.....x1..1x... ...x1..1xxx+xxxx-xxx. .xxx-xx1...1x...... ......xxx-xxx. ......... ENDMAP ############################################################################### NAME: minmay_spiral_squares DEPTH: D:12-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: 0 = 0., 9 = 9. SUBST: x : x:7 c:1 v:1 b:1 MAP x@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x.x|+......+.....+....+...+..+.@ x+xxx......x.....x....x...x00xxx x.0xx......x.....x....x000xxxx|x x.0xx......x.....x0000xxxxxxxx+x x+xxx......x00000xxxxxx.+0.....x x..0x000000xxxxxxx......x0.....x x..0x+xxxxxx......xxxxxxx0.....x x..0x..x9...xxxxxxx|x..9x0.....x x+xxxx.x.xxxx.....9xx.x.x0.....x x...0x.x.....xxxxxx.x.x.x0.....x x...0x.xxxxxxx......x.x.xxxxxx+x x...0x.x|x..x0xxxxxxx.xx.x0....x x...0x.xx9x.xx....x0xx.x.x0....x x+xxxxx.x.x.x.9xx9.x.x.x.x0....x x....0x.x.x.x.xxxx.x.x.x.x0....x x....0x.x.x.x.xxxx.x.x.x.x0....x x....0x.x.x.x.9xx9.x.x.x.xxxxx+x x....0x.x.xx0x....xx.x9xx.x0...x x....0x.xx.xxxxxxx0x..x|x.x0...x x+xxxxxx.x.x......xxxxxxx.x0...x x.....0x.x.x.xxxxxx.....x.x0...x x.....0x.x.xx9.....xxxx.x.xxxx+x x.....0x9..x|xxxxxxx...9x..x0..x x.....0xxxxxxx......xxxxxx+x0..x x.....0x......xxxxxxx000000x0..x x.....0+.xxxxxx00000x......xxx+x x+xxxxxxxx0000x.....x......xx0.x x|xxxx000x....x.....x......xx0.x xxx00x...x....x.....x......xxx+x @.+..+...+....+.....+......+|x.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx@x ENDMAP NAME: minmay_five_octagons DEPTH: D:12-, !D:$, Depths, !Depths:$ ORIENT: float KPROP: 8 = no_rtele_into SUBST: 8 = .:130 8 |, 0 = 0 .:240 MAP xxxxxxx@xxxxxxxxxxxxxxxx@xxxxxxx xxxx0000000xxxxxxxxxx0000000xxxx xxx000000000xxxxxxxx000000000xxx xx00000000000xxxxxx00000000000xx x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x @0000000000000xxxx0000000000000@ x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x xx00000000000mmmmmm00000000000xx xxx000000000mm8888mm000000000xxx xxxx0000000mm888888mm0000000xxxx xxxxxxxxxxxm88888888mxxxxxxxxxxx xxxxxxxxxxxm88888888mxxxxxxxxxxx xxxxxxxxxxxm88888888mxxxxxxxxxxx xxxxxxxxxxxm88888888mxxxxxxxxxxx xxxx0000000mm888888mm0000000xxxx xxx000000000mm8888mm000000000xxx xx00000000000mmmmmm00000000000xx x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x @0000000000000xxxx0000000000000@ x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x x0000000000000xxxx0000000000000x xx00000000000xxxxxx00000000000xx xxx000000000xxxxxxxx000000000xxx xxxx0000000xxxxxxxxxx0000000xxxx xxxxxxx@xxxxxxxxxxxxxxxx@xxxxxxx ENDMAP NAME: minmay_imperfect_grid DEPTH: D:8-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: 0 = 0., 9 = 9. SUBST: x : x:7 c:1 v:1 b:1 MAP @xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x.x%xxx%xxx%xxx%xxx%xxx%xxx%xxxx xx0x0x0x0x0x0x0x0x0x0x0x0x0x9xxx x%x.x.xxx.xxx.xxx.xxx.xxx.xxx9xx xx0x.x.x.x.x.x.x.x.x.x.x.x.xxx%x xxx.x.x.xxx.xxx.xxx.xxx.xxx.x0xx xx0x.x.x.x.x.x.x.x.x.x.x.xxx.xxx x%xxx.x.x.xxx.xxx.xxx.xxx.x.x0xx xx0x.x.x.x.x.x.x.x.x.x.xxx.xxx%x xxx.xxx.x.x.xxx.xxx.xxx.x.x.x0xx xx0x.x.x.x.x.x.x.x.x.xxx.xxx.xxx x%xxx.xxx.x.x.xxx.xxx.x.x.x.x0xx xx0x.x.x.x.x.x.x.x.xxx.xxx.xxx%x xxx.xxx.xxx.x.x.xxx.x.x.x.x.x0xx xx0x.x.x.x.x.x.x.xxx.xxx.xxx.xxx x%xxx.xxx.xxx.x.x.x.x.x.x.x.x0xx xx0x.x.x.x.x.x.x.x.xxx.xxx.xxx%x xxx.xxx.xxx.xxx.x.x.x.x.x.x.x0xx xx0x.x.x.x.x.xxx.x.x.xxx.xxx.xxx x%xxx.xxx.xxx.x.x.x.x.x.x.x.x0xx xx0x.x.x.x.xxx.xxx.x.x.xxx.xxx%x xxx.xxx.xxx.x.x.x.x.x.x.x.x.x0xx xx0x.x.x.xxx.xxx.xxx.x.x.xxx.xxx x%xxx.xxx.x.x.x.x.x.x.x.x.x.x0xx xx0x.x.xxx.xxx.xxx.xxx.x.x.xxx%x xxx.xxx.x.x.x.x.x.x.x.x.x.x.x0xx xx0x.xxx.xxx.xxx.xxx.xxx.x.x.xxx x%xxx.x.x.x.x.x.x.x.x.x.x.x.x0xx xx9xxx.xxx.xxx.xxx.xxx.xxx.x.x%x xxx9x0x0x0x0x0x0x0x0x0x0x0x0x0xx xxxx%xxx%xxx%xxx%xxx%xxx%xxx%x.x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx@ ENDMAP NAME: minmay_quarter_circles DEPTH: D:8-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: 0 = 0., 9 = 99. SUBST: x : x:7 c:1 v:1 b:1 MAP xxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx @.............x*..0...0..+..0..x x+xx..........x*..0...0..x..0..x x..xxxx.......xx00xxxxx00x00x00x x..0..xxx......x..9xxxx..x..x..x x..0....xx.....x...xxxx..x..x..x x00x.....x.....xx..9xxx..x..x..x x..xxx...xx.....x....9x00x..x..x x..xxxx...x.....xx....0..x..x..x x..xxxxx00x......xxx..0..x..x..x x..x...0..xx.......xxxx**x..x..x x..x...0...x........+.xxxx00x..x x..x00xxxx.+........x...0...x..x x..x..x**xxxx.......xx..0...x..x x..x..x..0..xxx......x00xxxxx..x x..x..x..0....xx.....x...xxxx..x x..x..x00x9....x.....xx...xxx..x x..x..x..xxx9..xx.....x.....x00x x..x..x..xxxx...x.....xx....0..x x..x..x..xxxx9..x......xxx..0..x x00x00x..xxxxx00xx.......xxxx..x x..0..x......0..*x..........xx+x x..0..+......0..*x.............@ xxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxx ENDMAP NAME: minmay_ornate_pinched DEPTH: D:8-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: 0 = 0., 9 = 99. SUBST: x : x:7 c:1 v:1 b:1 MAP ........... ........... .xx.......................xx. .xxxxxx...............xxxxxx. ..xxxx.xxxx.......xxxx.xxxx.. ..xxx.xx.0.xxxxxxx.0.xx.xxx.. ..xx.x..x..xxxxxxx..x..x.xx.. ..x.x.xxxxx..x.x..xxxxx.x.x.. ...xx.xx...xx.0.xx...xx.xx... ...x.xx.x.0.xx.xx.0.x.xx.x... ...x0.x..x.x.xxx.x.x..x.0x... ...x..x.0.xxx...xxx.0.x..x... ...xx.x.xxx..x..xxx.x.xx... ...xx.xx.x.x.9.x.x.xx.xx... ...xxx.xx...x*x...xx.xxx... ...xx.0.x.x9*x*9x.x.0.xx... ...xxx.xx...x*x...xx.xxx... ...xx.xx.x.x.9.x.x.xx.xx... ...xx.x.xxx..x..xxx.x.xx... ...x..x.0.xxx...xxx.0.x..x... ...x0.x..x.x.xxx.x.x..x.0x... ...x.xx.x.0.xx.xx.0.x.xx.x... ...xx.xx...xx.0.xx...xx.xx... ..x.x.xxxxx..x.x..xxxxx.x.x.. ..xx.x..x..xxxxxxx..x..x.xx.. ..xxx.xx.0.xxxxxxx.0.xx.xxx.. ..xxxx.xxxx.......xxxx.xxxx.. .xxxxxx...............xxxxxx. .xx.......................xx. ........... ........... ENDMAP NAME: minmay_split_circle DEPTH: Depths, !Depths:$ ORIENT: float SUBST: 0 = 01., 9 = 91. SUBST: c : cv b:1 MONS: shapeshifter / glowing shapeshifter w:1 MAP ccccccccccccccc@ccccccccccccccc c.............................c c.ccccccccccccc.ccccccccccccc.c c.cccccccccc**c.c||cccccccccc.c c.ccccccc.....c.c.....ccccccc.c c.ccccc...0.c.c.c.c.....ccccc.c c.cccc........c.c...9....cccc.c c.ccc0........c.c.........ccc.c c.ccc.........c.c.........ccc.c c.cc....c...c.c.c.c...c....cc.c c.cc......0...c.c.........9cc.c c.cc..........c.c9.........cc.c c.c%..........c.c..........*c.c c.c%c...c...c.c.c.c...c...c*c.c c.c%..........c.c..........*c.c c.c%..0......0c.c..9.......*c.c c.c%..........c.c..........*c.c c.c%c...c...c.c.c.c...c...c*c.c c.c%..........c.c..........*c.c c.cc....0.....c.c.9.....9..cc.c c.cc..........c.c..........cc.c c.cc....c...c.c.c.c...c....cc.c c.ccc.........c.c.........ccc.c c.ccc0........c.c....9....ccc.c c.cccc........c.c.......9cccc.c c.ccccc.....c.c.c.c.....ccccc.c c.ccccccc.....c.c.....ccccccc.c c.cccccccccc0.c.c..cccccccccc.c c.ccccccccccc.c.c.ccccccccccc.c c.............c.c.............c ccccccccccccccc@ccccccccccccccc ENDMAP NAME: minmay_quantized_circle DEPTH: Depths, !Depths:$ ORIENT: float SUBST: 0 = 0., 9 = 9., c : ccb, t : ttm, x : xxxxvb MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx x.x0x.x.x.x0x*x.x*x0x.x.x.x0x.x xx.x0x.x.x.x9xx.xx9x.x.x.x0x.xx x0x.x0x.x.x0x*x.x*x0x.x.x0x.x0x xx0x.xxxxxxxxxx.xxxxxxxxxx.x0xx x.x0x.xxxxxxx.....xxxxxxx.x0x.x xx.xxx.xxxxx.......xxxxx.xxx.xx x.x.xxx.x......t......x.xxx.x.x xx.xxxxx......tct......xxxxx.xx x.x.xxx...t....t....t...xxx.x.x xx.xxxx..tct.......tct..xxxx.xx x0x0xxx...t.........t...xxx0x0x xx9xxx........ttt........xxx9xx x*x*x........tccct........x*x*x xxxxx...t...tccccct...t...xxxxx @......tct..tccccct..tct......@ xxxxx...t...tccccct...t...xxxxx x*x*x........tccct........x*x*x xx9xxx........ttt........xxx9xx x0x0xxx...t.........t...xxx0x0x xx.xxxx..tct.......tct..xxxx.xx x.x.xxx...t....t....t...xxx.x.x xx.xxxxx......tct......xxxxx.xx x.x.xxx.x......t......x.xxx.x.x xx.xxx.xxxxx.......xxxxx.xxx.xx x.x0x.xxxxxxx.....xxxxxxx.x0x.x xx0x.xxxxxxxxxx.xxxxxxxxxx.x0xx x0x.x0x.x.x0x*x.x*x0x.x.x0x.x0x xx.x0x.x.x.x9xx.xx9x.x.x.x0x.xx x.x0x.x.x.x0x*x.x*x0x.x.x.x0x.x xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx ENDMAP NAME: minmay_four_partial_circles DEPTH: D:8-, !D:$ ORIENT: float WEIGHT: 7 SUBST: ? : . x:8 b:1 v:1, ! : . x:2, 0 = 00. SUBST: x : x:9 c:1 MAP xxxxxx xxxxxx xx0..0xx xx0..0xx xx......xx xx......xx x0..??..0x x0..??..0x x..????..x x..????..x x..????..x@..@x..????..x x0..??............??..0x xx....................xx xx0......!!!!......0xx xxxx...!!!!!!...xxxx @..!!!!!!!!..@ ...!!!!!!!!... ...!!!!!!!!... @..!!!!!!!!..@ xxxx...!!!!!!...xxxx xx0......!!!!......0xx xx....................xx x0..??............??..0x x..????..x@..@x..????..x x..????..x x..????..x x0..??..0x x0..??..0x xx......xx xx......xx xx0..0xx xx0..0xx xxxxxx xxxxxx ENDMAP NAME: minmay_eight_partial_circles DEPTH: D:12-, !D:$, Depths, !Depths:$ ORIENT: float WEIGHT: 3 SUBST: ? : . x:5 G:2 b:1 c:1 T:1, 0 = 0., 9 = 99., 8 = 8. MAP xxxxx xxxxx xxxxx xx0.0xx xx0.0xx xx0.0xx xx.....xx xx.....xx xx.....xx x0.....0x x0.....0x x0.....0x x...?...x@x...?...x@x...?...x x0.........................0x xx.........................xx xx0.....................0xx xxx.......xx+xx.......xxx @.....xxx...xxx.....@ xxx....xx.......xx....xxx xx0.....x..xxxxx..x.....0xx xx......xx.xx|||xx.xx......xx x0......x9.x*****x.9x......0x x...?...x..x..8..x..x...?...x x0......x9.x.8.8.x.9x......0x xx......xx.xx.9.xx.xx......xx xx0.....x..xx.xx..x.....0xx xxx....xx...9...xx....xxx @.....xxx9.9xxx.....@ xxx.......xxxxx.......xxx xx0.....................0xx xx.........................xx x0.........................0x x...?...x@x...?...x@x...?...x x0.....0x x0.....0x x0.....0x xx.....xx xx.....xx xx.....xx xx0.0xx xx0.0xx xx0.0xx xxxxx xxxxx xxxxx ENDMAP NAME: minmay_swirls_squares DEPTH: D:12-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: 9 = 999. SUBST: x : x:7 c:1 v:1 b:1 MAP ............................... .xxxxx.........x.xx.xxx......x. .....xxx....xx...xx.xxx.xx...x. ...x...xx...xx......xxx.xx.x.x. ........xx...................x. ..xx.x...x..xxx......xxxxx..xx. ..xx.x...xx.xxx....xxx......x.. .....x....x.xxx...xx.......xx.. .xxx.x....x......xx.......xx... .xxx.xx...x..xx..x9.....xxx.... .xxx..x...xx.xx.xx99xxxxx...... ......xx..9x..9.x|xxx.......... .xx....xx99xx9x9xxx....xxx.xx.. .xx.....xxx|x***x*9.xx.xxx.xx.. ..........xxxxxxx*x9xx.xxx..... .x..........9*xxx*9..........x. .....xxx.xx9x*xxxxxxx.......... ..xx.xxx.xx.9*x***x|xxx.....xx. ..xx.xxx....xxx9x9xx99xx....xx. ..........xxx|x.9..x9..xx...... ......xxxxx99xx.xx.xx...x..xxx. ....xxx.....9x..xx..x...xx.xxx. ...xx.......xx......x....x.xxx. ..xx.......xx...xxx.x....x..... ..x......xxx....xxx.xx...x.xx.. .xx..xxxxx......xxx..x...x.xx.. .x...................xx........ .x.x.xx.xxx......xx...xx...x... .x...xx.xxx.xx...xx....xxx..... .x......xxx.xx.x.........xxxxx. ............................... ENDMAP NAME: minmay_big_diamond_grid DEPTH: D:12-, !D:$, Depths, !Depths:$ ORIENT: float SHUFFLE: ABC SUBST: A = ., B = ., C = x, 0 = 0., 9 = 9. SUBST: x : x:7 c:1 v:1 b:1 MAP x@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx@x x.xxx0......0xx0......0xx0......0xx0......0xxx.x x.xxx........xx........xx........xx........xxx.x x.x0.x......x..x......x00x......x..x......x.0x.x x.x...x....x....x....x....x....x....x....x...x.x x.x....x..x......x..x......x..x......x..x....x.x x.A.....xx........xx0..**..0xx........xx.....B.x x.A.....xx........xx0..**..0xx........xx.....B.x x.x....x..x......x00x......x00x......x..x....x.x x.x...x....x....x....x....x....x....x....x...x.x x.x0.x......x..x......x99x......x..x......x.0x.x x.xxx........xx0..**..9xx9..**..0xx........xxx.x x.xxx........xx0..**..9xx9..**..0xx........xxx.x x.x0.x......x..x......x99x......x..x......x.0x.x x.x...x....x....x....x....x....x....x....x...x.x x.x....x..x......x00x......x00x......x..x....x.x x.B.....xx........xx0..**..0xx........xx.....A.x x.B.....xx........xx0..**..0xx........xx.....A.x x.x....x..x......x..x......x..x......x..x....x.x x.x...x....x....x....x....x....x....x....x...x.x x.x0.x......x..x......x00x......x..x......x.0x.x x.xxx........xx........xx........xx........xxx.x x.xxx0......0xx0......0xx0......0xx0......0xxx.x x@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx@x ENDMAP NAME: minmay_blocking_statues DEPTH: D:12-, !D:$, Depths, !Depths:$ ORIENT: float SUBST: 0 = 0., 9 = 99. MAP @xxxxxxxxxxxxxxxxxx .xxxxxxxxxxxx99***x ..GxxG....GxxGxxx*x .0.xx.0..0.xx.xxx*x ...G...xx.....xxx9x ...G...xx......0x9x .0.xx.0..0.xx...x0x ..GxxG....Gxx...x0x .xxxxxx..xxxxxx.00x .xxxxxx..xxxxxx.00x ..GxxG....Gxx...x0x .0.xx.0..0.xx...x0x .......xx...G..0x9x .......xx...G.xxx9x .0.xx.0..0.xx.xxx*x ..GxxG....GxxGxxx*x .xxxxxxxxxxxx99***x @xxxxxxxxxxxxxxxxxx ENDMAP NAME: minmay_flawed_box DEPTH: D:6-10 ORIENT: float SUBST: X = x. MONS: orc wizard / nothing MAP .................... .xxxxX...........Xx. .XxxxxX.XxxX....Xxx. ..XxxX...XxxX..xxxx. ...xxX........Xxxxx. ...xxxX.......Xx.xX. ...xXxx......xxx.x.. ...X.Xx......xX..x.. ......xX..11Xx...X.. ...X..xxx11Xxx...... ...x...XxXXxx....X.. ..Xx...1xxxxX1...x.. ..xx..1.XxxX1...Xx.. ..xX...1XxxX11..xx.. ..X....1xxxxx...xX.. ......xxxX1XxX..x... ..X...xX11..xxX.X... ..x..Xx...1.Xxx..... ..xXXxx......XxXX... .XxxxxX.......xxx... .xxxX.........Xxx... .xxxxxX.xxX...XxxX.. .xxX....XxxX.XxxxxX. .xX...........Xxxxx. .................... ENDMAP NAME: minmay_four_inscribed_fans DEPTH: Depths ORIENT: float SUBST: x : x:7 c:1 v:1 b:1 SUBST: 9 = 999. MAP .... .... .xx... .xx... ... ..xxxx.. ... ..xxxx.. .x.. .xxxxxx...x.. .xxxxxx... ..xx... .xx%%xxxx.xx... .xx%%xxxx. ..xxxxx....xx%%xxx.xxxxx....xx%%xxx.. .xxxxxxxxxx.9xxxx.xxxxxxxxxx.9xxxx.. ..xx%%xxxxxx...xxx.xx%%xxxxxx...xxx. .xxx%%x...x....xx.xxx%%x...x....xx.. .xxxxx9....9x..xx.xxxxx9....9x..xx. ...xxx...xxmx.xxx...xxx...xxmx.xxx. ....xx.9m|m9.xx..00..xx.9m|m9.xx.... .xxx.xmxx...xxx...xxx.xmxx...xxx... .xx..x9....9xxxxx.xx..x9....9xxxxx. ..xx....x...x%%xxx.xx....x...x%%xxx. .xxx...xxxxxx%%xx.xxx...xxxxxx%%xx.. ..xxxx9.xxxxxxxxxx.xxxx9.xxxxxxxxxx. ..xxx%%xx....xxxxx.xxx%%xx....xxxxx.. .xxxx%%xx..xx..xx9xxxx%%xx..xx..xx.. ...xxxxxx..xxxx.x**9xxxxxx..xxxx.x. .x.xxxx..xxxxxx9**x.xxxx..xxxxxx... ..xx..xx..xx%%xxxx9xx..xx..xx%%xxxx. ..xxxxx....xx%%xxx.xxxxx....xx%%xxx.. .xxxxxxxxxx.9xxxx.xxxxxxxxxx.9xxxx.. ..xx%%xxxxxx...xxx.xx%%xxxxxx...xxx. .xxx%%x...x....xx.xxx%%x...x....xx.. .xxxxx9....9x..xx.xxxxx9....9x..xx. ...xxx...xxmx.xxx...xxx...xxmx.xxx. ....xx.9m|m9.xx......xx.9m|m9.xx.... .xxx.xmxx...xxx...xxx.xmxx...xxx... .xx..x9....9xxxxx.xx..x9....9xxxxx. ..xx....x...x%%xxx.xx....x...x%%xxx. .xxx...xxxxxx%%xx.xxx...xxxxxx%%xx.. ..xxxx9.xxxxxxxxxx.xxxx9.xxxxxxxxxx. ..xxx%%xx....xxxxx.xxx%%xx....xxxxx.. .xxxx%%xx. ...xx.xxxx%%xx. ...xx.. ...xxxxxx. ..x...xxxxxx. ..x. ..xxxx.. ... ..xxxx.. ... ...xx. ...xx. .... .... ENDMAP NAME: minmay_concentric_multi DEPTH: D:12-, Depths ORIENT: float NSUBST: A = 1:+ / *:+xx, B = 1:+ / *:+xx, C = 1:+ / *:+xx SUBST: x : x:7 c:1 v:1 b:1 SUBST: 9 = 999., 0 = 000. MAP ..................... ...........x........... ...........xxx........... ...........xx9xx........... ...........xx...xx........... ...........xx.....xx........... ......xxxAxxx.......xxxAxxx...... ......x.....0.......0.....x...... ......x.....xxxxBxxxx.....x...... ......A....xx.0...0.xx....A...... ......x...xx..x...x..xx...x...... ......x..xx...xx.xx...xx..x...... .....xx0xx....xxCxx....xx0xx..... ....xx..x....9x...x9....x..xx.... ...xx...x0xxxxx.9.xxxxx0x...xx... ..xx....x..xx...|...xx..x....xx.. .xx9....B...C.9|x|9.C...B....9xx. ..xx....x..xx...|...xx..x....xx.. ...xx...x0xxxxx.9.xxxxx0x...xx... ....xx..x....9x...x9....x..xx.... .....xx0xx....xxCxx....xx0xx..... ......x..xx...xx.xx...xx..x...... ......x...xx..x...x..xx...x...... ......A....xx.0...0.xx....A...... ......x.....xxxxBxxxx.....x...... ......x.....0.......0.....x...... ......xxxAxxx.......xxxAxxx...... ...........xx.....xx........... ...........xx...xx........... ...........xx9xx........... ...........xxx........... ...........x........... ..................... ENDMAP NAME: minmay_diamond_stairs DEPTH: D:8-, !D:$, Depths:2-, !Depths:$ ORIENT: float SUBST: x : x:7 c:1 v:1 b:1 SUBST: F : .:40 GTUb SUBST: 9 = 9. MAP ....... ....9x9.... .....xxxxx..... .....xxx<.>xxx..... .....xxx.x.8.x.xxx..... .....xxx...x...x...xxx..... .....xxx...F.x...x.F...xxx..... ..9xxx.......x...x.......xxx9.. .xxx{........+...+........}xxx. ..9xxx.......x...x.......xxx9.. .....xxx...F.x...x.F...xxx..... .....xxx...x...x...xxx..... .....xxx.x.8.x.xxx..... .....xxx<.>xxx..... .....xxxxx..... ....9x9.... ....... ENDMAP NAME: minmay_octo_star DEPTH: D:12-, Depths ORIENT: float SUBST: x : x:7 c:1 v:1 b:1 SUBST: 9 = 999. MAP ..................... .........xx+xx......... ..........xx.xx.......... ....xx.....x...x.....xx.... ....xxxx....x...x....xxxx.... ....xx**xx...x...x...xx**xx.... ...xx**..xx..x...x..xx..**xx... ...xx*....xx.x...x.xx....*xx... ....xx..8..xxx.9.xxx..8..xx.... .....xx.....xx....xx....xx..... ......xx..9..xx....x+..xx...... .......xx.....xx....xxxx....... ........xx..9..xx....xx........ .xxxxxxxxxx.....x+....xxxxxxxx. .xx.......xx..9..xx.........xx. .+......9..xx.....xx..9......+. .xx.........xx..9..xx.......xx. .xxxxxxxx....+x.....xxxxxxxxxx. ........xx....xx..9..xx........ .......xxxx....xx.....xx....... ......xx..+x....xx..9..xx...... .....xx....xx....xx.....xx..... ....xx..8..xxx.9.xxx..8..xx.... ...xx*....xx.x...x.xx....*xx... ...xx**..xx..x...x..xx..**xx... ....xx**xx...x...x...xx**xx.... ....xxxx....x...x....xxxx.... ....xx.....x...x.....xx.... ..........xx.xx.......... .........xx+xx......... ..................... ENDMAP NAME: minmay_central_circle DEPTH: Depths ORIENT: float SUBST: x : x:8 c:1 v:1 SUBST: 9 = 999., 8 = 888. MAP ................................. ...xxxxx.......xxx.......xxxxx... ..xx...xx.....xx.xx.....xx...xx.. .xx..9..xx....x.9.x....xx..9..xx. .x.......x....xx.xx....x.......x. .x.9.8.9.x.....x.x.....x.9.8.9.x. .x.......x.............x.......x. .xx..9...x....xx+xx....x...9..xx. ..xx........xxx...xxx........xx.. ...xxxxx..xxx.......xxx..xxxxx... .........x+.....9.....+x......... .........x....9...9....x......... ........xx..9.xx+xx.9..xx........ ........x....+x***x+....x........ ..xxx..xx..9xx**b**xx9..xx..xxx.. .xx.xx.x....x***b***x....x.xx.xx. .x.9...+..9.+*bbbbb*+.9..+...9.x. .xx.xx.x....x***b***x....x.xx.xx. ..xxx..xx..9xx**b**xx9..xx..xxx.. ........x....+x***x+....x........ ........xx..9.xx+xx.9..xx........ .........x....9...9....x......... .........x+.....9.....+x......... ...xxxxx..xxx.......xxx..xxxxx... ..xx........xxx...xxx........xx.. .xx..9...x....xx+xx....x...9..xx. .x.......x.............x.......x. .x.9.8.9.x.....x.x.....x.9.8.9.x. .x.......x....xx.xx....x.......x. .xx..9..xx....x.9.x....xx..9..xx. ..xx...xx.....xx.xx.....xx...xx.. ...xxxxx.......xxx.......xxxxx... ................................. ENDMAP NAME: minmay_strange_plus DEPTH: D:12-, Depths ORIENT: float SUBST: 9 = 999., 8 = 888. MAP ............. ....nnn.nnn.... ....nn.....nn.... ....nn.nn.nn.nn.... .....n.nn...nn.n..... ......n.n.....n.n...... ....9.......9.......9.... ........n.n.....n.n........ ........nn.n.....n.nn........ ...nnn.nn.nn.....nn.nn.nnn... ..nn.....nn.......nn.....nn.. .nn.nn.nnn....8....nnn.nn.nn. .n.nn...................nn.n. .n.n.........|||.........n.n. ......9....8.|||.8....9...... .n.n.........|||.........n.n. .n.nn...................nn.n. .nn.nn.nnn....8....nnn.nn.nn. ..nn.....nn.......nn.....nn.. ...nnn.nn.nn.....nn.nn.nnn... ........nn.n.....n.nn........ ........n.n.....n.n........ ....9.......9.......9.... ......n.n.....n.n...... .....n.nn...nn.n..... ....nn.nn.nn.nn.... ....nn.....nn.... ....nnn.nnn.... ............. ENDMAP NAME: minmay_cut_squares DEPTH: D:8-, Depths ORIENT: float SUBST: 9 = 9. SUBST: x : x:7 c:1 v:1 b:1 MAP ....................... .xxxxxx....xxxxxx....x. .x|........x|.......... .x.........x......xx... .x..9......x..9...xx... .x...9.....x...9....... .x.........x....x....x. .......9.........9...x. ........9....xx...9..x. .............xx......x. ....................|x. .xxxxxx....x....xxxxxx. .x|.................... .x......xx............. .x..9...xx....9........ .x...9.........9....... .x....x....x.........x. .......9...x.....9...x. ...xx...9..x......9..x. ...xx......x.........x. ..........|x........|x. .x....xxxxxx....xxxxxx. ....................... ENDMAP NAME: minmay_bad_star DEPTH: D:12-, Depths ORIENT: float SUBST: 9 = 9., 8 = 8. SUBST: x : x:7 c:1 v:1 b:1 MAP ... . . . ...... . . . ... .x.........x99x.........x. ..xx.......x..x.......xx.. .x*xxx.....xx.....xxx*x. ...x99xxx...xx...xxx99x... ..x9x..xx..xx..xx..x9x.. ...xx.x..xxx..xxx..x.xx... ...x..x...xxxx...x..x... ....xx..x.x.xx.x.x..xx.... ....xx..xxx**xxx..xx.... ......x.xxx....xxx.x...... .xx...xx.x.x88x.x.xx...xx. .9.xxx*xx*.8xx8.*xx*xxx.9. .9.xxx*xx*.8xx8.*xx*xxx.9. .xx...xx.x.x88x.x.xx...xx. ......x.xxx....xxx.x...... ....xx..xxx**xxx..xx.... ....xx..x.x.xx.x.x..xx.... ...x..x...xxxx...x..x... ...xx.x..xxx..xxx..x.xx... ..x9x..xx..xx..xx..x9x.. ...x99xxx...xx...xxx99x... .x*xxx.....xx.....xxx*x. ..xx.......x..x.......xx.. .x.........x99x.........x. ... . . . ...... . . . ... ENDMAP NAME: minmay_door_path DEPTH: D:1-4 ORIENT: float SUBST: 0 = .0% SUBST: ? : .GTV MAP xxxxxxxxxxxxx @...........x x.xxxx.xxxx.x x.x0.+.+..x.x x.x..x.x.?x.x x.x+xx.xxxx.x x...........x x.x+xx.xxxx.x x.x..+.+.0x.x x.x0.x.x..x.x x.xxxx.xx+x.x x...........x x.xxxx.xx+x.x x.x0.+.+..x.x x.x..x.x.0x.x x.x+xx.xxxx.x x...........x x.x+xx.xxxx.x x.x..+.+.0x.x x.x0.x.x..x.x x.xxxx.xx+x.x x...........x x.xxxx.xx+x.x x.x..+.+..x.x x.x?.x.x.0x.x x.xxxx.xxxx.x x...........@ xxxxxxxxxxxxx ENDMAP NAME: minmay_tri_box DEPTH: D:8-, Depths ORIENT: float SUBST: 9 = 9. SUBST: x : x:7 c:1 v:1 b:1 MAP xxxxxxxxx.@.xxxxxxxxx x......xx...xx......x x9.xx..x..x..x..xx.9x x99x..xx..x..xx..x99x x.xx..x..xxx..x..xx.x x|x..xx..x|x..xx..x|x xxx..x..xx.xx..x..xxx xx..xx..x999x..xx..xx xx..x..xx...xx..x..xx x..xx..x..x..x..xx..x x..x..xx..x..xx..x..x x.xx..x..xxx..x..xx.x x.x..xx..x|x..xx..x.x x.x..x..xx.xx..x..x.x x...xx..x...x..xx...x x...x..xx...xx..x...x x..xx..x..x..x..xx..x x..x..xx99x99xx..x..x x.xx.............xx.x x.....xx.....xx.....x x.xx.............xx.x @...................@ xxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: minmay_dotted_concentric_squares DEPTH: D:12-, Depths ORIENT: float SUBST: 9 = 9.... SUBST: x : x:7 c:1 v:1 b:1 SUBST: + : + G:1 MAP ........................... .xxx9xxx9xxx9x9xxx9xxx9xxx. .x.......................x. .x.xxx9xxx9xx9xx9xxx9xxx.x. .9.x...................x.9. .x.x.xxx9xxx9x9xxx9xxx.x.x. .x.9.x...............x.9.x. .x.x.x.xxx9xx9xx9xxx.x.x.x. .9.x.9.x...........x.9.x.9. .x.x.x.x.xxx9x9xxx.x.x.x.x. .x.9.x.9.x.......x.9.x.9.x. .x.x.x.x.x.xxxxx.x.x.x.x.x. .9.x.9.x.9.x***x.9.x.9.x.9. .x.9.x.9.x.x***x.x.9.x.9.x. .9.x.9.x.9.x***x.9.x.9.x.9. .x.x.x.x.x.xx+xx.x.x.x.x.x. .x.9.x.9.x.......x.9.x.9.x. .x.x.x.x.xxx+x+xxx.x.x.x.x. .9.x.9.x...........x.9.x.9. .x.x.x.xxx+xx+xx+xxx.x.x.x. .x.9.x...............x.9.x. .x.x.xxx+xxx+x+xxx+xxx.x.x. .9.x...................x.9. .x.xxx+xxx+xx+xx+xxx+xxx.x. .x.......................x. .xxx+xxx+xxx+x+xxx+xxx+xxx. ........................... ENDMAP NAME: minmay_textured_paths DEPTH: D:12-, Depths ORIENT: float SUBST: 8 = 888., 9 = 9. SUBST: ? = .:70 GTUVm<> SUBST: x : x:7 c:1 v:1 b:1 MAP ........................... .xxxxxxxxxxxxxxxxxxxx.x.xx. .x.x.x.x.x.x.x.x..99x.x..x. .x.x.x.x.x.x.x.x...9xx.x.x. ..x.x.x.x.x.x.x.....x..x.x. ..x.x.x.x.x.x.x.....x.x.xx. .xxxxxxxxxxxxxxx.x.xx.x..x. .x99..xxx.x...8xx.x.xx.x.x. .x9....x.x.....x.x.xx..x.x. .x.....x.x.....xx.x.x.x.xx. .x....x.xxx....x.x.xx.x..x. .x.x..xxxxx.........xx.x.x. .x..x.x8....***.....x..x.x. .x..xxx.....*?*.....x.x.xx. .xxx..x.....***....8x.x..x. .x.x..x.........xxxxxx.x.x. .x..x.xx.xxx....x...x....x. .x..xxx.xxxx....x.x.x....x. .xxx..xx.xxx....x.x.x...9x. .x.x..xxx.xx8.....x....99x. .x..x.xxxx.xxxxxxxxxxxxxxx. .x..xxx......x...x...x...x. .xxx..x.....x...x...x...x.. .x.x..x9...x...x...x...x... .x..x.x99.....x...x...x.... .x..xxxxxxxxxxxxxxxxxxxxxx. ........................... ENDMAP NAME: minmay_distorted_concentric_squares DEPTH: D:8-, Depths ORIENT: float SUBST: 9 = 9., 0 = 0. SUBST: x : x:27 c:1 v:1 b:1 MAP ................... ..xxxxxxxx......... ..x.......xxxxxxxx. ..x.xxxxxx0......x. ..x.x0....xxxxxx.x. ..x.x.xxxx....0x.x. ..x.x.x9..xxxx.x.x. ..x.x.x.xx..9x.x.x. ..x0x.x.x*xx.x.x.x. .x.x.x.x***x.x.x.x. .x.x.x.xx*x.x.x0x.. .x.x.x9..xx.x.x.x.. .x.x.xxxx..9x.x.x.. .x.x0....xxxx.x.x.. .x.xxxxxx....0x.x.. .x......0xxxxxx.x.. .xxxxxxxx.......x.. .........xxxxxxxx.. ................... ENDMAP NAME: minmay_containers DEPTH: D:12-, Depths ORIENT: float SUBST: C : B C:5 SUBST: B : A B:5 SUBST: A : x c:1 v:1 b:1 SUBST: B : xcvb SUBST: C : .:50 G:50 T U V m SUBST: 8 = 88., 9 = 9. MAP @xxxxxxxxxxxxxxxxxxxxxxx x....................xxx x.....................xx x....AAAAAAAAAAAAAA.9..x x...........9..........x x..A.9..BBBBB..B..9.A..x x..A...BB***B..BB...A..x x..A..BBB...B..BBB..A..x x..A.BBBB...B..BBBB.A..x x..A.B*.............A..x x..A.B*...8.........A..x x..A.B*....8C..BBBB9A..x x..A9BBBB..C8....*B.A..x x..A.........8...*B.A..x x..A.............*B.A..x x..A.BBBB..B...BBBB.A..x x..A..BBB..B...BBB..A..x x..A...BB..B***BB...A..x x..A.9..B..BBBBB..9.A..x x..........9...........x x..9.AAAAAAAAAAAAAA....x xx.....................x xxx....................x xxxxxxxxxxxxxxxxxxxxxxx@ ENDMAP NAME: minmay_curly_fans DEPTH: D:8-, Depths ORIENT: float SUBST: x : x:7 c:1 v:1 b:1 SUBST: 9 = 9. MAP ................... .xxxxxxxxx.......x. ...xxx..xx.......x. ....x....xx.....xx. ....x.....xxx.xxxx. .......x........xx. ....x..x9........x. ....x..xx.9xxx...x. ...xx..9x*xx9...xx. .xxx....***....xxx. .xx...9xx*x9..xx... .x...xxx9.xx..x.... .x........9x..x.... .xx........x....... .xxxx.xxx.....x.... .xx.....xx....x.... .x.......xx..xxx... .x.......xxxxxxxxx. ................... ENDMAP NAME: minmay_crescents DEPTH: D:12-, Depths ORIENT: float SUBST: x : x:7 c:1 v:1 b:1 SUBST: G = .GTU SUBST: 9 = 9.... MAP xxxxxxx xxxxxxx xxxxxxxxx xxxxxxxxx xxxx*99..xxx@xxx..99*xxxx xxx999....x...x....999xxx xx*99xxxxx.....xxxxx99*xx xx99xxxxxxx...xxxxxxx99xx xx9.xx*99.......99*xx.9xx xx..xx99.........99xx..xx xx..xx9.xxx...xxx.9xx..xx xx.xx..xxx...xxx..xx.xx xx.x..xx*.9.*xx..x.xx x........999........x @.......99G99.......@ x........999........x xx.x..xx*.9.*xx..x.xx xx.xx..xxx...xxx..xx.xx xx..xx9.xxx...xxx.9xx..xx xx..xx99.........99xx..xx xx9.xx*99.......99*xx.9xx xx99xxxxxxx...xxxxxxx99xx xx*99xxxxx.....xxxxx99*xx xxx999....x...x....999xxx xxxx*99..xxx@xxx..99*xxxx xxxxxxxxx xxxxxxxxx xxxxxxx xxxxxxx ENDMAP NAME: minmay_nine_rooms DEPTH: Depths ORIENT: float SHUFFLE: ABCDE SUBST: A : c:7 x:1 b:1 v:1 SUBST: B : .:5 c:7 x:1 b:1 v:1 SUBST: C : .:10 c:7 x:1 b:1 v:1 SUBST: D : .:20 c:7 x:1 b:1 v:1 SUBST: E : .:30 c:7 x:1 b:1 v:1 SUBST: c : c:8 b:1 v:1 SUBST: 0 = 0....., 1 = 0...., 2 = 00... SUBST: 3 = 9........., 4 = 99....., 5 = 99... SUBST: 6 = 8..., 7 = 8888... MAP ccccccccccccccccccccccccc ........c...............c c.A0EBA.c.C1B1C.c.22B2E.c c.BDC0D.c.EA1A1.c.2C2CD.c c.0C0C0.c.B1D1B.c.BDADB.c c.D0CDB.c.1A1AE.c.DC2C2.c c.ABE0A.c.C1B1C.c.E2B22.c c...............c.......c ccccccccccccccccccccccc.c c...............c.......c c.DC5AD.c.ECDB4.c.BDA3B.c c.A555C.c.C4A4B.c.333ED.c c.5EBE5.c.DA4AD.c.A3C3A.c c.C555A.c.B4A4C.c.DE333.c c.DA5CD.c.4BDCE.c.B3ADB.c c.......c...............c c.ccccccccccccccccccccccc c.......c...............c c.6AD6C.c.A7DCB.c.*****.c c.ACBD6.c.CB7AE.c.*|||*.c c.B6E6B.c.D777D.c.*|G|*.c c.6DBCA.c.EA7BC.c.*|||*.c c.C6DA6.c.BCD7A.c.*****.c c...............c.......c ccccccccccccccccccccccccc ENDMAP ############################################################################### NAME: hangedman_arch_fort TAGS: transparent no_monster_gen no_item_gen no_pool_fixup ORIENT: float DEPTH: Depths, !Depths:$ SUBST: Y : y:8 b:2, y : c:9 b:1, z : Z:16 x:1 b:2 ":1, Z : x:9 b:1 SUBST: X = .:19 x:1, G : G:12 c:1 b:1 v:1, w : w:3 l:1 .:1 SUBST: + : +:24 W:1, " : .:24 W:1, 9 = 990, % = %%. MAP .... .......... ... ........................ ..Zxxx++xxxZ..Zxxx++xxxZ.. .....x9%z..z%9x..x9%z..z%9x..... .......x%."..".%x..x%."..".%x....... .Zxxx++xz""..""zx++xz""..""zx++xxxZ. ..x9%z.......X..........X.......z%9x.. ..x%."..........................".%x.. ..xz""..yyyY..""zx++xz""..Yyyy..""zx.. ...+.......9y..".%x..x%."..y9.......+... ....+....w%|.y..z%9x..x9%z..y.|%w....+.... .Zxxx..y.%G%.y..xxxZ..Zxxx..y.%G%.y..xxxZ. ..x9%z..y.*%w....+........+....w%*.y..z%9x.. ..x%."..y9.......+... ...+.......9y..".%z.. ..xz""..Yyyy..""zx.. ..xz""..yyyY..""zx.. .+...........".%x.. ..x%."...........+. .+...X.......z%9x.. ..x9%x.......X...+. ..xz""..""zx++xxxZ.. ..Zxxx++xz""..""zx.. ..x%."..".%x....... .......x%."..".%x.. ..x9%z..z%9x..... .....x9%z..z%9x.. ..Zxxx++xxxZ.. ..xxxx++xxxZ.. ............ ............ .... .... .... .... ENDMAP ############################################################################### NAME: minmay_rotating_shell ORIENT: float DEPTH: Depths WEIGHT: 3 # 27 / 3 items! KITEM: d = |,|,|,|,|,|,|,|,| SUBST: A : ABB SUBST: B : BCC SUBST: C : CDD SUBST: D : DEE SUBST: E : .:100 x:1 v:1 b:1 G:1 SUBST: D : .:100 x v b G:4 SUBST: A : .:100 x v b:20 G:16 SUBST: B : .:100 x v b:40 G:64 SUBST: C : .:100 x v b:80 G:128 SUBST: 0 = 0.. SUBST: 9 = 9.. SUBST: 8 = 8. MAP ............. ...vvvvvvvvvvv... ...vvv....+...0vvv... ..vvv...vvvv.DD..0vvv.. ..vv...vvv..v0.DDD..0vv.. ..vv..vvv....vv0..DDD.0vv.. ..vv..vv...AA.vvvv0..DD.0vv.. .vv..vv..AAA..+..vvv0.DD.0vv. ..v..vv..AA..9vvv...vv0.DD.0v.. .vv.vv..AA.9vvvvvvv..vv0.DD.vv. ..v..v..AA.9vv.....vv..vv0.D.0v.. .vv.vv.AA.9vv..vvv..vv..vv.DD.vv. .v..v..A.9vv..vvvvv..vv..v0.D.0v. .v.vv.AA.vv..vv.+8vv..vv.vv.DD.v. .v.v..A.9v..vv..v88vv..v..v0.D.v. .v.v...9vv.vv..vv888vv.vv.vv...v. .v.v+vvvvv+vv.vvdvvvvv+vv.vv+vvv. .v.v.vv....vv..vvv8....vv.vv.v0.. .v.v..v9.B.9vv..v..CC.8v..v..v.E. .v.vv.vv.BB.9vv.+.CC.8vv.vv.vv.E. .v..v..v9.BB.9vvv.C.8vv..v..v0.E. .vv.vv.vv9.BB.9vv..8vv..vv.vv.EE. ..v..v..vv9.BB.9v.8vv..vv..v0.E.. .vv.vv..vv9.BB.vvvv..vv..vv.EE.. ..v..vv..vv9...vv...vv..vv0.E... .vv..vv..vvv9.+..vvv..vv0.EE... ..vv..vv...vvvvvvv...vv0.EE.... ..vv..vvv...vvv...vvv0.EE..... ..vv...vvv.....vvv0..EE...... ..vvv...vvvvvvv0..EEE....... ...vvv....+....EEE......... ...vvvvvv.EEEE........... ....................... ENDMAP ############################################################################### NAME: grunt_crosshair DEPTH: Depths PLACE: Depths:$ ORIENT: centre : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then : zot_entry_setup(_G) TAGS: patrolling no_monster_gen NSUBST: 0 = 6:1 / 2 = 1. / 2:0 / *:. NSUBST: 9 = 2:3 / 1:9 / *:. SUBST: 8 = 2, | = - COLOUR: c = lightmagenta COLOUR: -+2O = magenta FTILE: -+2O = floor_hall : else KMONS: 8 = 8 band KMONS: 9 = 9 band KMONS: 0 = 0 band KITEM: O = superb_item KITEM: 9 = any good_item : end MAP x@x x.x xxxx.xxxx xx0.0.0.0xx x0xxx9xxx0x x.xcc+ccx.x xxx0xc|8|cx0xxx @...9+8O8+9...@ xxx0xc|8|cx0xxx x.xcc+ccx.x x0xxx9xxx0x xx0.0.0.0xx xxxx.xxxx x.x x@x ENDMAP NAME: grunt_x_marks_the_spot DEPTH: Depths PLACE: Depths:$ ORIENT: centre : if you.where() == dgn.level_name(dgn.br_entrance("Zot")) then : zot_entry_setup(_G) TAGS: no_monster_gen NSUBST: 0 = 6:1 / 2 = 1. / 2:0 / *:. NSUBST: 9 = 2:3 / 1:9 / *:. SUBST: 8 = 2, | = - COLOUR: c = lightmagenta COLOUR: -+2O = magenta FTILE: -+2O = floor_hall : else KMONS: 8 = 8 band KMONS: 9 = 9 band KMONS: 0 = 0 band KITEM: O = superb_item KITEM: 9 = any good_item : end MAP xxxxx@xxxxx xxx.........xxx xxx......0......xxx xx..0..xxxxxxx..0..xx xx....xxxxxxxxxxx....xx x..9.xxxxxxxxxxxxx.9..x xx.....xxxxxxxxxxx.....xx x.0.x...xxxxxxxxx...x.0.x xx..xxx...xxxxxxx...xxx..xx x...xxxx...xxxxx...xxxx...x x..xxxxxx...ccc...xxxxxx..x x..xxxxxxx.++c++.xxxxxxx..x x..xxxxxxxc+|8|+cxxxxxxx..x @.0xxxxxxxcc8O8ccxxxxxxx0.@ x..xxxxxxxc+|8|+cxxxxxxx..x x..xxxxxxx.++c++.xxxxxxx..x x..xxxxxx...ccc...xxxxxx..x x...xxxx...xxxxx...xxxx...x xx..xxx...xxxxxxx...xxx..xx x.0.x...xxxxxxxxx...x.0.x xx.....xxxxxxxxxxx.....xx x..9.xxxxxxxxxxxxx.9..x xx....xxxxxxxxxxx....xx xx..0..xxxxxxx..0..xx xxx......0......xxx xxx.........xxx xxxxx@xxxxx ENDMAP ############################################################################### # Megastairs vaults. # "Mega" is only really in opposition to the ministair vaults (cf. # mini_monsters.des). # Intended to be generic and placeable in a large variety of locales. NAME: grunt_megastairs_1 : grunt_megastairs_setup(_G) MAP xxxxx xx.G.xx x.....x xG.{.Gx x.....x xx...xx xxxxxxx xxx+xxx xxxxxxx xx..0..xxx.....xxx..0..xx x.xxxxx.x.x.0.x.x.xxxxx.x @.......x.x...x.x.......@ x...G.0.+.x.G.x.+.0.G...x @...... x.x...x.x.......@ x.xxxxx.x.x.0.x.x.xxxxx.x xx..0..xxx.....xxx..0..xx xxxxxxx xxx+xxx xxxxxxx xx...xx x.....x xG.[.Gx x.....x xx.G.xx xxxxx ENDMAP NAME: grunt_megastairs_2 : grunt_megastairs_setup(_G) MAP xxxxx xx.G.xx x.....x xG.{.Gx x.....x xx...xx xxx+xxx xxx.....xxx xxx....0....xxx xx....xxxxx....xx xx..x0xx...xx0x..xx x..xx.........xx..x x..x...G...G...x..x @.0x0....[....0x0.@ x..x...G...G...x..x x..xx.........xx..x xx..x0xx...xx0x..xx xx....xxxxx....xx xxx....0....xxx xxx.....xxx xxx@xxx ENDMAP NAME: grunt_megastairs_3 : grunt_megastairs_setup(_G) MAP xxxxx xx.G.xx x.....x xG.{.Gx x.....x xx...xx xxx+xxx xx.....xx xx...G...xx xx.........xx xx..G..[..G..xx xx.............xx xx..0....G....0..xx x.....x..0..x.....x xx..G..x.....x..G..xx x.....xx..G..xx.....x x..0..xx.....xx.....x x.....xx..0..xx..0..x xx@x@xxx.....xxx@x@xx xx@x@xx ENDMAP NAME: grunt_megastairs_4 : grunt_megastairs_setup(_G) MAP xxxxx xx@xx x...xxxx x...x x.{....xxx xx.G.@ x........xx x...xx xxxxx..0..xxxxxxx...x xxx..........0.xx xxx..0.G.0..xx xx.......xx x.G.0.G.x xx.......xx xx..0.G.0..xxx xx.0..........xxx x...xxxxxxx..0..xxxxx xx...x xx........x @.G.xx xxx....[.x x...x xxxx...x xx@xx xxxxx ENDMAP NAME: grunt_megastairs_5 : grunt_megastairs_setup(_G) MAP xxxxx xxx.[.xxx xx.......xx xx.0..G..0.xx xx...xxxxx...xx xx.0.xx xx.0.xx x...xxxxxxxxx...x xxx...xxx...xxx...xxx @...................@ xG..0..G..{..G..0..Gx @...................@ xxx...xxx...xxx...xxx x...xxxxxxxxx...x xx.0.xx xx.0.xx xx...xxxxx...xx xx.0..G..0.xx xx.......xx xxx.(.xxx xxxxx ENDMAP ############################################################################### NAME: grunt_arcs ORIENT: float DEPTH: Depths KMONS: 0 = 0 band KMONS: 9 = 9 band KMONS: 8 = 8 band MAP .................. ..ccccc......ccccc.. ...ccccccc..ccccccc... .......cccccccc....... ..cccc....cccc....cccc.. .c+cc+c..cccccc..c+cc+c. .cc.0cc.c+c**c+c.cc0.cc. .cc0%ccccc.99.ccccc%0cc. .c+cccccccc..cccccccc+c. ...ccccccccc++ccccccccc... ........cccc....cccc........ ........cccc..99..cccc........ ..cccc...ccc........ccc...cccc.. .c+cc+c..cc$..8..8..$cc..c+cc+c. .cc%0cc..cc|...||...|cc..cc0%cc. .cc%0cc..cc|...||...|cc..cc0%cc. .c+cc+c..cc$..8..8..$cc..c+cc+c. ..cccc...ccc........ccc...cccc.. ........cccc..99..cccc........ ........cccc....cccc........ ...ccccccccc++ccccccccc... .c+cccccccc..cccccccc+c. .cc0%ccccc.99.ccccc%0cc. .cc.0cc.c+c**c+c.cc0.cc. .c+cc+c..cccccc..c+cc+c. ..cccc....cccc....cccc.. .......cccccccc....... ...ccccccc..ccccccc... ..ccccc......ccccc.. .................. ENDMAP ############################################################################### NAME: cheibrodos_orc_bank TAGS: no_item_gen no_monster_gen DEPTH: Orc:1-3, D:10-14 ORIENT: float MONS: orc, orc warrior, orc knight, hobgoblin KITEM: $ = $ no_pickup SUBST: ? = $., " = .14 MAP cccccccccccccccc cccccccccccc???c cc22+.....3+???c cc..cccccccc???c cc..cccccccc???c cc..c......c???c cc..+......c???c ccccc1.1.1.c???c cccccmmmmm+ccccc c""""""c c""""""c c""""""c cc+cc+cc ...@.... ENDMAP NAME: cheibrodos_leafed_vault TAGS: no_item_gen no_monster_gen DEPTH: D:14-16, Depths:1-5 ORIENT: float NSUBST: - = 4 = 8 / 8 = 9 / 90 = . / * = .:45 0 SUBST: " = $:5 * |:3 FTILE: '$tT$*| = floor_grass MAP ccc cc-cc cc---cc c-----c cccccc-----cccccc cc.c.c+-----+c.c.cc cc.c.c.c-----c.c.c.cc c.c.cccc-----cccc.c.c cc.cn'tc-----ct'nc.cc c.cc'T'cc---cc'T'cc.c cc.ct'''cc-cc'''tc.cc ccc+cccc'''c+c'''cccc+ccc cc------cc''"""''cc------cc cc--------cc"""""cc--------cc c----------c"""""c----------c cc--------cc"""""cc--------cc cc------cc''"""''cc------cc ccc+cccc'''ccc'''cccc+ccc cc.ct'''cc-cc'''tc.cc c.cc'T'cc---cc'T'cc.c cc.cn'tc-----ct'nc.cc c.c.cccc-----cccc.c.c cc.c.c.c-----c.c.c.cc cc.c.c+-----+c.c.cc cccccc-----cccccc c-----c cc...cc cc.cc c+c .@. ENDMAP ############################################################################### NAME: kennysheep_kobold_lugonu_temple ORIENT: float TAGS: transparent no_item_gen no_monster_gen no_trap_gen DEPTH: D:10- KFEAT: C = altar_lugonu KFEAT: ' = floor KFEAT: ~ = floor MONS: kobold demonologist KMONS: P = plant col:magenta name:demonic name_adjective \ tile:mons_demonic_plant KMONS: p = plant NSUBST: p = 3=xcbtvmnw.' / 5:P NSUBST: . = 30=Pxcbtvmnw / 5:. / 50:' NSUBST: x = 15=Pxcbtvmnw NSUBST: ` = 3:' MARKER: C = lua:fog_machine { \ pow_min = 2, pow_max = 4, delay = 15, \ size = 2, walk_dist = 20, spread_rate= 33, \ cloud_type= "purple smoke" } FTILE: 'P1vbtmn = floor_pebble_red MAP ......... ............. ...xxxxxxx... ....x.....x.... ....x.....x.... ..xxxx.....xxxx.. ..x..p..1..p..x.. ..x....1C1....x.. ..xp....`....px.. ..x..p..`..p..x.. ..xxxxx+++xxxxx.. ..pppp.`.pppp.. .......`....... ......`...... ......`...... ....`.... @ ENDMAP NAME: kennysheep_orc_sif_temple ORIENT: float TAGS: no_item_gen no_monster_gen no_trap_gen no_pool_fixup DEPTH: D:6-10 KFEAT: C = altar_sif_muna MONS: orc wizard / nothing, orc warrior MAP xxxxx xxxwwwxxx xxwwwwwwwxx xxww.vvv.wwxx xww.nvCvn.wwx xxww.v111v.wwxx xwww.v1d1v.wwwx xxww.nv1vn.wwxx xwwwWv+vWwwwx xxwwWG.GWwwxx xxww.2.wwxx xxxG.Gxxx x...x xG.Gx @ ENDMAP NAME: kennysheep_demon_hangout ORIENT: float TAGS: no_item_gen no_monster_gen no_trap_gen DEPTH: D:12- MONS: common demon, lesser demon MAP lx@@@xl lll...lll lll.....lll ll.......ll ll..1*2..ll ll...t...ll ll...2...ll ll.......ll lll.....lll lll...lll lx@@@xl ENDMAP NAME: kennysheep_ogre_elephant_herders ORIENT: float TAGS: no_item_gen no_monster_gen no_trap_gen DEPTH: Depths, !Depths:$ MONS: ogre mage band, dire elephant NSUBST: 2 = 2:2 / 3:2. / . MARKER: F = lua:fog_machine { cloud_type = "flame", pow_min = 100, \ pow_max = 100, delay = 10, size = 1, \ walk_dist = 0, excl_rad = 0 } MAP xxxxxx xtxxtx xxxxxx xt.22xxxx..**x x.2.2.2.t..1*x xt.2t.2......x xxx.2..2.......x xt...22........x x.......I..I...x xxt...I......I.x xxxx....FF....x x....FF....x x.I......I.x x...I..I...x ........... @@@@@@@@@@@ ENDMAP NAME: kennysheep_the_goblin_king ORIENT: float TAGS: no_monster_gen no_trap_gen DEPTH: D:2-4 KMONS: 1 = Ijyb / hobgoblin, hobgoblin KMONS: 2 = goblin MAP xxxxxxxxx x..%1%..x xG2...2Gx x.2...2.x xG2...2Gx x.......x xG.....Gx x.......x xG.....Gx @@@@@@@ ENDMAP NAME: kennysheep_steamy ORIENT: float TAGS: no_monster_gen DEPTH: D:5-10 MONS: steam dragon, fungus KFEAT: ^ = known shaft trap SUBST: p = .....^22222wwwww MAP xxxxx xxxpppxx xpp1.ppxx xxp....ppx xpp...1ppx xpp....ppx xxpp.pppxx xpp.ppxx xxp.px xp.px xp.px xp.px xp.px xp.px xx.px x.px x.pxx xp.px xp.px xp.px xxp.px xpp.px xxpp.px xppp.pxx xppp.ppx xppp.ppx xx@@@@@@xx ENDMAP NAME: kennysheep_funnel ORIENT: float TAGS: no_trap_gen no_monster_gen DEPTH: D:12-, !D:$, Depths:2-, !Depths:$ MAP ccc cc.cc c.}.c c...c cG.Gc cc8cc cG.Gc cc.cc cG.Gc cc.cc cG.Gc cc.cc cG.Gc cc.cc cG.Gc cc.cc cG.Gc cc...cc ccG...Gcc cc.......cc cG...{...Gc cc.......cc ccG...Gcc ccccccc ENDMAP NAME: kennysheep_six_static_rooms TAGS: transparent ORIENT: float DEPTH: D:2-, Depths, Elf, Zot, Snake, !D:$, !Depths:$ MAP xxxxx xxxxx xxxxx xx...xx xx...xx xx...xx xx.....xxx.....xxx.....xx x...%...x...%...x...%...x x...0...x...0...x...0...x x.......x.......x.......x xx.....xxx.....xxx.....xx xx...xxxxx...xxxxx...xx xx+xxxxxxx+xxxxxxx+xx @...................@ @...................@ @...................@ xx+xxxxxxx+xxxxxxx+xx xx...xxxxx...xxxxx...xx xx.....xxx.....xxx.....xx x.......x.......x.......x x...0...x...0...x...0...x x...%...x...%...x...%...x xx.....xxx.....xxx.....xx xx...xxxxx...xxxxx...xx xxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: kennysheep_big_flooded_room ORIENT: float DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP ccccFFcccc ccwwwHHwwwcc ccwwwwHHwwwwcc ccwwwwwHHwwwwwcc ccwwwwwwHHwwwwwwcc ccwwwwwwwHHwwwwwwwcc cwwwwwwwwHHwwwwwwwwc cwwwwwwwwHHwwwwwwwwc cwwwwwwwt.9twwwwwwwc +........xx*EEEEEEED +........xx*EEEEEEED cwwwwwwwt.9twwwwwwwc cwwwwwwwwHHwwwwwwwwc cwwwwwwwwHHwwwwwwwwc ccwwwwwwwHHwwwwwwwcc ccwwwwwwHHwwwwwwcc ccwwwwwHHwwwwwcc ccwwwwHHwwwwcc ccwwwHHwwwcc ccccFFcccc ENDMAP NAME: kennysheep_cluttered_fort ORIENT: float DEPTH: D:15-, Depths, !Depths:$ NSUBST: % : 1:| SUBST: % = * SUBST: 9 = 9900. : ks_random_setup(_G) MAP cccFFFccc ccwwHHHwwcc ccwwx...xwwcc ccwwx.x.x.xwwcc ccwwx...x...xwwcc ccwwx.x.xtx.x.xwwcc ccwwx...x...x...xwwcc cwwx.x.x.cFc.x.x.xwwc cwx...x.cc9cc.x...xwc +..x.x.cc.%.cc.x.x.ED +...xt.D9%%%9+.tx..ED +..x.x.cc.%.cc.x.x.ED cwx...x.cc9cc.x...xwc cwwx.x.x.cFc.x.x.xwwc ccwwx...x...x...xwwcc ccwwx.x.xtx.x.xwwcc ccwwx...x...xwwcc ccwwx.x.x.xwwcc ccwwx...xwwcc ccwwHHHwwcc cccFFFccc ENDMAP NAME: kennysheep_bubble_arena TAGS: no_item_gen no_trap_gen ORIENT: float DEPTH: D:15-, Depths, !Depths:$ NSUBST: % = 5:| SUBST: % : %$ : ks_random_setup(_G, true) MAP ccccccccc ccwwwwwwwcc ccww.....wwcc ccwwt.....twwcc ccww.........wwcc cww....xtx....wwc cwt....8x8....twc cw...x9x%x9x...wc cw...tx%%%xt...wc cw...x%x%x%x...wc cwt....%x%....twc cww....xtx....wwc ccww.........wwcc ccwwt.....twwcc ccww.....wwcc ccw.....wcc cc+++++cc ccw.....wcc ccww.9.9.wwcc cww...x...wwc cwt..%x%..twc cw...xtx...wc cwt..%x%..twc cww...x...wwc ccww.....wwcc ccww...wwcc ccc+++ccc cc...cc ccw.9.wcc cww...wwc cwt...twc cww...wwc ccw...wcc cc...cc c+++c ENDMAP NAME: cheibrodos_birdhouse DEPTH: Depths, !Depths:$ TAGS: no_item_gen no_monster_gen no_pool_fixup ORIENT: float MONS: raven, tengu warrior, tengu conjurer, tengu reaver KFEAT: m = iron_grate SUBST: " = .....1112W NSUBST: ' = 2:4 / 4=23 / *:. NSUBST: ? = 3:* / *:% MAP ......... ..wwwWwww.. .wwwWWWwww. .wwWxmxWww. .wWxx"xxWw. .WWm"""mWW. .wWxx"xxWw. .wwWx+xWww. .wwWx'xWww. ..wWxx'xxWw.. .........WWWx?'?xWWW......... ..wwwWwwwWWWWx'''xWWWwwwwWwww.. .wwwWWWwwWWW+x'''x+WWWwwWWWwww. .wwWxmxWWxxxx'''''xxxxWWxmxWww. .wWxx"xxxx?'''''''''?xxxx"xxWw. .WWm"""+'''''''''''''''+"""mWW. .wWxx"xxxx?'''''''''?xxxx"xxWw. .wwWxmxWWxxxx'''''xxxxWWxmxWww. .wwwWWWwwWWW+x'''x+WWWwwWWWwww. ..wwwWwwwwWWWx'''xWWWwwwwWwww.. .........WWWx?'?xWWW......... ..wWxx'xxWw.. .wwWx'xWww. .wwWx+xWww. .wWxx"xxWw. .WWm"""mWW. .wWxx"xxWw. .wwWxmxWww. .wwwWWWwww. ..wwwWwww.. ......... ENDMAP NAME: cheibrodos_lost_city_excavation DEPTH: D:11-15, Depths TAGS: no_item_gen no_monster_gen ORIENT: float : if you.branch() == "Dungeon" then MONS: deep elf mage w:8 / fire elemental w:5 / nothing, wizard : else MONS: wizard w:5 / fire elemental w:5 / nothing, lich : end ITEM: randbook / any scroll SUBST: - = .lx MAP llllll llllllllll .l-x-llllllllllllll @.+1xlxx-lllllllllll .lx.-l-1xlxx-lxxxxll lll.llx...+1xlxddxll llx.xlll.l-.xlx22xll ll+1.l-x.lx..lx..xll llx--..1+l-.xlx..xll llllll-xxlx1+.+..xll llllllllll-xxlxxxxll llllllllllllllll lllllllllll ENDMAP NAME: nicolae_legendary_halls DEPTH: Depths, !Depths:$ TAGS: transparent ORIENT: float SUBST: + : +..., $ = $$$$%*, % = %%%%$*, * = ****%|, 0 = 0009.., 9 = 998. MAP cccc.@@.cccc cc$.c....c.$cc cc%..c....c..*cc c$.0.c.00.c.8.$c c....+....c....c cccccccccccc+c+ccccccc cc$.c....+....c....c.$cc cc*..c.9..c....c..9.c..%cc c$.8.c..9.c0..0c.9..c.0.$c c....+....c....c....c....c ccccccccccc....cccc+c+cccc .....+..0........0..c..... @..0.c......99......c.0..@ @..0.c......99......c.0..@ .....c..0........0..+..... cccc+c+cccc....ccccccccccc c....c....c....c....+....c c$.0.c..9.c0..0c.9..c.8.$c cc%..c.9..c....c..9.c..*cc cc$.c....c....+....c.$cc ccccccc+c+cccccccccccc c....c....+....c c$.8.c.00.c.0.$c cc*..c....c..%cc cc$.c....c.$cc cccc.@@.cccc ENDMAP