############################################################################## # mini_features.des: This is the place for minivaults without monsters. # So all vaults in this file should have neiter ORIENT nor MONS or # KMONS lines. Exceptions are made for vaults which generally have # no monsters or are supposed to look as if they had no monsters. # # Vaults with ORIENT lines are stored in float.des or large.des. # Minivaults with monsters go to mini_monsters.des. # Maps for the Vaults branch, including Vaults:$ are in vaults.des. # # <<1>> Flavour vaults (no items, no monsters) # <<2>> Inaccessible items # <<3>> Supply closet vaults (vaults with items and no risk). # <<4>> Fog generator vaults # <<5>> Classical minivaults (don't touch) # # Sometimes, a vault will fit in two categories (for examples, it can have both # hidden and revealed items). Choose at your own discretion. # # For serial vaults, read dat/des/serial/serial_guide.txt. ############################################################################ : require('dlua/vault.lua') default-depth: D, Depths, Elf, Crypt ############################################################################ # # <<1>> Flavour vaults # no items, no monsters. Statues, glass, fountains, water... # ############################################################################ NAME: glass_columns_a DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass transparent extra allow_dup decor WEIGHT: 5 MAP ..... .m.m. ..... .m.m. ..... ENDMAP NAME: glass_columns_b DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass transparent extra allow_dup decor WEIGHT: 3 MAP ....... .m.m.m. ....... .m.m.m. ....... .m.m.m. ....... ENDMAP NAME: glass_columns_c DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass transparent extra allow_dup decor WEIGHT: 2 MAP ......... .m.m.m.m. ......... .m.m.m.m. ......... .m.m.m.m. ......... .m.m.m.m. ......... ENDMAP NAME: columned_hall_lemuel TAGS: transparent extra ruin_lair decor DEPTH: D, Depths, Lair, Elf, Crypt MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxx @...........................@ ..x..x..x..x..x..x..x..x..x.. @...........................@ ..x..x..x..x..x..x..x..x..x.. @...........................@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP # Small statue alley (Eino) NAME: small_statue_alley_a TAGS: uniq_statue_alley transparent extra decor DEPTH: D:10- WEIGHT: 7 SUBST: F = G:99 F:1 KMONS: F = orange crystal statue / silver statue / ice statue MAP xxxxxxx xxxcccccx ...G...G@ .G.F.G.G. .G.G.F.G. @G...G... xcccccxxx xxxxxxx ENDMAP NAME: small_statue_alley_b TAGS: uniq_statue_alley transparent extra decor DEPTH: D:3-10 WEIGHT: 2 MAP xxxxxxx xxxcccccx ...G...G@ .G.G.G.G. .G.G.G.G. @G...G... xcccccxxx xxxxxxx ENDMAP NAME: small_statue_alley_c TAGS: uniq_statue_alley transparent extra DEPTH: Orc WEIGHT: 1 MAP xxxxxxx xxxcccccx ...I...I@ .I.I.I.I. .I.I.I.I. @I...I... xcccccxxx xxxxxxx ENDMAP # Small intersection with statues (Eino) NAME: small_statue_intersection DEPTH: D:2-, Depths:2-, !Depths:$, Elf, Crypt, Lair, Abyss TAGS: transparent allow_dup no_hmirror no_vmirror extra TAGS: ruin_lair ruin_abyss decor MAP xx.xx xG.Gx ..... xG.Gx xx.xx ENDMAP NAME: fungi_pond_lemuel DEPTH: D:8-, Lair TAGS: allow_dup extra MONS: fungus, wandering mushroom SUBST: 1 = . 1 2:4 SUBST: ? : w.. SUBST: ! : ww. MAP ..1...?..... ....1???1... ..1...??ww1. ....1wwwwww. .11wwwwwwww. ..www!!wwww. ..ww!!www1.. ..1ww!ww11.. 1..1w!!w1... ....!!1..... .1...1!.1... ...........1 ENDMAP # This is an ancient vault. NAME: solitary_fountain DEPTH: D, Depths, Elf TAGS: transparent allow_dup extra decor SUBST: ?=TUV KMASK: TU = no_monster_gen MAP ..... ..... ..?.. ..... ..... ENDMAP # Another very classical vault. NAME: fountainhead DEPTH: D, Depths, Elf, Crypt TAGS: transparent allow_dup extra decor SUBST: ?=TUV MAP .............. ..xxxw..wxxx.. .x...xwwx...x. .x.?.xwwx.?.x. .x...xwwx...x. ..xxxwwwwxxx.. ....wwwwww.... ....wwwwww.... ..xxxwwwwxxx.. .x...xwwx...x. .x.?.xwwx.?.x. .x...xwwx...x. ..xxxw..wxxx.. .............. ENDMAP NAME: patterned_corridor DEPTH: D, Depths, Elf, Lair, Abyss TAGS: transparent ruin_abyss ruin_lair decor SUBST: x : xxccv MAP xxxxxxxxxxxxxxxxxxxxxxx x.......x.......x.....@ x.xxxxx.x.xxxxx.x.xxxxx x.x...x.x.x...x.x.x...x x...x.x.x...x.x.x...x.x xxxxx.x.xxxxx.x.xxxxx.x @.....x.......x.......x xxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: corexii_leaking_fountain DEPTH: D, Depths, Elf, Crypt TAGS: transparent no_monster_gen no_item_gen extra decor NSUBST: W = 5:W / *:. MAP ..... .WWW. .WTW. .WWW. ..... ENDMAP # A random pit of shallow or deep water or lava, # with a chance of a secret bypass, by Core Xii. NAME: corexii_corridor_pit DEPTH: D, Depths TAGS: no_pool_fixup no_monster_gen no_item_gen TAGS: allow_dup extra decor : if crawl.random2(5) == 0 then : subst("l = W") : subst("= = x") : subst("# = x") : else : if crawl.random2(3) == 0 then : subst("l = w") : subst("= = +") : end : if crawl.random2(50) == 0 then : subst("= = +") : subst("# = .") : elseif crawl.random2(5) == 0 then : subst("# = .") : subst("= = +") : else : subst("= = x") : subst("# = x") : end : end MAP xxxxxxx x#####x x=xxx=x @.lll.@ xxxxxxx ENDMAP NAME: nrook_mini_backslash TAGS: extra decor DEPTH: D, Depths, Elf MAP ..xxx.... ....xx.... ....xx.... ....xx.... ....xx.... ....xx.... ....xxx... ENDMAP NAME: nrook_mini_vaults TAGS: transparent extra decor DEPTH: D, Depths MAP ......... .vvvvvvv. .v.....v. .v.....v. .v.....+. .v.....v. .vvvvvvv. ......... ENDMAP NAME: nrook_uturn TAGS: transparent extra decor DEPTH: D, Depths, Elf MAP xxxxxxxxxxxxxxxx x..............xx @+...............xx x................xx xxxxxxxxxxxxxx....x xxxxxxxxxxxxxxx...x xxxxxxxxxxxxxx....x x................xx @+...............xx x..............xx xxxxxxxxxxxxxxxx ENDMAP NAME: nrook_pool_corridor TAGS: transparent extra decor DEPTH: D:5-, Depths MAP cccccccccccccccc c..............c c.wwwwwwwwwwww.c @+.wwwwwwwwwwww.+@ c.wwwwwwwwwwww.c c.wwwwwwwwwwww.c c..............c cccccccccccccccc ENDMAP NAME: minmay_crystal_room TAGS: extra decor DEPTH: D, Depths, Elf NSUBST: ? = 1:b / 1:@ / *:? SUBST: ? = bbbbb@ MAP b?b?b?b?b ?.......? b.......b ?.......? b.......b ?.......? b?b?b?b?b ENDMAP NAME: minmay_hedge_maze TAGS: extra decor DEPTH: D, Depths, Lair MONS: bush SHUFFLE: ABC SUBST: A=. , BC=1 MAP 1111111@111 @...C.1.B.1 1A1.1.1.1.1 1.1.1.B.A.@ 1.1B1.1.1C1 1.....A...1 1C1.111A1C1 1.A.B.C.1.1 1.1B1.1.1.1 1...A.B...1 1.1A1C111B1 1.C.......1 1111111@111 ENDMAP NAME: minmay_strange_pillars TAGS: serial_glass_rare transparent allow_dup extra decor DEPTH: D, Depths, Elf, Crypt MAP ... ... ..m.. ..m.. .mbm...mbm. ..m.. ..m.. ... ... . . ... ... ..m.. ..m.. .mbm...mbm. ..m.. ..m.. ... ... ENDMAP NAME: minmay_door_square TAGS: transparent extra decor DEPTH: D, Depths MAP ................. .xxxxxxx+xxxxxxx. .xxxxxxx.xxxxxxx. .xxxxxxx.xxxxxxx. .xxx...+.+...xxx. .xxx.xxx.xxx.xxx. .xxx.xxx.xxx.xxx. .xxx+xxx.xxx+xxx. .+.............+. .xxx+xxx.xxx+xxx. .xxx.xxx.xxx.xxx. .xxx.xxx.xxx.xxx. .xxx...+.+...xxx. .xxxxxxx.xxxxxxx. .xxxxxxx.xxxxxxx. .xxxxxxx+xxxxxxx. ................. ENDMAP NAME: minmay_liquid_box TAGS: extra no_monster_gen DEPTH: D, Depths SUBST: w : wWWl MAP xx+xx xwwwx +www+ xwwwx xx+xx ENDMAP NAME: minmay_fountain_box TAGS: transparent extra decor DEPTH: D, Depths, Elf KMASK: TU = no_monster_gen SUBST: x : xxxxccbv MAP xxxx+xxxx x.......x x.T...T.x x.......x +...U...+ x.......x x.T...T.x x.......x xxxx+xxxx ENDMAP NAME: minmay_tree_intersection TAGS: transparent extra decor DEPTH: D, Depths MAP xxx@xxx xxt.txx xtt.ttx @.....@ xtt.ttx xxt.txx xxx@xxx ENDMAP NAME: minmay_misc_feat_pillars TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt SUBST: x : xxxxcvbmG MAP ............. .x.x.x.x.x.x. ............. .x.x.x.x.x. ........... ENDMAP NAME: minmay_misc_feat_square TAGS: transparent extra decor DEPTH: D, Depths SUBST: x = x. KPROP: x = no_rtele_into MAP ....... .xxxxx. .xxxxx. .xxxxx. .xxxxx. .xxxxx. ....... ENDMAP NAME: minmay_misc_feat_plants TAGS: transparent extra decor MONS: plant, bush, fungus DEPTH: D, Depths SUBST: x : xxxxcvbmGt123 MAP .... ........ ...x..x... .......... ..x......x.. ............ ............ ..x......x.. .......... ...x..x... ........ .... ENDMAP NAME: minmay_misc_feat_rows TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt MAP ....... .xxxxx. ....... .xxxxx. ....... .xxxxx. ....... .xxxxx. ....... .xxxxx. ....... ENDMAP NAME: minmay_misc_feat_diagonals TAGS: transparent extra decor DEPTH: D, Depths, Elf SUBST: x : xmb MAP ............... .x..x..x..x..x. ..x..x..x..x... ...x..x..x..x.. .x..x..x..x..x. ..x..x..x..x... ............ ENDMAP NAME: minmay_misc_feat_doors TAGS: transparent extra decor DEPTH: D, Depths MAP x.x.x.x.x ......... x.xx+xx.x ..x...x.. x.+...+.x ..x...x.. x.xx+xx.x ......... x.x.x.x.x ENDMAP NAME: minmay_misc_feat_encased TAGS: transparent extra decor DEPTH: D, Depths SUBST: c : bcvm SUBST: @ : +@ MAP xxxxx@x @.....x x.ccc.x x.cbc.x x.ccc.x x.....@ x@xxxxx ENDMAP NAME: minmay_misc_feat_rugged TAGS: transparent extra decor DEPTH: D, Depths SUBST: A = x..., B = x.., C = x., D = xx. KPROP: BCD = no_rtele_into MAP xxxxxxxxxxxxxxxxxxxx xDDDDDDDDDDDDDDDDDDx xCCCCCCCCCCCCCCCCCCx xBBBBBBBBBBBBBBBBBBx xAAAAAAAAAAAAAAAAAAx @..................@ xxxxxxxxxxxxxxxxxxxx ENDMAP NAME: minmay_misc_feat_five TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt SUBST: x : xxxxcvbm MAP ... ... .x.....x. ....x.... .x.....x. ... ... ENDMAP NAME: minmay_misc_feat_chi TAGS: transparent extra decor DEPTH: D, Depths MAP .......... .xx.....x. ...x....x. ....x..x.. ....xxx... ...xxx.... ..x..x.... .x....x... .x.....xx. .......... ENDMAP NAME: minmay_misc_feat_tower TAGS: transparent extra decor DEPTH: D, Depths NSUBST: ? = 1:@ / *:? SUBST: ? = @... SUBST: X : xcvbmGT KMASK: T = no_monster_gen MAP xx?xx xx?xx x...xxxxx...x ?.X.......X.? x...xxxxx...x xx.xxxxxxx.xx x.xxxxxxx.x x.xxxxxxx.x x.xxxxxxx.x xx.xxxxxxx.xx x...xxxxx...x ?.X.......X.? x...xxxxx...x xx?xx xx?xx ENDMAP NAME: minmay_misc_feat_enclosed TAGS: transparent extra decor DEPTH: D, Depths SUBST: X = xx. KPROP: ' = no_rtele_into SUBST: ' = . MAP ......... .xxxXxxx. .xx'''xx. .x'''''x. .X'''''X. .x'''''x. .xx'''xx. .xxxXxxx. ......... ENDMAP NAME: minmay_misc_feat_room TAGS: transparent extra decor DEPTH: D, Depths SUBST: ? = GGGTUV KMASK: TU = no_monster_gen MAP ....... .xxxxx. .x...x. .+.?.+. .x...x. .xxxxx. ....... ENDMAP NAME: minmay_misc_feat_iff TAGS: transparent extra decor DEPTH: D, Depths SUBST: X : xcvb. MAP ........ ...xxxx... ..xxx..xxx.. .xx......xx. .....XX..... ....XXXX.... ....XXXX.... .....XX..... .xx......xx. ..xxx..xxx.. ...xxxx... ........ ENDMAP NAME: minmay_misc_feat_columns TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt MAP ... .x. .x.... .x..x. ....x.... .x..x. ....x. .x. ... ENDMAP NAME: minmay_misc_feat_cross TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt SUBST: X : x. MAP ........... .xxx.X.xxx. .xxx.X.xxx. .xxx.X.xxx. .....X..... .XXXXXXXXX. .....X..... .xxx.X.xxx. .xxx.X.xxx. .xxx.X.xxx. ........... ENDMAP NAME: minmay_misc_feat_ornament TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt MAP x@xxxxxxx@x x.x.....x.x x.x.x.x.x.x x...x.x...x xxxxx.xxxxx x...x.x...x x.x.x.x.x.x x.x.....x.x x@xxxxxxx@x ENDMAP NAME: minmay_misc_feat_hallway TAGS: transparent extra decor DEPTH: D, Depths, Crypt SUBST: G : ..GGxb MAP xxxxxxxxx xGxGxGxGx x.x.x.x.x @.......@ x.x.x.x.x xGxGxGxGx xxxxxxxxx ENDMAP NAME: minmay_misc_feat_alley TAGS: transparent extra decor DEPTH: D, Depths, Elf, Crypt MAP xx@xx@xx x......x xxx..xxx x......x xx.xx.xx x......x x.xxxx.x x......x xx.xx.xx x......x xxx..xxx x......x xx@xx@xx ENDMAP NAME: minmay_misc_feat_nine_boxes TAGS: transparent extra decor DEPTH: D, Depths NSUBST: A = 1:. / *:x, B = 1:. / *:x, C = 1:. / *:x NSUBST: D = 1:. / *:x, E = 1:. / *:x, F = 1:. / *:x NSUBST: G = 1:. / *:x, H = 1:. / *:x, I = 1:. / *:x MAP ............... .xAx..xBx..xCx. .A.A..B.B..C.C. .xAx..xBx..xCx. ............... .xDx..xEx..xFx. .D.D..E.E..F.F. .xDx..xEx..xFx. ............... .xGx..xHx..xIx. .G.G..H.H..I.I. .xGx..xHx..xIx. ............... ENDMAP NAME: minmay_misc_feat_four_crosses TAGS: transparent extra decor DEPTH: D, Depths SUBST: c : ccx SUBST: G : GGGb MAP ... ... ... .G...G...G. ...c...c... .ccc.ccc. ...c...c... .G...G...G. ...c...c... .ccc.ccc. ...c...c... .G...G...G. ... ... ... ENDMAP NAME: minmay_misc_feat_roman TAGS: transparent extra decor DEPTH: D, Depths MAP ............. .x.xxx.xxx.x. .x...x.x...x. .xxx.x.x.xxx. ............. .xxx.x.x.xxx. .x.x.....x.x. .x.xxx.xxx.x. ............. ENDMAP NAME: minmay_misc_feat_more_columns TAGS: transparent extra decor DEPTH: D, Depths SUBST: X : x. MAP ...... ...... .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.X.X. .X.x.......x.X. .x...........x. ...... ...... ENDMAP NAME: minmay_misc_feat_x TAGS: transparent extra decor DEPTH: D, Depths MAP ........ ........ .xxxx.... ....xxxx. ...xxxx......xxxx... ....xxxx..xxxx.... .....xxxxxx..... .....xxxxxx..... ....xxxx..xxxx.... ...xxxx......xxxx... .xxxx.... ....xxxx. ........ ........ ENDMAP NAME: minmay_misc_feat_secret_circle TAGS: transparent extra decor DEPTH: D, Depths SUBST: X : x. SUBST: Y : x. KPROP: ' = no_rtele_into SUBST: ' = . MAP .................... .x................x. ..xx............xx.. ..x.x..........x.x.. ...x.xx......xx.x... ....xx.x....x.xx.... ....x.x.xYYx.x.x.... .....x.xx''xx.x..... ......xx''''xx...... ......X''''''X...... ......X''''''X...... ......xx''''xx...... .....x.xx''xx.x..... ....x.x.xYYx.x.x.... ....xx.x....x.xx.... ...x.xx......xx.x... ..x.x..........x.x.. ..xx............xx.. .x................x. .................... ENDMAP NAME: minmay_misc_feat_tiny TAGS: transparent extra decor DEPTH: D, Depths MAP ...... .xx.x. .x.xx. .xx.x. .x.xx. ...... ENDMAP NAME: minmay_stone_trees_small TAGS: transparent extra decor DEPTH: D, Depths, Lair WEIGHT: 6 MAP ....... ..ttt.. .tccct. .tccct. .tccct. ..ttt.. ....... ENDMAP NAME: minmay_stone_trees_medium TAGS: transparent extra decor DEPTH: D, Depths, Lair WEIGHT: 3 MAP ............. ..ttt...ttt.. .tccct.tccct. .tccct.tccct. .tccct.tccct. ..ttt.t.ttt.. .....ttt..... ..ttt.t.ttt.. .tccct.tccct. .tccct.tccct. .tccct.tccct. ..ttt...ttt.. ............. ENDMAP NAME: minmay_stone_trees_large TAGS: transparent extra decor DEPTH: D, Depths, Lair WEIGHT: 1 SUBST: T = t. MAP ................... ..ttt...ttt...ttt.. .tccct.tccct.tccct. .tccctTtccctTtccct. .tccct.tccct.tccct. ..ttt...ttt...ttt.. ...T.....T.....T... ..ttt...ttt...ttt.. .tccct.tccct.tccct. .tccctTtccctTtccct. .tccct.tccct.tccct. ..ttt...ttt...ttt.. ...T.....T.....T... ..ttt...ttt...ttt.. .tccct.tccct.tccct. .tccctTtccctTtccct. .tccct.tccct.tccct. ..ttt...ttt...ttt.. ................... ENDMAP NAME: minmay_crystal_water TAGS: extra decor DEPTH: D, Depths MAP wwwwwwwww wbwwwwwbw wbwbbbwbw wbwwwwwbw wwwwwwwww ENDMAP NAME: minmay_holes TAGS: transparent extra decor DEPTH: D:5-, !D:$, Depths, !Depths:$, Lair:1-7 KFEAT: ^ = known shaft trap SUBST: . = . ^:1, ' = . ^:2, " = . ^:4 WEIGHT: 15 MAP .... ........ .......... ....''''.... ...''''''... ...'''""'''... ...''""""''... ...''""""''... ...'''""'''... ...''''''... ....''''.... .......... ........ .... ENDMAP NAME: minmay_splitting_lines TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 5 MAP ..................... .....x...x.x...x..... ......x.x...x.x...... ...x...x.....x...x... ....x..x.....x..x.... .x...xxx.....xxx...x. ..x..x..x...x..x..x.. ...xxx...x.x...xxx... ..x...x...x...x...x.. .x.....x..x..x.....x. ........xxxxx........ .x.....x..x..x.....x. ..x...x...x...x...x.. ...xxx...x.x...xxx... ..x..x..x...x..x..x.. .x...xxx.....xxx...x. ....x..x.....x..x.... ...x...x.....x...x... ......x.x...x.x...... .....x...x.x...x..... ..................... ENDMAP NAME: minmay_curled_crystal TAGS: transparent extra decor DEPTH: D, Depths, Elf WEIGHT: 3 MAP ................ ..bb........bb.. .b..b......b..b. .b............b. ..bbbbbbbbbbbb.. ................ ENDMAP NAME: minmay_parallelograms TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 2 SHUFFLE: EFGH SUBST: B : xx., C : xx., D : xx., E : xx., F : xx., G : xx., H : xx. MAP ........... ........... .xx.xxxxxx.. ..BBBBBB.BB. ..xx.....xx.. ..BB.....BB.. ..xx.EEE.xx.. ..BB.FFF.BB.. ..xx.EEE.xx.. ..BB.FFF.BB.. ..xx.....xx...BB.....BB.. ..xxxxxx.xx.BB.BBBBBB.. ..................... ..CCCCCC.CC.DD.DDDDDD.. ..CC.....CC...DD.....DD.. ..CC.HHH.CC.. ..DD.GGG.DD.. ..CC.HHH.CC.. ..DD.GGG.DD.. ..CC.....CC.. ..DD.....DD.. .CC.CCCCCC.. ..DDDDDD.DD. ........... ........... ENDMAP NAME: minmay_large_rounded_square TAGS: transparent extra decor DEPTH: D, Depths, Crypt WEIGHT: 1 SUBST: x : x c:2 v:1 b:1 MAP .............. ...xxxxxxxxxxxx... ..xxxxxxxxxxxxxxxx.. ..xxxxxxxxxxxxxxxxxx.. .xxxxxxxxxxxxxxxxxxxx. ..xxxxxxxxxxxxxxxxxxxx.. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. .xxxxxxxxxxxxxxxxxxxxxx. ..xxxxxxxxxxxxxxxxxxxx.. .xxxxxxxxxxxxxxxxxxxx. ..xxxxxxxxxxxxxxxxxx.. ..xxxxxxxxxxxxxxxx.. ...xxxxxxxxxxxx... .............. ENDMAP NAME: bh_walls_and_bars TAGS: decor DEPTH: D, Depths KFEAT: b = iron_grate NSUBST: B = 1:b / *:. MAP cxcxcxcxc x.B.x.B.x c.cBcBc.c xcx.x.B.x.xcx @....cxcxc....@ @....xcxcx....@ cxc.c.B.c.cxc x.xBxBx.x c.B.c.B.c xcxcxcxcx ENDMAP NAME: roderic_roman_lattice TAGS: transparent extra decor DEPTH: D, Depths, Elf MAP xxxxxxxxxxxxxxxxxxxxxxxxx ccccccccccccccccccccccccc vcxcvcxcvcxcvcxcvcxcvcxcv @c.c.c.c.c.c.c.c.c.c.c.c@ v.c.v.c.v.c.v.c.v.c.v.c.v @cvc.cvc.cvc.cvc.cvc.cvc@ v.c.v.c.v.c.v.c.v.c.v.c.v @c.c.c.c.c.c.c.c.c.c.c.c@ vcxcvcxcvcxcvcxcvcxcvcxcv ccccccccccccccccccccccccc xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: roderic_aztec_sauvastika TAGS: transparent extra decor WEIGHT: 1 DEPTH: D, Depths MAP ......@.. ...xxxxx... ....x...x.... .....xxx.x..... .........x..... @xxxxxxxxx.xxx. .x...xxxxx.x.x. .x.x.xxxxx.x.x. .x.x.xxxxx...x. .xxx.xxxxxxxxx@ .....x......... .....x.xxx..... ....x...x.... ...xxxxx... ..@...... ENDMAP NAME: roderic_bali_sauvastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 : if crawl.one_chance_in(5) then SUBST: @ = x : else SUBST: + = x+ : end MAP ...@....... ...x....... ...x....... ...xxx.xxx@ .....x.x... ...xx+xx... ...x.x..... @xxx.xxx... .......x... .......x... .......@... ENDMAP NAME: roderic_chinese_pattern_swastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 MAP ............... .x.xxxx.xxxx.x. .x.xxxx.xxxx.x. .x.xx.....xx.x. .xxxxxx.xxxxxx. .xxxxxx.xxxxxx. .xxxxxx.xxxxxx. ...xx.x.x.xx... .xxxx.x.x.xxxx. .xxxx.x.x.xxxx. ............... ENDMAP NAME: roderic_hopi_sauvastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 MAP .....@..... ...xxxx.... ...xxxx.... ....xxx.xx. .xxxxxxxxx. @xxxxxxxxx@ .xxxxxxxxx. .xx.xxx.... ....xxxx... ....xxxx... .....@..... ENDMAP NAME: roderic_greek_sauvastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 : if crawl.one_chance_in(5) then SUBST: @ = x : else SUBST: + = x+ : end MAP .........@. @xxxxxxx.x. .......x.x. .xxxxx.x.x. .x...x.x.x. .x.xx+xx.x. .x.x.x...x. .x.x.xxxxx. .x.x....... .x.xxxxxxx@ .@......... ENDMAP NAME: roderic_curled_sauvastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 : if crawl.one_chance_in(5) then SUBST: @ = x : else SUBST: + = x+ : end MAP .@......... .x.xxx.xxx@ .x.x.x.x... .xxx.x.xxx. .....x...x. .xxxx+xxxx. .x...x..... .xxx.x.xxx. ...x.x.x.x. @xxx.xxx.x. .........@. ENDMAP NAME: roderic_bipointed_swastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 : if crawl.one_chance_in(5) then SUBST: @ = x : else SUBST: + = x+ : end MAP .@......... .x.xxx.xxx@ .x...x.x... .xxx.xxx.x. ...x.x...x. .xxxx+xxxx. .x...x.x... .x.xxx.xxx. ...x.x...x. @xxx.xxx.x. .........@. ENDMAP NAME: roderic_digamma_sauvastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 : if crawl.one_chance_in(5) then SUBST: @ = x : else SUBST: + = x+ : end MAP .@......... .x.xxx.xxx@ .x.x...x... .xxxxx.xxx. .....x.x.x. .x.xx+xx.x. .x.x.x..... .xxx.xxxxx. ...x...x.x. @xxx.xxx.x. .........@. ENDMAP #squared St Hans cross, ancient Viking symbol NAME: roderic_st_hans_cross TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 MAP +xxxxxxxxxx+ x...xxxx...x x.x.xxxx.x.x x..........x xxx.xxxx.xxx xxx.xxxx.xxx xxx.xxxx.xxx xxx.xxxx.xxx x..........x x.x.xxxx.x.x x...xxxx...x +xxxxxxxxxx+ ENDMAP #cross filled (sun sumbol) in ancient Mid East and Greece NAME: roderic_filled_cross TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 SUBST: ? = x+ MAP ....... .xx+xx. .x...x. ....x.x.x.... .xxxx.x.xxxx. .x....x....x. .?.xxxxxxx.?. .x....x....x. .xxxx.x.xxxx. ....x.x.x.... .x...x. .xx?xx. ....... ENDMAP #cross of infinity NAME: roderic_cross_of_infinity TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 MAP ............. .xx+xxxxx+xx. .xxx.....xxx. .+xxx.x.xxx+. .x.xxx.xxx.x. .x..x.x.x..x. .x.x.xxx.x.x. .x..x.x.x..x. .x.xxx.xxx.x. .+xxx.x.xxx+. .xxx.....xxx. .xx+xxxxx+xx. ............. ENDMAP #nine men's morris (Roderic) NAME: roderic_nine_men_s_morris TAGS: transparent extra decor DEPTH: D, Depths, Elf WEIGHT: 1 SHUFFLE: defgh ITEM: q:1 $, beef jerky, fruit q:1, royal jelly q:1, stone q:1 NSUBST: ' = 9:d / *:. MAP '.......'.......' .xxxxxxx.xxxxxxx. .xxxxxxx.xxxxxxx. .xx'....'....'xx. .xx.xxxx.xxxx.xx. .xx.xxxx.xxxx.xx. .xx.xx'.'.'xx.xx. .xx.xx.xxx.xx.xx. '..'..'xxx'..'..' .xx.xx.xxx.xx.xx. .xx.xx'.'.'xx.xx. .xx.xxxx.xxxx.xx. .xx.xxxx.xxxx.xx. .xx'....'....'xx. .xxxxxxx.xxxxxxx. .xxxxxxx.xxxxxxx. '.......'.......' ENDMAP # Three-in-row (Roderic) NAME: roderic_three_in_a_row TAGS: transparent extra decor DEPTH: D, Depths, Elf WEIGHT: 1 ITEM: q:1 $, fruit q:1, stone, fruit q:1 SUBST: ' : TUdefg MAP @xxxx@xxxx@ x'...'...'x x..xx.xx..x x.x.x.x.x.x x.xx...xx.x @'...'...'@ x.xx...xx.x x.x.x.x.x.x x..xx.xx..x x'...'...'x @xxxx@xxxx@ ENDMAP NAME: roderic_ancient_swastika TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 1 SHUFFLE: '" SUBST: x : xxxxxc SUBST: ? : xxxxxcm SUBST: ' : . SUBST: " : x MAP ........... .x'''x"""x. .".?.x...'. .".?.x.??'. ."...x...'. .xxxxxxxxx. .'...x...". .'??.x.?.". .'...x.?.". .x"""x'''x. ........... ENDMAP NAME: roderic_lattice_a TAGS: transparent extra decor DEPTH: D, Depths MAP ........................................... .xxxxxxxxxxxxx.xxxxxxxxxxxxx.xxxxxxxxxxxxx. .x...........x.x...........x.x...........x. .x.xxxx.xxxx.x.x.xxxx.xxxx.x.x.xxxx.xxxx.x. .x....x.x....x.x....x.x....x.x....x.x....x. .xxxx.x.x.xxxx.xxxx.x.x.xxxx.xxxx.x.x.xxxx. ......x.x...........x.x...........x.x...... .xxxxxx.xxxxxxxxxxxxx.xxxxxxxxxxxxx.xxxxxx. ........................................... ENDMAP NAME: roderic_serpentine_path TAGS: transparent extra decor DEPTH: D, Depths MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x...........x...........x.....+@ x.xxxxxxxxx.x.xxxxxxxxx.x.xxxxx x.....x.....x.....x.....x.....x xxxxx.x.xxxxxxxxx.x.xxxxxxxxx.x @+.....x...........x...........x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP # Malta's cross NAME: roderic_malta_cross TAGS: transparent allow_dup extra decor WEIGHT: 1 DEPTH: D, Depths MAP ......... ...ccccc... ....ccc.... .c...c...c. .cc..c..cc. .ccccccccc. .cc..c..cc. .c...c...c. ....ccc.... ...ccccc... ......... ENDMAP NAME: roderic_whirl TAGS: transparent allow_dup extra decor DEPTH: D, Depths, Elf WEIGHT: 1 SUBST: ? : ttTTG MAP ....... .?..xx.?. ...x..... .x.x.xx.. .x..x..x. ..xx.x.x. .....x... .?.xx..?. ....... ENDMAP NAME: roderic_lattice_octagonal_star TAGS: transparent extra decor ORIENT: float MAP ....... ....... ....x..... .....x.... ....xxx.........xxx.... ....xxx.........xxx.... ..xxxxxxx.....xxxxxxx.. .xxxxxxxxx...xxxxxxxxx. ..xxxxxxx..x..xxxxxxx.. ....xxx...xxx...xxx.... ....xxx.xxxxxxx.xxx.... ....x..xxxxxxx..x.... ......xxxxxxxxx...... ....xxxxxxxxxxx.... ......xxxxxxxxx...... ....x..xxxxxxx..x.... ....xxx.xxxxxxx.xxx.... ....xxx...xxx...xxx.... ..xxxxxxx..x..xxxxxxx.. .xxxxxxxxx...xxxxxxxxx. ..xxxxxxx.....xxxxxxx.. ....xxx.........xxx.... ....xxx.........xxx.... ....x..... .....x.... ....... ....... ENDMAP NAME: hex_tiny TAGS: transparent extra decor MAP ... .x.x. ..... .x.x.x. ..... .x.x. ... ENDMAP NAME: hex_medium TAGS: transparent extra decor MAP ....... .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.x.x.x. ......... .x.x.x.x. ....... ENDMAP NAME: hex_large TAGS: transparent extra MAP ........... .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. ................... .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.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.x. ........... ENDMAP NAME: abandoned_shop TAGS: transparent extra allow_dup decor DEPTH: D:4-, Depths, Orc, Elf, Shoals, Snake, Forest KFEAT: O = abandoned_shop MAP O ENDMAP NAME: hex_intersection TAGS: transparent extra allow_dup luniq layout_rooms decor DEPTH: D, Depths, Elf, Crypt MAP @xxxxx@ x.xxx.x xx.x.xx xxxx...xxxx @.........@ xxxx...xxxx xx.x.xx x.xxx.x @xxxxx@ ENDMAP NAME: interstate_on_off TAGS: transparent extra layout_rooms decor DEPTH: D, Depths MAP x@x xxxx.xxxxx xxx.....xxx xx..xx.xx..xx x.xxxx+xxxx.x @...........@ xxxxxx+xxxxxx @...........@ x.xxxx+xxxx.x xx..xx.xx..xx xxx.....xxx xxxxx.xxxx x@x ENDMAP NAME: moated_statue DEPTH: D, Depths, Elf, Crypt TAGS: transparent extra allow_dup decor MAP xxxxxxx .WWGWW. ..WWW.. ..... ENDMAP NAME: hangedman_glass_teeth TAGS: transparent extra no_rotate decor DEPTH: D, Depths, Elf MAP @xx xx@ @.xx xx.@ @..xxxxxxxxxxxxxxxxx..@ x..mxmm...mxm...mmxm..x x..mmm....mmm....mmm..x x..mmm....mmm....mmm..x x..mm..m...m...m..mm..x xx..m..mm.....mm..m..xx xx....mmm...mmm....xx xx...mxm...mxm...xx xxxxxxm...mxxxxxx xxxxxxxxx ENDMAP NAME: wad_floor_pattern_1 TAGS: transparent extra decor WEIGHT: 2 FTILE: ' = floor_volcanic COLOUR: ' = red FTILE: ; = floor_pebble FTILE: " = floor_pebble_brown COLOUR: " = brown MAP ';;;;;;;;;";;;;;;;;;' ;'''''''''"'''''''''; ;''"""""""""""""""''; ;'"';;;;;;";;;;;;'"'; ;'";';;;;;";;;;;';"'; ;'";;'''''"''''';;"'; ;'";;''"""""""'';;"'; ;'";;'"';;";;'"';;"'; ;'";;'";';";';"';;"'; ;'";;'";;'"';;"';;"'; """"""""""'"""""""""" ;'";;'";;'"';;"';;"'; ;'";;'";';";';"';;"'; ;'";;'"';;";;'"';;"'; ;'";;''"""""""'';;"'; ;'";;'''''"''''';;"'; ;'";';;;;;";;;;;';"'; ;'"';;;;;;";;;;;;'"'; ;''"""""""""""""""''; ;'''''''''"'''''''''; ';;;;;;;;;";;;;;;;;;' ENDMAP NAME: wad_floor_pattern_2 TAGS: transparent extra decor WEIGHT: 2 FTILE: ' = floor_pebble_cyan COLOUR: ' = green FTILE: ; = floor_pebble_brown FTILE: " = floor_pebble_darkgray COLOUR: " = cyan MAP '.;.;.;.;;";;.;.;.;.' .'.'''''''"'''''''.'. ;.'"""""'"""'"""""'.; .'"';;;';".";';;;'"'. ;'";';';.;";.;';';"'; .'";;'''''"''''';;"'. ;'";'''"""."""''';"'; .'"';'"';""";'"';'"'. ;'';.'";';";';"'.;''; ;'"";'"";'"';""';""'; ""."""."""."""."""."" ;'"";'"";'"';""';""'; ;'';.'";';";';"'.;''; .'"';'"';""";'"';'"'. ;'";'''"""."""''';"'; .'";;'''''"''''';;"'. ;'";';';.;";.;';';"'; .'"';;;';".";';;;'"'. ;.'"""""'"""'"""""'.; .'.'''''''"'''''''.'. '.;.;.;.;;";;.;.;.;.' ENDMAP NAME: wad_floor_pattern_untrapped TAGS: transparent extra decor WEIGHT: 4 KFEAT: ~ = floor FTILE: GT = floor_pebble_darkgray FTILE: ;" = floor_pebble_brown COLOUR: "~ = brown MAP xxx.".xxx xx;""";xx x;G;~;G;x .";""";". ""~"T"~"" .";""";". x;G;~;G;x xx;""";xx xxx.".xxx ENDMAP NAME: hangedman_decor_diamond_cutter TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 5 (D:1-3), 10 SHUFFLE: AB, CD SUBST: Z : z:9 .:1, z : xxB, AC = . : init_hm_decor_walldepth(_G, "BD") MAP xxxxxxxxxxxxxxxxxxxx B..AZA..B.B..AZA..B. .BA.z.AB...BA.z.AB.. .AB.z.BA...AB.z.BA.. A..BzB..A.A..BzB..A. ........................ .C..DzD..C.C..DzD..C ..CD.z.DC...CD.z.DC. ..DC.z.CD...DC.z.CD. .D..CZC..D.D..CZC..D xxxxxxxxxxxxxxxxxxxx ENDMAP NAME: hangedman_decor_lopped TAGS: transparent extra decor no_pool_fixup DEPTH: D, Depths, Abyss WEIGHT: 5 (D:1-3), 10 SHUFFLE: CD / CD / CD / DC / DC, EF / EF / EF / FE / FE SUBST: A : z:9 .:1, B : z:9 .:1, CE = . SUBST: H : x..., I : x..., J : x..., K : x... : if you.branch() == "Abyss" then SUBST: x = x:19 .:1, z = xcvbl, l : lw : else : init_hm_decor_walldepth(_G, "DFz") : end MAP ........ ...H.... .zAzAz...... ...C........ ...D...z..J... .I.C...A...... ...DCDCzEFEF.... .......A...E..J. ..K..z...F.... .........E.... ...zBzBz.... .....C...... ...D...z.. .K.C...B.. ...DCDCzH. .......B.. ..I..z.. ........ ENDMAP NAME: hangedman_decor_push TAGS: transparent decor extra DEPTH: D, Depths SHUFFLE: AB / AB / CD, Depths, EF / EF / GH SUBST: ABEF = x, CG = ., DH = @ SUBST: I : z.., J : z.., K : z.. : init_hm_decor_walldepth(_G, "z") MAP xxxxxx... F..z...I. E..z..... xxxxxx.....z.. B..z..K.J..z.. A..z.....xxxxx xxxxx.....z..A ..z..J.K..z..B ..z.....xxxxxx .....z..E .I...z..F ...xxxxxx ENDMAP NAME: hangedman_decor_opposing TAGS: transparent decor extra DEPTH: D, Depths WEIGHT: 5 (D:1-3), 10 SHUFFLE: CDE SUBST: AB : z.., C : z:7 .:1, D : z.. , E : z:1 .:7, y : xxcz : init_hm_decor_walldepth(_G, "z") MAP yyy. yy........ yy..z...... yy.A....DE.. yy.A..z.CED.. y.......EC... y.z.z.z....... .......z.....y ...CE..z..B.y ..DEC...z...y ..ED.....z..y .......B..z.y ............y .yyyyyyy ENDMAP NAME: hangedman_decor_clover_reticule TAGS: transparent extra decor DEPTH: D, Depths SHUFFLE: ABCDE SUBST: A : z:9 .:1, B : z., C : z.., DE = ' KPROP: ' = no_rtele_into : init_hm_decor_walldepth(_G, "z") MAP ....... .......zx.xz. .zx.xz.x...x. .x...x....... .......D...x. .x...ECBE.xz. .zx.DBAAC..... .....CAABD.xz. .zx.EBCE...x. .x...D....... .......x...x. .x...x.zx.xz. .zx.xz....... ....... ENDMAP NAME: hangedman_decor_riveting TAGS: transparent extra decor no_pool_fixup DEPTH: D, Depths, Abyss WEIGHT: 5 (D:1-3), 10 SHUFFLE: ABCDEFG SUBST: A : z:9 .:1, B : zz., C : z:1 .:5, D = z:1 .:9, DEFG = . : if you.branch() == "Abyss" then SUBST: x = x:19 .:1, z = xcvbl, l : lw : else : init_hm_decor_walldepth(_G, "z") : end MAP ... .x. ..... .x.x. ..A.... .x.z.x. ..B.C.... .x.z.z.x. ........... .x..GGFF.x. .......F..... .x.z...G.z.x. ..D....G..C.... .x.z.z...z.z.x. ..E.D.....B.A.... .x.x.x.x.x.x.x.x. ................. ENDMAP NAME: hangedman_decor_points TAGS: transparent extra decor no_pool_fixup DEPTH: D, Depths, Abyss SHUFFLE: ABC SUBST: A : z.., B : zxx, C : zxx : if you.branch() == "Abyss" then SUBST: x = x:19 .:1, z = xcvbl, l : lw : else : init_hm_decor_walldepth(_G, "z") : end MAP ..... .ABC. .....B... .ABC.C.. .....B...... .ABC.C..ABC. .....B......B... .ABC.C..zzz.C.. .B......z...... .C..ABC.z..ABC. ....B......B... .C..ABC.C.. ....B...... .C..ABC. ....B... .C. ... ENDMAP NAME: hangedman_decor_peaks_small TAGS: transparent extra decor DEPTH: D, Depths, Abyss WEIGHT: 5 (D:1-3), 10 SHUFFLE: BCD SUBST: A = z.., B : zzz., C : z..., D = ., X : x:9 .:1 : if you.branch() == "Abyss" then SUBST: x = x:19 .:1, z = xcvbl, l : lw : else : init_hm_decor_walldepth(_G, "z") : end MAP ....... ...D...xX ..D...xX.. .....xX.... .A.xX...xx. ....A........ .D.x.A..xx... ....X..A...... .D.x....A.BB.. ...X..x....... ..x...x.B..CC. ..X.x...B.C... .x..x.....C. .X.......... ENDMAP NAME: hangedman_decor_growths TAGS: transparent extra decor DEPTH: D, Depths SHUFFLE: ABCDEF SUBST: A : x..., B : x.., C : x:7 .:1, EF = x : init_hm_decor_walldepth(_G, "x") MAP ........ .......... ..AABBCC.. ..AxBBxC.. .......DDxxDD.. ........DDxxDD.. ..AABCC.ExBBxF.. ......AxBxC.EEBBFF.. .......DDxDD......... ..ABBC.ExBxF........ ..DxxD.EEBFF. ..DxxD....... ..EBBF...... ........ ...... ENDMAP NAME: hangedman_decor_slide_cut TAGS: transparent extra decor DEPTH: D, Depths WEIGHT: 5 (D:1-3), 10 SHUFFLE: AB, EF / EF / FE, GH / HG, IJ / IJ / JI SUBST: A : zz., B : z.., C : zz., D : zz., EGI = z, FHJ = . : init_hm_decor_walldepth(_G, "z") MAP xx..... xx..... x.EF..@ x.FEF.. x..FE..xxxxxxxxx xA...xxxxxxxxxxxx xA...Cx...AA...Dx x...x..GH.....x.x x..x...HGH...x..x x.x.....HG..x...x xC...BB...xD...Bx xxxxxxxxxxxx...Bx xxxxxxxxx..IJ..x ..JIJ.x @..JI.x .....xx .....xx ENDMAP NAME: grunt_decor_arrowhead TAGS: transparent extra decor DEPTH: D, Depths : init_hm_decor_walldepth(_G, 'x') SUBST: G : GGGTTV MAP ......... .xxxx+xx.. ..xx.G.xx.. ..xx...xx.. ..xx...xx.. ..xx...xx.. @.++.G.++.@ ..xx...xx.. ..xx...xx.. ..xx...xx.. ..xx.G.xx.. .xxxx+xx.. ........ ENDMAP NAME: grunt_decor_resistance TAGS: transparent extra decor DEPTH: D, Depths : init_hm_decor_walldepth(_G, 'x') MAP xxxxxxx xxx xxx x.xxx.xxx.xxx.xxx ..x.x.x.x.x.x.x.x.@ @.x.x.x.x.x.x.x.x.. xxx.xxx.xxx.xxx.x xxx xxx xxx xxx ENDMAP NAME: grunt_decor_cap TAGS: transparent extra decor DEPTH: D, Depths {{ -- Kind of a complicated version of init_hm_decor_walldepth to make sure that -- the glass matches the wall feature. local a = you.absdepth() * 5 local weights = {["x"] = 50, ["c"] = a} if a - 75 > 0 then weights["b"] = a - 75 end local wall = crawl.random_element(weights) local glass = 'm' if wall == 'c' then glass = 'n' end subst("x = " .. wall) subst("m = " .. glass) }} MAP ......... .xxxwxxx. ...x.mwm.x... .xxx.mwm.xxx. .....mwm..... .xxx.mwm.xxx. ...x.mwm.x... .xxxwxxx. ......... ENDMAP NAME: grunt_decor_fettered TAGS: transparent extra decor DEPTH: D, Depths : init_hm_decor_walldepth(_G, 'x') MAP xxxxx x.x.xxx x.....@ xxxxx.x.xxx @.....xxx xxxxx.xxxxx x.....@ x.xxxxx xxx ENDMAP NAME: grunt_decor_junction TAGS: transparent extra decor no_pool_fixup DEPTH: D, Depths : init_hm_decor_walldepth(_G, 'x') KMASK: w = no_monster_gen SUBST: w : wwl MAP ....... ...wwwww.@. ..www.xxxx... ..wwwxxx.x.xx.. .wwwwx.x..xxww. ..wwwwx.....xww.. .wwwwwx.xxxxxwww. .xxxxxx.xwwwwwww. @.......xwwwwwww. .xxxxxx.xwwwwwww. .wwwwwx.xxxwwwww. ..wwwwx...xxwww.. .wwwwx.xx.xxww. ..wwwxxxxx.xx.. ..wwwwwwxx... ...wwwww.@. ....... ENDMAP NAME: grunt_decor_clamped TAGS: transparent extra decor no_pool_fixup DEPTH: D, Depths : init_hm_decor_walldepth(_G, 'x') SHUFFLE: GT / GT / TG / ww / ww / ll MAP xxx xxx @.xxx xxx.@ xx..xxx xxx..xx xxx..xxxxxxxxxxxxx..xxx xxx..x.......x..xxx xx.+..GTG..+.xx xxx..x.......x..xxx xxx..xxxxxxxxxxxxx..xxx xx..xxx xxx..xx @.xxx xxx.@ xxx xxx ENDMAP NAME: grunt_decor_one_mirror TAGS: transparent extra decor DEPTH: D, Depths SUBST: G = tTTVUG MAP ... ..b.. .bb.bb. .b.G.b. .bb.bb. ..b.. ... ENDMAP NAME: grunt_decor_mini_mirrors TAGS: transparent extra decor DEPTH: D, Depths SHUFFLE: AB / BA / BB, CD / DC / DD, Depths, EF / FE / FF, IJ / JI / JJ SUBST: ACEI = b, BDFJ = . SUBST: G = tTTVUG MAP ... ... ..b.....b.. .bb.bAbBb.bb. .bb.G.bbb.G.bb. .bbbb.bBbAb.bbbb. ..b.bCbDb.bEbFb.b.. .b.G.bbb.G.bbb.G.b. ..b.bDbCb.bFbEb.b.. .bbbb.bIbJb.bbbb. .bb.G.bbb.G.bb. .bb.bJbIb.bb. ..b.....b.. ... ... ENDMAP NAME: nicolae_sextant DEPTH: D:5-, Depths TAGS: extra decor transparent SUBST: y : b m v X:60, X : xxc MAP xxxxxxxxxxxxxxX@@Xxxxxxxxxxxxxxx xxxxxxxxxxxxxxX..Xxxxxxxxxxxxxxx xxxxxxxxxxxxxxX..Xxxxxxxxxxxxxxx xxxxxxxxxxxxxxX..Xxxxxxxxxxxxxxx xxxxxxxxxxxxxXX..XXxxxxxxxxxxxxx xxxxxxxxxxxxXX....XXxxxxxxxxxxxx xxxxxxxxxxxXX......XXxxxxxxxxxxx XXXXXXXXXXXX...yy...XXXXXXXXXXXX @......XXXXX..yyyy..XXXXX......@ @......XXXXX..yyyy..XXXXX......@ XXXXX..XXXXX...yy...XXXXX..XXXXX xxxxX..XXXXX........XXXXX..Xxxxx xxxxXX..XXX..........XXX..XXxxxx xxxxxX..XX...XXXXXX...XX..Xxxxxx xxxxxXX.....XXxxxxXX.....XXxxxxx xxxxxxXX...XXxxxxxxXX...XXxxxxxx xxxxxxxXX...XXxxxxXX...XXxxxxxxx xxxxxxxxXX...XXXXXX...XXxxxxxxxx xxxxxxxxxXX..........XXxxxxxxxxx xxxxxxxxxxXXX......XXXxxxxxxxxxx xxxxxxxxxxxxXXXXXXXXxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: nicolae_twisting_strands DEPTH: D:10-, Depths, Elf TAGS: transparent extra decor SHUFFLE: '!/^;, cd/AB SUBST: '; : e., ! = x, ^ = ., x : x_, A = a, B = b SHUFFLE: abcde SUBST: a = v, d = m, e = x CLEAR: _ MAP xxxxxxxx!'a.@.d'!xxxxxxxx xxxxxxxx!'a...d'!xxxxxxxx xxxxxxxx!'.a.d.'!xxxxxxxx xxxxxxxx!'..a..'!xxxxxxxx xxxxxxxx!'.d.a.'!xxxxxxxx xxxxxxxx!'d...a'!xxxxxxxx xxxxxxxx!'d...a'!xxxxxxxx xxxxxxxx!'d...a'!xxxxxxxx !!!!!!!!!'.d.a.'!!!!!!!!! ''''''''''..d..'''''''''' aa...bbb...a.d...ccc...dd ..a.b...b.a...d.c...c.d.. @..b.....a.....c.....d..@ ..b.a...a.b...c.d...d.c.. bb...aaa...b.c...ddd...cc ''''''''''..b..'''''''''' !!!!!!!!!'.c.b.'!!!!!!!!! xxxxxxxx!'c...b'!xxxxxxxx xxxxxxxx!'c...b'!xxxxxxxx xxxxxxxx!'c...b'!xxxxxxxx xxxxxxxx!'.c.b.'!xxxxxxxx xxxxxxxx!'..c..'!xxxxxxxx xxxxxxxx!'.b.c.'!xxxxxxxx xxxxxxxx!'b...c'!xxxxxxxx xxxxxxxx!'b.@.c'!xxxxxxxx ENDMAP NAME: nicolae_wwwww DEPTH: D:8-, Depths, Elf TAGS: decor extra transparent SUBST: b : bcvmx MAP ............. ....b.....b.... ....bb.....bb.... ..b.bb..b.b..bb.b.. ..bb....bb.bb....bb.. ..bb..b.bb...bb.b..bb.. ......bb.........bb...... ...b.bb..b.....b..bb.b... ..bb....bb.....bb....bb.. .bb..b.bb..b.b..bb.b..bb. ....bb....bb.bb....bb.... ...bb....bb...bb....bb... ......................... ...bb....bb...bb....bb... ....bb....bb.bb....bb.... .bb..b.bb..b.b..bb.b..bb. ..bb....bb.....bb....bb.. ...b.bb..b.....b..bb.b... ......bb.........bb...... ..bb..b.bb...bb.b..bb.. ..bb....bb.bb....bb.. ..b.bb..b.b..bb.b.. ....bb.....bb.... ....b.....b.... ............. ENDMAP #### NAME: kennysheep_boxes TAGS: transparent decor no_pool_fixup DEPTH: D, Depths, !D:$, !Depths:$ : if crawl.coinflip() then SUBST: w : wl. SUBST: x : xcvb : else SUBST: x : t : if crawl.coinflip() then SUBST: . = W. : else KMONS: w = plant w:50 / bush / nothing w:100 : end : end MAP ......................... .wwwww.wwwww.wwwww.wwwww. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wwwww.wwwww.wwwww.wwwww. ......................... .wwwww.wwwww.wwwww.wwwww. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wwwww.wwwww.wwwww.wwwww. ......................... .wwwww.wwwww.wwwww.wwwww. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wwwww.wwwww.wwwww.wwwww. ......................... .wwwww.wwwww.wwwww.wwwww. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wxxxw.wxxxw.wxxxw.wxxxw. .wwwww.wwwww.wwwww.wwwww. ......................... ENDMAP #### NAME: kennysheep_path_1 TAGS: extra decor DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP cccccccFccccccc cwwwwwwHwwwwwwc cw...........wc cw...........wc cw..txxxxxt..wc cw..xxcccxx..wc cw..xcc ccx..wc +...xc cx..ED cw..xcc ccx..wc cw..xxcccxx..wc cw..txxxxxt..wc cw...........wc cw...........wc cwwwwwwHwwwwwwc cccccccFccccccc ENDMAP NAME: kennysheep_flooded_box TAGS: extra decor DEPTH: D, Depths SUBST: B : Bt : ks_random_setup(_G) MAP cccDccc ccwwEwwcc cwwwEwwwc cwwwEwwwc FHHHBHHHF cwww.wwwc cwww.wwwc ccww.wwcc ccc+ccc ENDMAP NAME: kennysheep_pointless_box TAGS: extra decor DEPTH: D, Depths : ks_random_setup(_G) MAP FccccccccccD cHwwwwwwwwEc cw........wc cw.txxxxt.wc cw.xxxxxx.wc cw.xxccxx.wc cw.xxccxx.wc cw.xxxxxx.wc cw.txxxxt.wc cw........wc c.wwwwwwwwHc +ccccccccccF ENDMAP NAME: kennysheep_minor_cross TAGS: extra decor DEPTH: D, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP cccDccc cwwEwwc cw...wc cw...wc cw...wc ccccccwx.xwcccccc cwwwwwwx.xwwwwwwc cw...xxt.txx...wc FH.............HF cw...xxt.txx...wc cwwwwwwx.xwwwwwwc ccccccwx.xwcccccc cw...wc cw...wc cw...wc cww.wwc ccc+ccc ENDMAP NAME: kennysheep_another_room TAGS: extra decor DEPTH: D, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP ccccDccc ccwwwEwwcc cww....wwc cw..xt..wc FH.txxx.wc cw.xxxt.HF cw..tx..wc cww....wwc ccww.wwwcc ccc+cccc ENDMAP NAME: kennysheep_nondescript TAGS: extra decor DEPTH: D, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP ccDc cFctEc c...wc c.wwwc c.wccc c+cc ENDMAP NAME: kennysheep_big_empty_room TAGS: extra decor DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP ccccFFcccc ccwwwHHwwwcc ccww......wwcc ccww........wwcc ccww..........wwcc ccww............wwcc cww....wwwwww....wwc cw....wtxxxxtw....wc cw....wxxxxxxw....wc +.....wxxxxxxw....ED +.....wxxxxxxw....ED cw....wxxxxxxw....wc cw....wtxxxxtw....wc cww....wwwwww....wwc ccww............wwcc ccww..........wwcc ccww........wwcc ccww......wwcc ccwwwHHwwwcc ccccFFcccc ENDMAP NAME: kennysheep_cross_room DEPTH: D:2-, Depths, !D:$, !Depths:$ TAGS: extra decor : ks_random_setup(_G) MAP ccccFFcccc ccwwwHHwwwcc ccww......wwcc ccww...xx...wwcc ccww....xx....wwcc ccww.....xx.....wwcc cww......xx......wwc cw......xxxx......wc cw.....xtxxtx.....wc +..xxxxxxxxxxxxxx.ED +..xxxxxxxxxxxxxx.ED cw.....xtxxtx.....wc cw......xxxx......wc cww......xx......wwc ccww.....xx.....wwcc ccww....xx....wwcc ccww...xx...wwcc ccww......wwcc ccwwwHHwwwcc ccccFFcccc ENDMAP NAME: kennysheep_cluttered_room TAGS: extra decor DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP cccFFFccc ccwwHHHwwcc ccwwx...xwwcc ccwwx.x.x.xwwcc ccwwx...x...xwwcc ccwwx.x.x.x.x.xwwcc ccwwx...x.t.x...xwwcc cwwx.x.x.x.x.x.x.xwwc cwx...x...x...x...xwc +..x.x.x.x.x.x.x.x.ED +...x.t.x.t.x.t.x..ED +..x.x.x.x.x.x.x.x.ED cwx...x...x...x...xwc cwwx.x.x.x.x.x.x.xwwc ccwwx...x.t.x...xwwcc ccwwx.x.x.x.x.xwwcc ccwwx...x...xwwcc ccwwx.x.x.xwwcc ccwwx...xwwcc ccwwHHHwwcc cccFFFccc ENDMAP NAME: kennysheep_cross_bottleneck TAGS: extra decor DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP cFFFc cHHHc cw.wc cw.wc cw.wc cw.wc cw.wc cw.wc cccccccccx.xccccccccc +.wwwwwwxx.xxwwwwwwED +.........t........ED +.wwwwwwxx.xxwwwwwwED cccccccccx.xccccccccc cw.wc cw.wc cw.wc cw.wc cw.wc cw.wc cHHHc cFFFc ENDMAP NAME: kennysheep_donut TAGS: extra decor DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP cccFFFccc cct.....tcc cc.........cc cc...........cc cc...wwwxwww...cc cc...wwxxxxxww...cc cc...wwxxcccxxww...cc ct..wwxxcc ccxxww..tc c...wxxcc ccxxw...c +...wxcc ccxw...D +...xxc cxx...D +...wxcc ccxw...D c...wxxcc ccxxw...c ct..wwxxcc ccxxww..tc cc...wwxxcccxxww...cc cc...wwxxxxxww...cc cc...wwwxwww...cc cc...........cc cc.........cc cct.....tcc cccFFFccc ENDMAP NAME: kennysheep_nub TAGS: extra decor DEPTH: D:2-, Depths, !D:$, !Depths:$ : ks_random_setup(_G, true) MAP ccccc ccxxxcc ccwwtwwcc cww...wwc cw.....wc c@.....@c ENDMAP NAME: kennysheep_crisscross TAGS: extra decor DEPTH: D, Depths : ks_random_setup(_G, true) MAP .x.x.x.x.x.x. .t...t...t...t. x.x.x.x.x.x.x.x ...t...t...t... x.x.x.x.x.x.x.x .t...t...t...t. x.x.x.x.x.x.x.x ...t...t...t... x.x.x.x.x.x.x.x .t...t...t...t. x.x.x.x.x.x.x.x ...t...t...t... x.x.x.x.x.x.x.x .t...t...t...t. .x.x.x.x.x.x. ENDMAP NAME: kennysheep_doodads TAGS: extra decor DEPTH: D, Depths : ks_random_setup(_G, true) MAP .x. ..xtx.. .x..x..x. ..xtx...xtx.. .x..x..x..x..x. xtx...xtx...xtx .x..x..x..x..x. ...xtx...xtx... .x..x..x..x..x. xtx...xtx...xtx .x..x..x..x..x. ..xtx...xtx.. .x..x..x. ..xtx.. .x. ENDMAP NAME: kennysheep_decorative_pillar TAGS: extra decor transparent DEPTH: D, Depths, !D:$, !Depths:$ : ks_random_setup(_G, true) MAP ...xtx.... .....x...... .............. ..x..........x.. ..xx..........xx.. .................... .......wwwwww....... ......wwccccww...... ......wccccccw.....x x.....wccccccw....xt tx....wccccccw.....x x.....wccccccw...... ......wwccccww...... .......wwwwww....... .................... ..xx..........xx.. ..x..........x.. .............. ......x..... ....xtx... ENDMAP NAME: nicolae_two_hexagons DEPTH: D:8-, Depths TAGS: transparent extra decor SHUFFLE: ABCDEF, GHIJK, LMNOPQ, RSTUVW SUBST: AGMNOPQSTUVW = ., BCDEFHIJKLR = x MAP ...... ...... .......... .......... ......cc..........cc...... ......BBccCC......KKccJJ...... ....BBBBMMCCCC..KKKKSSJJJJ.... ..ccBB..MM..CCccKK..SS..JJcc.. ..ccLL..MM..NNccRR..SS..TTcc.. ..AALLLLMMNNNNDDRRRRSSTTTTII.. ..AA..LLccNN..DD..RRccTT..II.. ..AA..QQccOO..DD..WWccUU..II.. ..AAQQQQPPOOOODDWWWWVVUUUUII.. ..ccQQ..PP..OOccWW..VV..UUcc.. ..ccFF..PP..EEccGG..VV..HHcc.. ....FFFFPPEEEE..GGGGVVHHHH.... ......FFccEE......GGccHH...... ......cc..........cc...... .......... .......... ...... ...... ENDMAP ##################################################################### # # <<2>> Inaccessible items # Various vaults themed around inaccessible items. No monsters, # but perils (water, lava, traps) are okay. # ##################################################################### NAME: corner_web_ring TAGS: extra DEPTH: D, Depths, Elf, Crypt KFEAT: d = web KITEM: d = any jewellery MAP xxxxxxx xd....@ x.xxxxx x.x x.x x.x x@x ENDMAP NAME: feat_on_display DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass_rare allow_dup KPROP: ? = no_rtele_into SUBST: ? = TUl TAGS: no_monster_gen no_item_gen MAP ..... .mmm. .m?m. .mmm. ..... ENDMAP NAME: item_on_display_a DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass_rare allow_dup WEIGHT: 9 KPROP: % = no_rtele_into SUBST: % = %%%* TAGS: no_monster_gen no_item_gen MAP ..... .mmm. .m%m. .mmm. ..... ENDMAP NAME: item_on_display_b DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass_rare allow_dup WEIGHT: 1 KPROP: * = no_rtele_into SUBST: * = ***| TAGS: no_monster_gen no_item_gen MAP ..... .nnn. .n*n. .nnn. ..... ENDMAP # Identical in feature and content to item_on_display_b, only that it # contains within an unseen horror, by due. NAME: unseen_surprise_small WEIGHT: 1 TAGS: serial_glass_rare allow_dup no_wall_fixup DEPTH: D:8-, Depths, Elf, Crypt KPROP: a = no_rtele_into KMONS: a = generate_awake unseen_horror KITEM: a = | / * MAP ..... .mmm. .mam. .mmm. ..... ENDMAP # Unseen surprise! by due (and dpeg). NAME: due_unseen_surprise DEPTH: D, Depths, Elf, Crypt TAGS: serial_glass_rare allow_dup no_wall_fixup luniq KPROP: ab = no_rtele_into : if you.absdepth()<11 or crawl.random2(27)>you.absdepth() then SUBST: a = % SUBST: b = %** : else KFEAT: a = . KFEAT: b = . # Two versions for loot. : if crawl.coinflip() == 0 then KITEM: a = * / % KITEM: b = * : else KITEM: a = % / | w:1 KITEM: b = | : end # Expected value of unseen horrors depends on depth: : local wt = (you.absdepth()-10) * (you.absdepth()-10) : kmons("a = generate_awake unseen horror w:" .. wt .. " / nothing w:40") KMONS: b = generate_awake unseen horror : end MAP ........@ ......... ..mmmmm.. ..maaam.. ..mabam.. ..maaam.. ..mmmmm.. ......... ......... ENDMAP # Don't you wish you knew apportation? NAME: baited_tele_trap DEPTH: D, Depths, Orc, Elf, Lair, Swamp, Shoals, Snake, Spider, Vaults, Crypt, Zot KITEM: ^ = any good_item, any good_item/nothing, any good_item/nothing KFEAT: ^ = permanent teleport trap MAP ^ ENDMAP # Not hard to obtain as is, but requires getting shafted. NAME: minmay_item_behind_shaft TAGS: extra DEPTH: D:2-, !D:$, Depths, !Depths:$ KFEAT: S = shaft trap MAP xxxxx ..S%x xxxxx ENDMAP NAME: minmay_statues_item TAGS: extra DEPTH: D, Depths KPROP: % = no_rtele_into MAP ..... .GcG. .c%c. .GcG. ..... ENDMAP # Another somewhat-hard-to-obtain item NAME: min_item_tele_traps TAGS: extra DEPTH: D:2-, Depths KFEAT: ! = known permanent teleport trap MAP ..... .v!v. .!*!. .v!v. ..... ENDMAP NAME: corexii_item_surrounded_by_moat DEPTH: D:1-7 TAGS: no_pool_fixup no_monster_gen no_item_gen allow_dup extra KPROP: % = no_rtele_into MAP ..... .www. .w%w. .www. ..... ENDMAP NAME: water_maze_lemuel TAGS: no_pool_fixup uniq_water_maze_lemuel WEIGHT: 5 ITEM: ring of teleportation / scroll of teleportation q:3 DEPTH: D:5-, Depths MAP wwwwwwwww wwcccccccww wwccwwwwwccww wwccwwcccwwccww wccwwccwccwwccw wcwwccwwwccwwcw wcwcc*wcwwccwcw wcwc*d*ccwwcwcw wcwcc*ccwwccwcw wcwwcccwwccwwcw wccwwccwccwwccw wwccwwcwcwwccww wwccwwwcwccww wwcccccwcww wwwwwwwww ENDMAP NAME: water_boxes_lemuel TAGS: no_pool_fixup uniq_water_maze_lemuel WEIGHT: 5 DEPTH: D:5-, Depths, Swamp KMONS: * = fungus KFEAT: * = * NSUBST: a = 1:+ / *:x NSUBST: b = 1:+ / *:x NSUBST: c = 1:+ / *:x NSUBST: d = 1:+ / *:x MAP wwwwwwww wwwwwwwwww wwxaxwwxbxww wwa*awwb*bww wwxaxwwxbxww wwwwwwwwwwww wwwwwwwwwwww wwxdxwwxcxww wwd*dwwc*cww wwxdxwwxcxww wwwwwwwwww wwwwwwww ENDMAP # Transporter accident (mumra) NAME: mumra_transporter_accident TAGS: extra WEIGHT: 1 DEPTH: D:5-, Depths, Lair, Elf, !Elf:$, Orc SUBST: X = m. : dgn.delayed_decay(_G,'B', 'human skeleton') KITEM: A : wand of teleportation charges:0 / wand of digging charges:0 # Prevent random teleportation getting you stuck KPROP: AB = no_rtele_into KFEAT: AB = floor MAP .... .XXXX. .XmmmmX. .XmmmmmmX. .XmmABmmX. .XmmmmmmX. .XmmmmX. .XXXX. .... ENDMAP #################################################################### # # <<3>> Supply closet vaults # (vaults with items and no risk). # #################################################################### NAME: supply_closet_lemuel DEPTH: D:1-9 TAGS: no_monster_gen extra ITEM: bread ration / meat ration / arrow /\ bolt / spear / any potion w:5 MAP x+xx xddx xddx xxxx ENDMAP NAME: minmay_bad_closet TAGS: extra DEPTH: D:2-12 : if you.absdepth() > 4 then ITEM: scroll of immolation / potion of degeneration / potion of decay / \ potion of poison : else ITEM: scroll of random uselessness / potion of degeneration / potion of poison : end MAP xxxx xddx xddx xx+x ENDMAP NAME: minmay_variable_closet TAGS: extra DEPTH: D:9-, Depths ITEM: any weapon, any missile, any armour, any food, any scroll ITEM: any jewellery, any potion, any book SUBST: $ : $ZYXW SUBST: $ : $%defghijk SUBST: W = $%defghijk SUBST: Z = def SUBST: Y = hj SUBST: X = ik MAP x+xx x$$x x$$x xxxx ENDMAP NAME: library_closet DEPTH: D:9-, Depths, Elf, Crypt, Snake, Orc TAGS: extra WEIGHT: 5 ITEM: any book w:20 / any scroll / nothing MAP x+xx xddx xddx xxxx ENDMAP NAME: eino_small_chamber_without_monster TAGS: allow_dup extra ruin_lair ruin_abyss DEPTH: D:4-, Depths, Lair, Abyss MAP xxxxx xx...xx x..*..x x.....x xx...xx x...x ENDMAP NAME: eino_tiny_chamber TAGS: allow_dup extra DEPTH: D:2-, Depths, Elf, Crypt MAP xxxxx x...x x.*.+ x...x xxxxx ENDMAP NAME: nrook_loot_triangle TAGS: extra DEPTH: D, Depths, Elf, Snake, Dis MAP v vvv vv.vv vv.*.vv vvvv@vvvv ENDMAP NAME: minmay_gold_behind_plants TAGS: extra no_monster_gen DEPTH: D, Depths MONS: plant MAP 11111 1$$$1 1$$$1 1$$$1 11111 ENDMAP NAME: corexii_mini_fake_secret_closet DEPTH: D:4-, Depths WEIGHT: 1 TAGS: no_monster_gen no_item_gen allow_dup extra NSUBST: + = 1:+ / *:x, = = 1:+ / *:x SUBST: d = %%%., e = **%. MAP xxxxxxx +dd=eex xdd=eem@ xxxxxxx ENDMAP NAME: evilmike_butchery TAGS: no_item_gen DEPTH: D:9-, Depths SUBST: . = ..", X = xxB KPROP: "B = bloody SUBST: " = ., B = x NSUBST: . = 5:d / 10=d. / 2:e / 1:e. / *=.f ITEM: beef jerky / w:5 minotaur chunk : dgn.delayed_decay(_G, 'e', 'minotaur corpse') ITEM: hand axe SUBST: ' = . MAP xxxxxxxxx xXXXXXXXx xX.....Xx xX.....Xx +'.....Xx xX.....Xx xX.....Xx xXXXXXXXx xxxxxxxxx ENDMAP NAME: dk_vineyard_1 DEPTH: D:2-12 WEIGHT: 4 TAGS: no_item_gen no_monster_gen uniq_vineyard extra ITEM: fruit q:1 / fruit q:5 NSUBST: . = 6:d KFEAT: w = shallow_water FTILE: .d = floor_moss / floor_grass / floor_dirt COLOUR: .d = green MAP xxxxxxxxx xwwwwwwwx xw.....wx xw.....wx xw.....w+ xw.....wx xw.....wx xw.....wx xwwwwwwwx xxxxxxxxx ENDMAP NAME: dk_vineyard_2 DEPTH: D:2-12 WEIGHT: 4 TAGS: no_item_gen no_monster_gen uniq_vineyard extra ITEM: fruit q:1 / fruit q:5 NSUBST: . = 4:d KFEAT: w = shallow_water FTILE: .d = floor_moss / floor_grass COLOUR: .d = green MAP xxxxxxxx x......x x.wwww.+ x......x xxxxxxxx ENDMAP NAME: dk_vineyard_3 DEPTH: D:2-12 WEIGHT: 4 TAGS: no_item_gen no_monster_gen uniq_vineyard extra ITEM: fruit q:1 / fruit q:5 NSUBST: . = 4:d NSUBST: : = 5:. / *:' KFEAT: w = shallow_water FTILE: .d = floor_moss / floor_grass COLOUR: .d = green FTILE: ' = floor_normal MAP ::..:: :..ww. :.ww.: .ww..: :.ww.. .ww... :...:: ENDMAP # Wand duel gone wrong. NAME: nicolae_wand_duel DEPTH: D:6- WEIGHT: 1 KITEM: d = wand of disintegration charges:0 ident:all TAGS: no_hmirror no_vmirror no_monster_gen no_item_gen extra SUBST: a = a A:4, b = b B:4 KPROP: ABd = bloody SUBST: A = a, B = b NSUBST: a = 5:c / *:. , b = 5:c / *:. : dgn.delayed_decay(_G, 'c', 'human chunk q:1') MAP aaa.....bbb aaaaa...bbbbb aaaaaaa.bbbbbbb aaadaaa.bbbdbbb aaaaaaa.bbbbbbb aaaaa...bbbbb aaa.....bbb ENDMAP NAME: mrwooster_statue_mirror TAGS: no_item_gen no_monster_gen extra luniq decor DEPTH: D:2-12 NSUBST: a : 3:% / *:. MAP ........... ..x..G..x.. ..xxaaaxx.. ..xxxxxxx.. ..xxaaaxx.. ..x..G..x.. ........... ENDMAP NAME: nicolae_benzene_ring DEPTH: D:6-, Depths NSUBST: d = d / . ITEM: any ring TAGS: transparent extra decor MAP xxxxxxxxxx...xxxxxxxxxx xxxxxxxx...x...xxxxxxxx xxxxxx...xxxxx...xxxxxx xxxx.d.x...xxxxx...xxxx xx...xxxxx...xxxxx...xx ...x.xxxxxxx...xxxxx... x.xxx.xxxxxxxxxd..xxxxx.x x.xxx.xxxxxxxxxxx...xxx.x x.xxx.xxxxxxxxxxxxx...x.x x.xxx.xxxxxxxxxxxxxxx...x x.xxx.xxxxxxxxxxxxxxxxx.x x.xxxdxxxxxxxxxxxxxxxxxdx x.xxx.xxxxxxxxxxxxxxxxx.x x.xxx.xxxxxxxxxxxxxxx...x x.xxx.xxxxxxxxxxxxx...x.x x.xxx.xxxxxxxxxxx...xxx.x x.xxx.xxxxxxxxxd..xxxxx.x ...x.xxxxxxx...xxxxx... xx...xxxxx...xxxxx...xx xxxx.d.x...xxxxx...xxxx xxxxxx...xxxxx...xxxxxx xxxxxxxx...x...xxxxxxxx xxxxxxxxxx...xxxxxxxxxx ENDMAP NAME: nicolae_straight_to_the_point DEPTH: D:8-, !D:$ TAGS: no_item_gen KITEM: >i = any / any good_item / star_item w:1 / $ / $ good_item w:1 KFEAT: > = > NSUBST: a = @ / . CLEAR: _ MAP @........ ........@ ..c...... ......c.. .ccc...c. .c...ccc. ..ccc.cc. .cc.ccc.. ...ccccc. .ccccc... ....cccc. .cccc.... ...ccccc. .ccccc... ..cccccc. .cccccc.. ......... ......... _ _ ..aaa.. .cxxxc. .xiiix. .xi>ix. .xiiix. .cxxxc. ....... _ _ ......... ......... ..cccccc. .cccccc.. ...ccccc. .ccccc... ....cccc. .cccc.... ...ccccc. .ccccc... ..ccc.cc. .cc.ccc.. .ccc...c. .c...ccc. ..c...... ......c.. @........ ........@ ENDMAP NAME: nicolae_zen_rock_garden TAGS: no_monster_gen no_trap_gen no_item_gen extra decor DEPTH: D:4-12 SUBST: Q = TPW, T = tP, P = p'', Y = W', Z = tW, ' = ':13 r:1 FTILE: tp'r = floor_sand KMONS: p = plant KITEM: r = stone q:1 / large rock q:1 w:5 KITEM: s = pair of boots KFEAT: ' = . MAP xxxxxxxxxxxxxxxxxxxxxx xtttttttttttT''x.....x xttTTTttttTT'''+.....x xtTPPPTTTT''''Px.....x xtTP''''''''PTTxxx+xxx xtTP'''''''PTttxx...xx xtTP'''PP'''Tttxxx+xxx xttTPPPTTP'''QZx....sx xtttTTTttTP''WWx.....+ xttttttttttZWWWx.....x xxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: dk_noncrumbling_1 TAGS: extra decor DEPTH: D, Depths, Elf MAP xxxxxxxxxxxxxxxxxxxxxxxx xxxGxGxGxGxGxGxGxGxGxGxx x*.....................+ xxxGxGxGxGxGxGxGxGxGxGxx xxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: dk_noncrumbling_2 TAGS: extra decor DEPTH: D, Depths, Elf MAP xx+xx xx.xx xG.Gx xx.xx xG.Gx xx.xx xG.Gx xx.xx xG.Gx xxxxxxxxx.xxxxxxxxxxx xxGxGxGxx.xxGxGxGxGxx +........*..........+ xxGxGxGxx.xxGxGxGxGxx xxxxxxxxx.xxxxxxxxxxx xG.Gx xx.xx xG.Gx xx.xx xG.Gx xx.xx xG.Gx xx.xx xx+xx ENDMAP NAME: dk_noncrumbling_3 TAGS: extra decor DEPTH: D, Depths, Elf MAP xx+xx xx...xx xx.....xx xx.G...G.xx xx.G.....G.xx x...G...G...x +.....*.....+ x...G...G...x xx.G.....G.xx xx.G...G.xx xx.....xx xx...xx xx+xx ENDMAP NAME: dk_noncrumbling_4 TAGS: extra decor DEPTH: D, Depths, Elf MAP xx+xx xxG.Gxx xxG...Gxx xxG.....Gxx xxG.......Gxx xG.........Gx +.....*.....+ xG.........Gx xxG.......Gxx xxG.....Gxx xxG...Gxx xxG.Gxx xx+xx ENDMAP NAME: kennysheep_small_spiral TAGS: extra decor DEPTH: D, Depths, !D:$, !Depths:$ : ks_random_setup(_G) MAP ccccccccccFcc cwwwwwwwwwHwc +..........wc cwxxxxxxxx.wc cw.......x.wc cw.xxxxx.x.wc cw.x..*x.x.wc cw.x.xtx.x.wc cw.x.xxx.x.wc cw.x.....x.wc cw.xxxxxxx.wc cw.........ED cwHwwwwwwwwwc ccFcccccccccc ENDMAP NAME: bh_chokoban TAGS: extra decor no_exits TAGS: no_rotate no_hmirror no_vmirror DEPTH: D:2-, !D:$, Depths:2-, !Depths:$, Lair:2-, !Lair:$ ITEM: fruit q:1 MAP cccccc ccccc c....c c...c c.d..cccc.d.c c.d......d..c c..ccc)cccd.c cccccccccc.ccc c.....(c.....c c..cccccd....c cc.c c.d...c c.ccccc.d...c c......d.d..c c%%cccccccccc cccc ENDMAP ########################################################################## # # <<4>> Fog generator vaults. # Most of these are very dangerous. But no monsters. # # Many of these vaults rely on status to halt autoexplore. If a dangerous # fog has been spotted by the player, autoexclusions will be placed. Note # that you may use some of these vaults to kill monsters, but there's some # risk involved and you won't get experience. # ########################################################################## NAME: lemuel_flamethrower_3 DEPTH: D:12-, Depths, Elf, Geh, Abyss TAGS: allow_dup ruin_abyss MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 20, pow_max = 40, delay = 150, \ size = 2, walk_dist = 0, spread_rate= 75 } COLOUR: * = red SUBST: * = . : if you.branch() == "Geh" then TAGS: transparent extra : end MAP ..... cc.cc cc.cc cc.cc c*c ccc c ENDMAP NAME: lemuel_flamethrower_2 DEPTH: D:5-, Depths, Elf, Geh, Abyss TAGS: ruin_abyss MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 20, pow_max = 40, delay_min = 100, delay_max=200, \ size = 2, walk_dist = 0, spread_rate= 75 } COLOUR: n = red SUBST: * = . : if you.branch() == "Geh" then TAGS: transparent extra : end MAP ........... .xxxx.xxxx. .xxxx.xxxx. .xxxx*xxxx. .xxxnnnxxx. ...*nGn*... .xxxnnnxxx. .xxxx*xxxx. .xxxx.xxxx. .xxxx.xxxx. ........... ENDMAP NAME: lemuel_flamethrower_1 DEPTH: D:5-, Depths, Elf, Geh TAGS: layout_rooms layout_city MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 20, pow_max = 40, delay = 150, \ size = 2, walk_dist = 0, spread_rate= 75 } COLOUR: * = red SUBST: * = . : if you.branch() == "Geh" then TAGS: transparent extra : end MAP xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxGxxxxxx ............. @...........@ ............. xxxxxx.xxxxxx xxxxxx.xxxxxx xxxxxx.xxxxxx xxxxxx*xxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx ENDMAP # Little wisps of steam around the lava, and then occasionally a big # eruption. No warning needed here - the steam does very little damage. NAME: lemuel_old_faithful DEPTH: D, Depths, Lair, Geh TAGS: uniq_geyser no_monster_gen MONS: nothing,nothing MARKER: 1 = lua:fog_machine { cloud_type="steam", \ pow_min = 2, pow_max = 5, delay = 25, \ size = 2, walk_dist = 3, spread_rate= 10 } MARKER: 2 = lua:fog_machine { cloud_type="steam", \ pow_min = 10, pow_max = 20, delay = 750, \ size = 10, walk_dist = 1, spread_rate= 75 } SUBST: 1 = l, 2 = l SUBST: l = l w:20 SUBST: ? : w. , ! : w. , & : w. : if you.branch() == "Geh" then TAGS: transparent extra : end MAP .......?....... ......&?....... .......??...... ..&&&&???...... &&&&?wwwww..... &&?wwwwwwwww&&. .wwwwwlwwwwwww& ..&wwl1lwwwww&& ...wwwl2lwww&&. ....wwwlww&&... ..!!wwwww...... ..!!!www....... .!!!!w!.....!.. ..!!!w.....!!!. ...!!.......!!. ENDMAP NAME: lemuel_another_geyser DEPTH: D, Depths, Lair TAGS: uniq_geyser no_monster_gen layout_rooms MONS: nothing,nothing MARKER: 1 = lua:fog_machine { cloud_type="steam", \ pow_min = 2, pow_max = 5, delay = 25, \ size = 3, walk_dist = 3, spread_rate= 20 } MARKER: 2 = lua:fog_machine { cloud_type="steam", \ pow_min = 15, pow_max = 30, delay = 750, \ size = 12, walk_dist = 1, spread_rate= 99 } SUBST: 1 = l, 2 = l SUBST: l = lw SUBST: ? : wlx MAP ....... ....www.... ...wwwww... xxxxxwxxxxx xxxxxwwxxxx xxxxxxxwxxx xxxxxxxwxxx xx??xxwxxxx xx??lw1wxxx xxxxxlwwwxx xxxxxl2xxxx xxxxxxxxxxx ENDMAP NAME: lemuel_nasty_fountain DEPTH: D:11-, Depths, Crypt, Tar TAGS: allow_dup MARKER: Y = lua:fog_machine { cloud_type = "foul pestilence", \ pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \ size = 2, walk_dist = 1, spread_rate= 33 } : if you.branch() == "Tar" then TAGS: extra : end MAP Y ENDMAP NAME: lemuel_flame_loot_1 TAGS: no_rtele_into DEPTH: D, Depths, Elf, Zot ITEM: nothing SUBST: * = *. SUBST: * : *$ NSUBST: @ = 2:@ / *:@. MARKER: d = lua:fog_machine { cloud_type = "flame", \ pow_min = 10, pow_max = 10, delay = 10, \ size = 2, walk_dist = 0, spread_rate= 0 } SUBST: ' = . : if you.branch() == "Zot" then TAGS: extra : end MAP ccccc.@.ccccc ccccc'''ccccc ccccc'd'ccccc ccccc'''ccccc ccccc...ccccc .'''.***.'''. @'d'.***.'d'@ .'''.***.'''. ccccc...ccccc ccccc'''ccccc ccccc'd'ccccc ccccc'''ccccc ccccc.@.ccccc ENDMAP NAME: lemuel_freeze_loot_1 DEPTH: D:12-, Depths, Crypt SUBST: * : **$ SUBST: * = **| NSUBST: N = 1:+ / *:n MONS: nothing, nothing, nothing, nothing SHUFFLE: 1234 MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 85, \ size = 2, walk_dist = 2, spread_rate= 20 } MARKER: 2 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 95, \ size = 2, walk_dist = 2, spread_rate= 20 } MARKER: 3 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 105, \ size = 2, walk_dist = 2, spread_rate= 20 } MARKER: 4 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 115, \ size = 2, walk_dist = 2, spread_rate= 20 } SUBST: 1=w, 2=w, 3=w, 4=w MAP .wwwww. .wwwwwwwww. wwwww1wwwww .wwcnnNnncww. wwwn..F..nwww ww2N.***.nwww wwwn.***.N4ww wwwn..F..nwww .wwcnnNnncww. wwwww3wwwww .wwwwwwwww. .wwwww. ENDMAP # No safe path in this one -- just got to take your chances! NAME: lemuel_flames_and_gold DEPTH: Depths WEIGHT: 2 TAGS: no_item_gen ITEM: nothing, nothing, nothing NSUBST: . = 4:d / 4:e / 4:f / *:. MARKER: d = lua:fog_machine { cloud_type = "flame", \ pow_min = 2, pow_max = 4, delay = 29, start_clouds = 1, \ size = 2, walk_dist = 2, spread_rate= 0 } MARKER: e = lua:fog_machine { cloud_type = "flame", \ pow_min = 2, pow_max = 4, delay = 31, start_clouds = 1, \ size = 2, walk_dist = 2, spread_rate= 0 } MARKER: f = lua:fog_machine { cloud_type = "flame", \ pow_min = 2, pow_max = 4, delay = 37, start_clouds = 1, \ size = 2, walk_dist = 2, spread_rate= 0 } MAP ............. ............. ............. ............. ......$...... .....$$$..... ....$$G$$.... .....$$$..... ......$...... ............. ............. ............. ............. ENDMAP # No item generation for the sake of autoexplore. NAME: lemuel_flamethrower_hall DEPTH: D:9-, Depths, Elf, Geh, Abyss TAGS: layout_rooms layout_city no_item_gen ruin_abyss MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 25, pow_max = 50, delay = 150, \ size = 3, walk_dist = 0, spread_rate= 40 } COLOUR: * = red SUBST: * = . SUBST: $ : $$*|.c : if you.branch() == "Geh" then TAGS: extra : end MAP ccccccccccccccccccccccc ccxxx*xxxxx*xxxxx*xxxxc Gcxxx.xxxxx.xxxxx.xxxxc ccccc.ccccc.ccccc.ccccc c.................+$$$c +.................+$$$c c.................+$$$c cc.ccccc.ccccc.cccccccc Gc.xxxxx.xxxxx.xxxxxxxc cc*xxxxx*xxxxx*xxxxxxxc ccccccccccccccccccccccc ENDMAP # A poor man's Radiant Cavern (1KB) # # Without an amulet of rMut, in my tests, the cost was 4-6 bad # mutations -- certainly not worth most of the loot. With rMut, # it's still a gamble. NAME: kilobyte_mutagenic_chamber DEPTH: Depths, Elf, Abyss TAGS: ruin_abyss MARKER: U = lua:fog_machine { cloud_type = "mutagenic fog", \ pow_min = 10, pow_max = 30, delay = 5, \ size = 4, walk_dist = 0, spread_rate= 0 } MAP ccccccccc cvvvvvvvc cv.|||.vc cv.nnn.vc cv.U.U.vc cvn...nvc cv.....vc cv.nnn.vc cv.....vc cvvv+vvvc ENDMAP NAME: nrook_campfire TAGS: transparent extra decor DEPTH: D, Depths MARKER: P = lua:fog_machine { cloud_type = "flame", \ pow_min = 10, pow_max = 10, delay = 5, \ size = 1, walk_dist = 0, start_clouds = 1 } MAP ........ ..ttttt. .ttmmmt.. .ttmPmtt. .ttmmmtt. .tttttt.. ....... ENDMAP ####################################################################### # # <<5>> Classical minivaults # All of these are 12x12, almost all are ancient. # This section is separate for nostalgic reasons. # ####################################################################### NAME: minivault_1 TAGS: transparent allow_dup extra ruin_abyss DEPTH: D:4-, Depths, Abyss MAP ............ ..xxxx+xxx.. .xG..x...Gx. .x....x...x. .x...x....x. .xx.x*x.x.+. .+.x.x*x.xx. .x....x...x. .x...x....x. .xG...x..Gx. ..xxx+xxxx.. ............ ENDMAP NAME: minivault_4 TAGS: transparent allow_dup extra ruin_abyss decor DEPTH: D, Elf, Crypt, Abyss MAP ............ ....xwxx.... ..xxxwwxwx.. ..xwwwwwwx.. .xwwxwwxwxx. .xwwwwwwwwx. .xwwxwwwxww. .xxwwwwwwxx. ..wwwwxwwx.. ..xxxwwxxw.. ....xxww.... ............ ENDMAP NAME: minivault_5 TAGS: transparent allow_dup extra ruin_abyss DEPTH: D, Elf, Crypt, Abyss MAP ............ .x.xxxxxxxx. .x.x......x. .x.x.xxxx.x. .x.x.x**x.x. .x.x.x**x.x. .x.x.xx.x.x. .x.x....x.x. .x.xxxxxx.x. .x........x. .xxxxxxxxxx. ............ ENDMAP # Modified for DCSS 0.8, as 16 good items on D:1 is too good. -dpeg NAME: minivault_10 DEPTH: D:6-, Depths, !Depths:$ SUBST: * = %:30 * |:1 TAGS: extra MAP xxxx xxxx x**x x**x x**+..+**x xx+x..x+xx ...... ...... xx+x..x+xx x**+..+**x x**x x**x xxxx xxxx ENDMAP # Multicoloured onion NAME: minivault_11 DEPTH: D, Depths, Elf, Crypt, Lair, Abyss TAGS: transparent extra ruin_abyss ruin_lair decor SHUFFLE: bcv MAP ............ .+xxxxxxxx+. .x........x. .x.+cccc+.x. .x.c....c.x. .x.c.bb.c.x. .x.c.bb.c.x. .x.c....c.x. .x.+cccc+.x. .x........x. .+xxxxxxxx+. ............ ENDMAP # Water cross NAME: minivault_14 TAGS: transparent allow_dup extra decor MAP ............ .wwwww.wwww. .wwwww.wwww. .wwwww.wwww. .wwwww.wwww. .......wwww. .wwww....... .wwww.wwwww. .wwww.wwwww. .wwww.wwwww. .wwww.wwwww. ............ ENDMAP NAME: minivault_19 TAGS: transparent allow_dup extra ruin_lair ruin_abyss decor DEPTH: D, Elf, Crypt, Lair, Abyss MAP ............ .xx......xx. .xxx....xxx. ..xxx..xxx.. ...xxxxxx... ....xxxx.... ....xxxx.... ...xxxxxx... ..xxx..xxx.. .xxx....xxx. .xx......xx. ............ ENDMAP NAME: minivault_21 TAGS: transparent allow_dup extra DEPTH: D:8-, !D:$, Depths:2-, !Depths:$ MAP ............ ..xxxxxxxx.. .x........x. .x.ccnccc.x. .x.c|....|c.x. .x.cccncc.x. .x........x. ..xxxxxxxx.. ............ ENDMAP NAME: minivault_22 TAGS: transparent allow_dup extra ruin_abyss DEPTH: D:6-, Depths, !Depths:$, Abyss SUBST: $ : $ *:5 SUBST: ~ : . +:2 MAP ............ .....xx..... ...xxxxxx... ..x~x..x~x.. ..xx.xx.xx.. .xx.x$$x.xx. .xx.x$$x.xx. ..xx.xx.xx.. ..x~x..x~x.. ...xxxxxx... .....xx..... ............ ENDMAP NAME: minivault_23 TAGS: transparent allow_dup extra ruin_lair ruin_abyss decor DEPTH: D, Elf, Crypt, Lair, Abyss MAP 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. .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 x.x.x.x.x.x. .x.x.x.x.x.x ENDMAP NAME: minivault_24 TAGS: transparent allow_dup extra ruin_lair ruin_abyss decor DEPTH: D, Elf, Crypt, Lair, Abyss MAP ............ ....xxxx.... ....xxxx.... ....xxxx.... .xxxx.x.xxx. .xxx.x.xxxx. .xxxx.x.xxx. .xxx.x.xxxx. ....xxxx.... ....xxxx.... ....xxxx.... ............ ENDMAP NAME: minivault_25 TAGS: transparent allow_dup extra ruin_lair ruin_abyss decor DEPTH: D, Elf, Crypt, Lair, Abyss SHUFFLE: XY SUBST: X=x, Y=+ MAP ............ .xxXxxxxxxx. .x........x. .x........Y. .x........x. .x........x. .x........x. .x........x. .Y........x. .x........x. .xxxxxxxXxx. ............ ENDMAP NAME: minivault_26 TAGS: transparent allow_dup extra ruin_lair ruin_abyss decor DEPTH: D, Elf, Crypt, Lair, Abyss MAP c..........c .c...cc...c. ..c..cc..c.. ...c....c... ....c..c.... .cc..cc..cc. .cc..cc..cc. ....c..c.... ...c....c... ..c..cc..c.. .c...cc...c. c..........c ENDMAP NAME: minivault_27 TAGS: transparent allow_dup extra ruin_lair ruin_abyss decor DEPTH: D, Elf, Crypt, Lair, Abyss MAP ............ .x.xxxxxxxx. .x........x. .xxxxxxxx.x. .x........x. .x.xxxxxxxx. .x........x. .xxxxxxxx.x. .x........x. .x.xxxxxxxx. ............ ENDMAP