############################################################################## # mini.des: This is the place where minivaults should go. These are defined # without any ORIENT line. Vaults with ORIENT lines are stored in # either float.des or large.des. # # All maps dealing with the Vault branch system, including Vaults:8 # reside in vaults.des. ############################################################################### ############################################################################## # Some notes on minivaults for designers: # # *Cannot* place 8,9 or 0 monsters in branch vaults which neither use the # normal mons_level function or are around level 35, or generation will crash. # # Minivaults were traditionally drawn after rotating the vault by 90 degrees # anticlockwise. Under the new dungeon vault handling, the map may be freely # rotated and mirrored to any position (20061105). # # Minivaults were traditionally 12x12 (hardcoded limitation in dungeon.cc). # Under the new rules they can be any size, but the smaller the better. I'd # recommend no larger than 35x30 or so. # # Minivaults must NOT have an ORIENT: attribute. Including an ORIENT: attribute # makes the map a normal vault, and mayhem can result. # ############################################################################### # Default depth for minivaults. If your minivault is suitable for one of the # branches, add it via DEPTH: Lair or similar. default-depth: D:8-27 ############################################################################## # Minivault balancer # NAME: mini_dummy DEPTH: 1-50, !D:1-27 TAGS: dummy WEIGHT: 90 MAP . ENDMAP ########################################################################### # Small areas with translucent rock (glass) columns which you can duck # behind, but still see the monster you're ducking from (and they can # still see you) # NAME: glass_columns_a DEPTH: D, Elf, Crypt TAGS: extra luniq_mini WEIGHT: 5 MAP ..... .m.m. ..... .m.m. ..... ENDMAP NAME: glass_columns_b DEPTH: D, Elf, Crypt TAGS: extra luniq_mini WEIGHT: 3 MAP ....... .m.m.m. ....... .m.m.m. ....... .m.m.m. ....... ENDMAP NAME: glass_columns_c DEPTH: D, Elf, Crypt TAGS: extra luniq_mini WEIGHT: 2 MAP ......... .m.m.m.m. ......... .m.m.m.m. ......... .m.m.m.m. ......... .m.m.m.m. ......... ENDMAP ########################################################## # A feature encased in glass, for flavour. # NAME: feat_on_display DEPTH: D, Elf, Crypt, Vault TAGS: extra luniq_mini SUBST: ? = TUl TAGS: no_monster_gen no_item_gen MAP ..... .mmm. .m?m. .mmm. ..... ENDMAP ####################################################################### # An item encased in glass. If the player wants it, it can be dug out. # NAME: item_on_display_a DEPTH: D, Elf, Crypt, Vault TAGS: extra luniq_mini WEIGHT: 9 SUBST: % = %%%* TAGS: no_monster_gen no_item_gen MAP ..... .mmm. .m%m. .mmm. ..... ENDMAP ##################################################################### # A good item encased in transparent stone. # NAME: item_on_display_b DEPTH: D, Elf, Crypt, Vault TAGS: extra luniq_mini WEIGHT: 1 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: no_wall_fixup extra luniq_mini DEPTH: D:8-27, Elf, Crypt, Vault 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, Elf, Crypt, Vault TAGS: no_wall_fixup extra luniq_mini : 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 ############################################################################## # Sigmund's army # Sigmund has been educating the oppressed masses in guerrilla warfare. # NAME: sigmund_army DEPTH: D:2-6 TAGS: extra luniq_mini MONS: gnoll;scythe.robe, hobgoblin;scythe.robe, orc;scythe.robe SUBST: n = 1:20 n:5 KMONS: n = Sigmund, gnoll;scythe.robe / hobgoblin;scythe.robe / orc;scythe.robe SHUFFLE: x+1 / x+1 / x+1 /y-5 SUBST: -=y, y=5, 5=1.. SHUFFLE: 123444 SUBST: 4=1223.., 1=1., 3=33. MAP xxxxx x1n1x x111x xx+xx ... ENDMAP ############################################################################## # Eino's jars # NAME: jars DEPTH: D:4-14 TAGS: mini_float extra luniq_mini SHUFFLE: 11% : if you.absdepth() >7 then MONS: killer bee / nothing w:5 SUBST: % = %* : else MONS: giant mosquito / nothing : end MAP xxxxxx x1111x x1111x x++++x @....@ ENDMAP ################################### # pond with fungi # NAME: fungi_pond__lemuel DEPTH: D:8-20, Lair TAGS: allow_dup extra luniq_mini 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 ############################################# # Elven Outpost # # 50-50 chance of spiral arms, 50-50 chance of a moat # No loot but the elves' gear, but at the depth this appears that may be good # NAME: elves_outpost_lemuel DEPTH: D:14-20, Orc:3-, Elf MONS: deep elf soldier / w:4 deep elf fighter MONS: w:20 deep elf mage / deep elf conjurer / deep elf summoner SHUFFLE: ?:/bb, :;/ww SUBST: ?=., :=., ;=. MAP .?.....???.. ?.;;;::;;;?. ?;;::;;;;;;. ?;;bbbbbb:;. .:;b1111b:;. .:;.1221>;:. .;:b1111b;:. .;:bbbbbb;;? .;;;;;;::;;? .?;;;::;;;.? ..???.....?. ENDMAP ################################################################################ # Necromancer has a house with a fridge (and a nice garden) (Eino) # NAME: eino_house_with_fridge DEPTH: D:8-20, Lair:2-10, Vault:1-4 TAGS: no_monster_gen no_item_gen mini_float MONS: necromancer / patrolling necromancer, plant MONS: rat simulacrum / hound simulacrum / sheep simulacrum / bear simulacrum MAP ............ .xxxxxxxxxx. .x333x..%%x. .x333+..xxx. .x333x....x. .xxxxx.3..x. .....x..13x. .2T2.+....x. .....xxxxxx. ............ ENDMAP ######################################################################## # Small gnoll camp 1 # NAME: eino_small_gnoll_camp_1 DEPTH: D:3-10 WEIGHT: 5 TAGS: uniq_gnoll_camp no_monster_gen patrolling MONS: gnoll # a "gnoll seargeant" with guaranteed good gear MONS: gnoll ; potion of healing | potion of heal wounds \ . whip ego:reaching | whip good_item no_uniq | \ spear ego:reaching | glaive \ . scale mail | chain mail MONS: jackal / hound MAP xxxxxxxxxx x..3..xTxx x..313..xx +....2..>x x..1..x%xx x...31x%xx xxxxxxxxxx ENDMAP ######################################################################## # Small gnoll camp 2 # NAME: eino_small_gnoll_camp_2 DEPTH: D:3-10 WEIGHT: 5 TAGS: uniq_gnoll_camp mini_float no_monster_gen patrolling MONS: gnoll # a "gnoll seargeant" with guaranteed good gear MONS: gnoll ; potion of healing | potion of heal wounds \ . whip ego:reaching | whip good_item no_uniq | \ spear ego:reaching | glaive . scale mail | chain mail MONS: jackal / hound MAP xxxxxxxxxx xxxx33+%%x xxx...x*$x xxx...xxxx xxxx.3.xxx x21+...1.x x11x..1..x xxxx....xx xxxx..xxxx xxxx..xxxx xx......xx xx......xx ENDMAP ############################################################################# # Centaur isle (Lemuel) # NAME: centaur_isle TAGS: no_monster_gen no_pool_fixup no_rotate SUBST: ? = *$ DEPTH: D:6-12, Shoal MONS: centaur MAP wwww wwwwwwww wwwwwwwwwwwwwww wwwwwwwwwwwwwwwwwwwww wwwwwwww..wwwwwwwwwwwww wwwwww.11...wwwwwwwwwww wwwww........wwwwwwwwww wwwww...x=x..wwwwwwwwww wwww..11x.x..wwwwwwwww www...xx>x11wwwwwwwww www..xx??x.wwwwwwwww wwww.xx??x.wwwwwww wwww.xxxx.wwwwww wwwwww..wwwww wwwwwwwwwww wwwwww ENDMAP ################################# # Another Ice Statue vault # NAME: ice2_lemuel DEPTH: D:12-26, Lair, Coc TAGS: no_pool_fixup no_monster_gen SUBST: T = TU SUBST: W = w:20 W .:5 MONS: ice statue MONS: ice devil w:5 / blue devil w:5 / ice dragon / freezing wraith /\ nothing w:30 MONS: white imp / ice beast w:30 / polar bear / nothing w:50 MONS: white imp / ice beast w:30 / polar bear / nothing w:50 KFEAT: 2 = > KFEAT: 4 = > SUBST: | = ||****%%%% MAP T..................T ..WWW..........WWW.. .WWWWW........WWWWW. WWWWWWwww..wwwWWWWWW WWW3WwwwwwwwwwwW3WWW WW343wwwwwwwwww343WW .WW3WwwwwwwwwwwW3WW. .WWWWwwwwwwwwwwWWWW. ..WWWwww||||wwwWWW.. ...WWwww|12|wwwwW... ..WWWwww||||wwwWWW.. .WWWWwwwwwwwwwwWWWW. .WW3WwwwwwwwwwwW3WW. WW343wwwwwwwwww343WW WWW3WwwwwwwwwwwW3WWW WWWWWWwww..wwwWWWWWW .WWWWW........WWWWW. .WWW..........WWW.. T..................T ENDMAP ############################################################################# # Oklob assault # statistically, three oklobs # NAME: oklob_1 DEPTH: D:16-27, Lair:4- TAGS: allow_dup MONS: plant, oklob plant SUBST: ? = 1 2:5 ' SHUFFLE: '" SUBST: ' : w .:5 SUBST: " = . MAP ........... ............. .....'''''..... .....''???''..... ....''?????''.... ....''?????''.... .....''???''..... .....'''''..... ............. ........... ENDMAP ################################ # Treasure trove with Zot trap # NAME: zot_lemuel DEPTH: D:10-27, Elf, Vault, Crypt TAGS: allow_dup NSUBST: Z = 4=. / z KFEAT: z = zot trap SUBST: *: *$ WEIGHT: 3 MAP xxxxxxxxxx xxxxxxx**x @ZZZZZ=**x xxxxxxx**x xxxxxxxxxx ENDMAP ################################### # Don't you wish you knew apportation? # NAME: baited_tele_trap DEPTH: !Temple, !Slime KITEM: x = any good_item, any good_item/nothing, any good_item/nothing KFEAT: x = teleport trap MAP x ENDMAP ##################################### # Closed beehive # # Should work without explicit floor margin (dp) # NAME: hive_lemuel DEPTH: D:9-27,Hive:* MONS: killer bee, yellow wasp, red wasp, spiny worm SUBST: ? : .w SUBST: 1 = 1 a:2 SUBST: 1 : 1:15 2 3:2 4:1 SUBST: * : * R:3 KITEM: R = w:2 honeycomb / w:1 royal jelly MAP ???????? ?????????? ???aaaaaa??? ??aaaaaaaa?? ??aa1111aa?? ??aa1**1aa?? ??aa1**1aa?? ??aa1111aa?? ??aaaaaaaa?? ???aaaaaa??? ?????????? ???????? ENDMAP ############################################### # Zaba's ant hill # NAME: anthell DEPTH: D:12-19, Lair:2-, Hive TAGS: no_rotate MONS: queen ant, soldier ant, giant ant, soldier ant / w:20 giant ant SUBST: ? = . x MAP ? ? ? ? ? ??x?x?x?x?x?x?? ??x?3?.?3?.?3?x?? ??x.?..3.?.3.?.4x?? ?x?4444?.2?....4?x? ?x?..?....?..?2?43?x? ?33.4?..?2?..?.433? ?x?3?...?212?...?3?x? ?334.?..?2?..?4.33? ?x?34?2?..?....?..?x? ?x?4....?2.?4444?x? ??x4.?.3.?.3..?.x?? ??x?3?.?3?.?3?x?? ??x?x?x?x?x?x?? ? ? ? ? ? ENDMAP ############################################### # Zaba's other ant hill # NAME: antful_of_joy DEPTH: D:10-17, Lair, Hive TAGS: no_rotate MONS: queen ant, giant ant w:5 / soldier ant, giant ant / nothing w:5 KFEAT: ^ = alarm trap / . MAP xxxxxxxxxxx xx333xxx333xx x33333x33333x xxx...xxx...xxx xxx..x..x..x..xxx xx.2.xxx222xxx.2.xx x.333.x32123x.333.x xx...xxx222xxx...xx xxx..x.3x3.x..xxx xxx.^.xxx.^.xxx x.....x.....x xx...xxx...xx xxx33x33xxx xx.^.xx x+++x ENDMAP ############################################### # My mission is to annoy. -LP # NAME: lemuel_jelly_drop_a MONS: jelly TAGS: uniq_jelly_drop WEIGHT: 5 KFEAT: a = teleport trap DEPTH: D:8-27 MAP .............. ...vvvvvvvv... ..vv......vv.. .vv.vvvvvv.vv. .v1v.....vv.v. .vvvvvvvv.v.v. .vav111111vav. .v.v.vvvvvvvv. .v.vv.....v1v. .vv.vvvvvv.vv. ..vv......vv.. ...vvvvvvvv... .............. ENDMAP ############################################################## # Aren't you glad you're a merfolk/a high-level kenku/wearing # those boots of levitation? # 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:5-27 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:5-27, 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 ############################################### # This is probably a get-off-the-level vault. -LP # NAME: aerie DEPTH: D:12-26 MONS: insubstantial wisp, ball lightning, vapour, air elemental TAGS: no_monster_gen SUBST: .:..w SUBST: 1 = 1 w:3, 2= 2 w:3, 3 = 3 w:3, 4 = 4 |:3 MAP bbbbbbbbbb bbb11211211bbb bb.12bbbbbb21.bb bb..bbb2323bbb..bb b..bb...bb...bb.1b b.bb..bbbbbb..bb.b b.b..bb2323bb..b1b b.b.bb23bb23bb.b.b b.b.b..bbbb..b.b1b b.b.b.bb44bb.b.b.b b2b2b3b4444b3b2b2b b.b.b.b4444b.b.b.b b.b.b.bb44bb.b.b1b b.b.b2323bb..b.b.b b.b.bbbbbb..bb.b1b b.b..bbb...bb..b.b b.bb..bb.bbb..bb1b b..bb....b...bb..b bb..bbbbbb.bbb..bb bb.12bbbb2b111bb bbb123321b.bbb bbbbbbbb@b ENDMAP ############################################################################## # Greed's colour # NAME: david_greed WEIGHT: 4 DEPTH: D:10-26, Vault, Elf ITEM: nothing / any good_item MONS: silver statue / orange crystal statue / ice statue SHUFFLE: d| MAP xxxxxxxxx xbbbbbbbx xb1...1bx xb.....bx xb.....bx xbb.|.bbx xxb.d.bxx xxb...bxx xxb...bxx xxb.*.bxx xxb...bxx xxx@I@xxx ENDMAP ############################################################################## NAME: minivault_1 TAGS: allow_dup extra luniq_mini MAP ............ ..xxxx=xxx.. .xx..x...xx. .x....x...x. .x...x....x. .xx.x*x.x.=. .=.x.x*x.xx. .x....x...x. .x...x....x. .xx...x..xx. ..xxx=xxxx.. ............ ENDMAP ################################### NAME: minivault_4 TAGS: allow_dup extra luniq_mini MAP ............ ....xwxx.... ..xxxwwxwx.. ..xwwwwwwx.. .xwwxwwxwxx. .xwwwwwwwwx. .xwwxwwwxww. .xxwwwwwwxx. ..wwwwxwwx.. ..xxxwwxxw.. ....xxww.... ............ ENDMAP ################################### NAME: minivault_5 TAGS: allow_dup extra luniq_mini 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 ################################### # Wizard's laboratory # NAME: laboratory MONS: wizard, small abomination, large abomination MAP ccccccc+cc c........c c........c c..1.....c c........c cc+ccccccc c***c3232c c|**+2223c c||*c3322c cccccccccc ENDMAP ################################### # This wizard likes to experiment! # NAME: laboratory_2 MONS: col:lightred wizard spells:polymorph_other;paralyse;blink\ ;bolt_of_fire;bolt_of_fire;teleport_self DEPTH: D:10-26, Vault MONS: col:red name:altered name_adjective rat spells:fire_breath MAP ccccccc+cc c........c c........c c..1.....c c........c cc+ccccccc c***c2222c c|**+2222c c||*c2222c cccccccccc ENDMAP ################################### # Beehive minivault # NAME: minivault_7 TAGS: allow_dup MONS: patrolling queen bee, patrolling killer bee, killer bee larva KITEM: R = w:2 honeycomb / w:1 royal jelly MAP ............ ....aaaa.... ..a2a2aaaa.. ..aaRa3a2a.. .aa2aRa2aaa. .a3aRa1aRa2. .aa3aRaRa2a. .aaa2a2a3aa. ..a3aRa2aa.. ...aa2aa2a.. ....aaaa.... ............ ENDMAP ################################### # Lava pond # NAME: minivault_8 TAGS: allow_dup MONS: patrolling molten gargoyle SUBST: F = G:100 F:1 KMONS: F = orange crystal statue / silver statue / ice statue MAP x.x.x.x.x.x. .c.c.c.c.c.x x...l1l...c. .c.llllll..x x.lllllll1c. .c.llFGll..x x..llGFll.c. .c1lllllll.x x..llllll.c. .c...l1l...x x.c.c.c.c.c. .x.x.x.x.x.x ENDMAP ################################### # Evil zoo # # The marker affects find_connected_range() so that each door opens and # closes separately rather than all of them joining together into a huge # gate that opens all at once. # NAME: minivault_9 TAGS: allow_dup DEPTH: D:15-27, Elf, Vault, Crypt, Dis, Geh, Tar, Coc MARKER: X = lua: props_marker { connected_exclude="true" } SUBST: X = = MAP XXXXXXXXXX XxXXXXXXXX XXXXXXXXXX XXX8888XXX XXX8998XXX XXX8998XXX XXX8888XXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX ENDMAP ############################################################################## # Not Minivault 9 (by Mu.) NAME: not_minivault_9_mu TAGS: allow_dup CHANCE: 1 DEPTH: D:15-27, Elf, Vault MONS: butterfly MARKER: X = lua: props_marker { connected_exclude="true" } SUBST: X = = MAP XXXXXXXXXX XxXXXXXXXX XXXXXXXXXX XXX1111XXX XXX1111XXX XXX1111XXX XXX1111XXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX ENDMAP ################################### NAME: minivault_10 TAGS: mini_float extra luniq_mini 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 TAGS: extra luniq_mini SHUFFLE: bcva 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 ################################### # Closed-box minivault # NAME: minivault_12 DEPTH: D:8-26 MAP ............ .xxxxxxxxxx. .x>9$9$9$x. .xxxxxxxxxx. ............ ENDMAP ################################### # Little trap spiral # NAME: minivault_13 SHUFFLE: AB, CD, EH/FG KFEAT: ACEH = any trap KITEM: ABCD = gold / nothing SUBST: F = G:100 F:1 KMONS: F = orange crystal statue / silver statue / ice statue MAP ............ .xxxxxxxxxx. .=.Ax.C=.9x. .x.B=.Dx..x. .xxxxxxxx=x. .x.8+|0x8.x. .x8$x.|x..x. .xx=xxxx=xx. .x.9=EFx..x. .x..xGH=9.x. .xxxxxxxxxx. ............ ENDMAP ################################### # Water cross # NAME: minivault_14 TAGS: allow_dup extra luniq_mini MAP ............ .wwwww.wwww. .wwwww.wwww. .wwwww.wwww. .wwwww.wwww. .......wwww. .wwww....... .wwww.wwwww. .wwww.wwwww. .wwww.wwwww. .wwww.wwwww. ............ ENDMAP ################################### # Lava pond # NAME: minivault_15 TAGS: extra luniq_mini KMONS: 1 = silver statue / ice statue KFEAT: 1 = < MAP ......... ...lll... ..vvlvv.. .lv|*|vl. .ll*1*ll. .lv|*|vl. ..vvlvv.. ...lll... ......... ENDMAP ################################### NAME: minivault_16 TAGS: allow_dup extra luniq_mini WEIGHT: 40 # as this replaces the former statue only minivaults SHUFFLE: G111 MONS: orange crystal statue / silver statue / ice statue MAP ........... ........... ........... ........... ........... .....G..... ........... ........... ........... ........... ........... ENDMAP ################################### NAME: minivault_19 TAGS: allow_dup extra luniq_mini MAP ............ .xx......xx. .xxx....xxx. ..xxx..xxx.. ...xxxxxx... ....xxxx.... ....xxxx.... ...xxxxxx... ..xxx..xxx.. .xxx....xxx. .xx......xx. ............ ENDMAP ################################### NAME: minivault_20 TAGS: allow_dup extra luniq_mini MAP ............ .xxxx..xxxx. .x........x. .x..xxxx..x. .x.x....x.x. ...x.x9.x... ...x.9x.x... .x.x....x.x. .x..xxxx..x. .x........x. .xxxx..xxxx. ............ ENDMAP ################################### NAME: minivault_21 TAGS: allow_dup extra luniq_mini DEPTH: D:8-26 MAP ............ .~xxxxxxxx~. .x........x. .x.cccccc.x. .x.c|....|c.x. .x.cccccc.x. .x........x. .~xxxxxxxx~. ............ ENDMAP ################################### NAME: minivault_22 TAGS: allow_dup extra luniq_mini SUBST: $ : $ *:5 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: allow_dup extra luniq_mini 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: allow_dup extra luniq_mini MAP ............ ....xxxx.... ....xxxx.... ....xxxx.... .xxxx.x.xxx. .xxx.x.xxxx. .xxxx.x.xxx. .xxx.x.xxxx. ....xxxx.... ....xxxx.... ....xxxx.... ............ ENDMAP ################################### NAME: minivault_25 TAGS: allow_dup extra luniq_mini 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_25_ag TAGS: allow_dup extra luniq_mini SHUFFLE: XY, ABCDE SUBST: X=x, Y=+ SUBST: A=?, B=%%%*, C=T, D=0009, E=89 MAP ............ .xxXxxxxxxx. .x........x. .x.xYxxxx.Y. .x.x....X.x. .x.x.AA.x.x. .x.x.AA.x.x. .x.X....x.x. .Y.xxxxYx.x. .x........x. .xxxxxxxXxx. ............ ENDMAP ################################### NAME: minivault_26 TAGS: allow_dup extra luniq_mini 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: allow_dup extra luniq_mini MAP ............ .x.xxxxxxxx. .x........x. .xxxxxxxx.x. .x........x. .x.xxxxxxxx. .x........x. .xxxxxxxx.x. .x........x. .x.xxxxxxxx. ............ ENDMAP ################################### NAME: minivault_28 TAGS: allow_dup MAP ........... .xxxx.xxxx. .x.......x. .x..999..x. .x.9...9.x. ...9.I.9... .x.9...9.x. .x..999..x. .x.......x. .xxxx.xxxx. ........... ENDMAP ################################### # Anthill # NAME: minivault_29 TAGS: allow_dup MONS: patrolling queen ant, patrolling soldier ant MONS: patrolling giant ant, ant larva MAP .3......3... ...x.xx.x.2. .xxx2xxxxx.. .xxxx42xxx2. .2xx243432x3 .xx421424xx. 3xx423242x.. .x2x3243xxx. .x2xx42422x. ..xxxxxxxx2. ...x2xxxx3.. .3.......33. ENDMAP ############################## # Worms! # NAME: worms_lemuel DEPTH: D:6-15, Lair, Hive TAGS: no_rotate SUBST: W = W:20 w : if you.absdepth() > 13 then SUBST: 1 = 1:200 2 :end KFEAT: 1 = W KFEAT: 2 = W KMONS: 1 = w:20 worm / swamp worm KMONS: 2 = brain worm MAP WWWWWWW WWWWWWWWWWW WWWxxxxxxxWWW WWWx11111xWWW WWWx11111+WWW WWWx11111xWWW WWWxxxxxxxWWW WWWWWWWWWWW WWWWWWW ENDMAP ################################### # Solitary fountain # NAME: solitary_fountain DEPTH: D, Elf, Vault TAGS: allow_dup extra luniq_mini SUBST: ?=TUV KMASK: T = no_monster_gen KMASK: U = no_monster_gen MAP ..... ..... ..?.. ..... ..... ENDMAP ################################### # Fountainhead # NAME: fountainhead TAGS: allow_dup extra luniq_mini 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 ################################### # Billiards (David Ploog) # NAME: billiards MONS: orc wizard, deep elf conjurer SHUFFLE: 1*/2d SUBST: * = * |:1 %:4 SUBST: d = * | NSUBST: X = + / x MAP ............. .xxxxxxxxxxx. .x*1......bx. .x1.......bx. .x..bbbbb+bx. .x..bxxxb.bx. .x..bbbbb.bx. .x..+......x. .xbbbbbbb..X. .xxxxxxxxxXx. ............. ENDMAP ############################################################################## # Dispersion (David) # NAME: dispersion TAGS: allow_dup DEPTH: D:13-26, Vault SUBST: Y = 89 KITEM: 8 = % / * / w:1 | KITEM: 9 = % / * / w:1 | KFEAT: 8 = 8 KFEAT: 9 = 9 KFEAT: X = teleport trap KFEAT: Z : teleport trap / w:30 x SHUFFLE: xcvb MAP ............ ............ ...xxxxxx... ..x......x.. ..x.ZXXZ.x.. ..x.XYYX.x.. ..x.XYYX.x.. ..x.ZXXZ.x.. ..x......x.. ...xxxxxx... ............ ............ ENDMAP ############################################################################## # Things aren't always what they seem (Lemuel) # # Intentionally moved this deeper because explore will gladly run into the # room, and being hit by multiple mimics is un-fun. # Slight tweak by having a fraction (unknown to the player) of items be # real. (dp) # NAME: fake_naga_vault DEPTH: D:15-26, Vault, Elf, Snake MONS: mimic, patrolling guardian serpent ITEM: any good_item : local b = crawl.random2(10) : if b > 7 then SUBST: 1 = 1d : elseif b > 1 then SUBST: 1 = 111d : end MAP ........... .xxxxxxxxx. .x1111111x. .x1111111x. .x1111111x. .x11.2.11x. .xxxx+xxxx. ........... ENDMAP ############################################################################## # Supply closet (Lemuel) # NAME: supply_closet DEPTH: D:1-9 TAGS: no_monster_gen allow_dup extra luniq_mini ITEM: potion of water w:20 / bread ration / meat ration / arrow /\ bolt / spear / any potion w:5 NSUBST: x = 1:= / *:x SUBST: = = +=== MAP ...... .x?xx. .xddx. .xddx. .xxxx. ...... ENDMAP ############################################################################## # Columned hall (Lemuel) # NAME: columns_hall TAGS: extra luniq_mini MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxx @...........................@ ..x..x..x..x..x..x..x..x..x.. @...........................@ ..x..x..x..x..x..x..x..x..x.. @...........................@ xxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################### ## Wet chambers - two mutually exclusive versions (Onia Ninara) ## #NAME: onia_ninara_007_chamber_of_wet_secrets #DEPTH: D:8-13 #TAGS: no_monster_gen no_pool_fixup #KMONS: 1 = centaur #KMONS: 2 = water moccasin #KMONS: 3 = electric eel #ITEM: bread ration/meat ration/royal jelly/potion of porridge, good_item cloak/any book #SHUFFLE: !; #SUBST: " = .:80 W:30 #SUBST: ; = .:80 W:30 #SUBST: ! = w:20 W ? c #KFEAT: 3 = w #KFEAT: 2 = W / . #KFEAT: 1 = W / . w:30 #KFEAT: d = W / . #KFEAT: e = W / . #KFEAT: ? = spear trap / blade trap #MAP #......... #.ccccccc. #.c?;2Wdc. #.ccWccec. #.c.w"c3c. #.c"w"ccc. #.c>w!;!c. #.c"w!!;c. #.c.w!;!c. #.c1w?T!c. #.c$w;!!c. #.cccc=cc. #......... #ENDMAP # #NAME: onia_ninara_008_deeper_chamber_of_wet_secrets #DEPTH: D:20-26 #TAGS: no_monster_gen no_pool_fixup #KMONS: 1 = yaktaur captain #KMONS: 2 = anaconda #KMONS: 3 = storm dragon #ITEM: potion of cure mutation/potion of gain dexterity/potion of gain strength #ITEM: potion of gain intelligence/potion of experience/w:40 potion of heal wounds #SHUFFLE: de, !; #KFEAT: 3 = w / . #KFEAT: | = W / . #KFEAT: d = W / . #KFEAT: e = W / . #KFEAT: 2 = W #SUBST: ; = .:80 W:30 #SUBST: " = .:80 W:30 #SUBST: ! = w:20 W ? c #KFEAT: ? = zot trap #MAP #......... #.ccccccc. #.c?.2Wdc. #.ccWcc|c. #.c"w"c3c. #.c"w"ccc. #.c"w!;!c. #.c"w!?;c. #.c"w!!;c. #.c1w;U!c. #.c$w!!;c. #.cccc=cc. #......... #ENDMAP ############################################################################## # Loot vs monsters (Onia Ninara) # NAME: onia_ninara_009_dug_in_and_dangerous TAGS: allow_dup DEPTH: D:8-26, Vault SHUFFLE: vcb, AB?/CD!, d<>, de SUBST: A=9, B=8, C=1, D=9 SUBST: ? = %:10 *:50 |:60 SUBST: ! = %:90 *:30 |:10 ITEM: wand of digging / wand of disintegration ITEM: ring of teleportation / stone of earth elementals MAP ........... .vvnvvvnvv. .vAAABAAAv. .xxxxxxxxx. .v???d???v. .vvnvvvnvv. .....@..... ENDMAP ############################# # Pond minivault # NAME: pond DEPTH: D:8-27, Lair MONS: plant w:30 / fungus MONS: giant frog w:30 / giant toad / snake / rat / green rat / swamp drake w:2 MONS: giant mosquito SUBST: ! : w. SUBST: 2 : 23 SUBST: 2 = 2. SUBST: 3 = 3. SUBST: . = . 1:1 KFEAT: ? = * KMONS: ? = plant TAGS: no_monster_gen MAP ..wwwww... .wwwwwwww2 .wwwwwwwww .2wwwwwwww ..ww222ww. .wwww222w. wwww!!22ww www!!!?ww. .ww!!!www. .2w!!!ww2. ....!!w... ENDMAP ############################## # Cookie # NAME: onia_ninara_cookie SHUFFLE: ABCDEF SUBST: A : !, B : !, C : !, D : !, E : !, F : =, G : ~ l:50 w:50 I SUBST: ! : xvcba SUBST: H = 0 . ~ , J = 1 0:100 $:20 ITEM: any jewellery MONS: giant eyeball MAP ........... ..!H!H!H!.. .!!B!A!F!!. .HCJJJ!JEH. .!!J!G!J!!. .HDJ!d!JDH. .!!J!J!J!!. .HEJ!JJJCH. .!!F!A!B!!. ..!H!H!H!.. ........... ENDMAP ############################## # Secret library minivault # NAME: library DEPTH: 1-27, !Swamp TAGS: mini_float allow_dup extra luniq_mini ITEM: any book w:20 / any scroll / nothing MAP x=xx xddx xddx xxxx ENDMAP ############################################################################# # Small statue alley (Eino) # NAME: small_statue_alley_a TAGS: uniq_statue_alley extra luniq_mini DEPTH: D:10-20 WEIGHT: 7 SUBST: F = G:100 F:1 KMONS: F = orange crystal statue / silver statue / ice statue MAP xxxcccccx ...G...G@ .G.F.G.G. .G.G.F.G. @G...G... xcccccxxx ENDMAP NAME: small_statue_alley_b TAGS: uniq_statue_alley extra luniq_mini DEPTH: D:3-10 WEIGHT: 2 MAP xxxcccccx ...G...G@ .G.G.G.G. .G.G.G.G. @G...G... xcccccxxx ENDMAP NAME: small_statue_alley_c TAGS: uniq_statue_alley extra luniq_mini DEPTH: Orc WEIGHT: 1 MAP xxxcccccx ...I...I@ .I.I.I.I. .I.I.I.I. @I...I... xcccccxxx ENDMAP ############################################################################# # Doghouse (Eino) # NAME: doghouse DEPTH: D:4-8 TAGS: extra luniq_mini SHUFFLE: 1?T SUBST: T : T V:2 SUBST: ? : 1:2 . MONS: hound / w:1 nothing / w:2 jackal KMASK: T = no_monster_gen MAP ....... .xx+xx. .x...x. .x?..x. .x1.Tx. .xxxxx. ....... ENDMAP ############################################################################# # Small intersection with statues (Eino) # NAME: small_statue_intersection DEPTH: D:2-26, Elf, Crypt TAGS: mini_float allow_dup no_hmirror no_vmirror extra luniq_mini MAP xx.xx xG.Gx ..... xG.Gx xx.xx ENDMAP ############################################################################# # Small chambers for nice items (Eino) # not necessarily versions of the same vault # NAME: small_chamber_a TAGS: mini_float allow_dup extra luniq_mini DEPTH: D:4-27 MAP xxxxx xx...xx x..*..x x.....x xx...xx x...x ENDMAP NAME: small_chamber_b TAGS: mini_float extra luniq_mini DEPTH: D:8-27, Elf, Vault, Crypt MAP xxxxxxx xxG.Gxx x..|..x x..9..x xx...xx xxT.Txx xx...xx xxT.Txx ENDMAP NAME: tiny_chamber_a TAGS: mini_float allow_dup extra luniq_mini DEPTH: D:2-27, Elf, Vault, Crypt MAP xxxxx x...x x.*.= x...x xxxxx ENDMAP ####################################### # There's a sword stuck inside a stone. Some knights are milling around # wondering how to get it out. If you had both Shatter and Apportation, # you could become the monarch! Or not..... (by Shiori) # NAME: sword_in_stone TAGS: mini_float patrolling DEPTH: 5-26, !Lair, !Orc, !Tomb NSUBST: k = 4=k / *= .:19 k:1 KITEM: S = good_item long sword / good_item great sword / good_item katana /\ good_item triple sword / good_item double sword KFEAT: S = known teleport trap NSUBST: n = n/cbn : if you.absdepth() < 10 then SUBST: k = AWXYZ : elseif you.absdepth() < 13 then SUBST: k = ABCDE : elseif you.absdepth() < 16 then SUBST: k = CDEFG : elseif you.absdepth() < 19 then SUBST: k = FGHIJ : elseif you.absdepth() < 22 then SUBST: k = HIJKL : else SUBST: k = KLMNO : end KMONS: A = Blork the Orc / human; long sword | falchion . chain mail . shield KMONS: B = human / human; great sword . banded mail|plate mail KMONS: C = Urug / elf; sabre | long sword . leather armour . buckler | nothing KMONS: D = Joseph / elf; long sword | scimitar . chain mail . shield KMONS: E = Erica / orc knight KMONS: F = Harold / orc knight KMONS: G = Norbert / hell knight KMONS: H = Jozef / hell knight KMONS: I = Louise / wizard; long sword . robe | leather armour . shield KMONS: J = Maud / necromancer; great sword . robe | leather armour KMONS: K = Frances / deep elf knight KMONS: L = Francis / deep elf knight KMONS: M = Rupert / vampire knight KMONS: N = Wayne / vault guard KMONS: O = Frederick / draconian knight KMONS: W = human; short sword . banded mail | chain mail . large shield KMONS: X = human; scimitar . scale mail|chain mail . shield KMONS: Y = human; sabre | long sword . robe | leather armour . buckler | nothing KMONS: Z = orc; falchion | long sword . ring mail | scale mail . shield | nothing MAP kkkkkkk kkkkkkk kknnnkk kknSnkk kknnnkk kkkkkkk kkkkkkk ENDMAP ############################################################################## # A room of rats, twice # NAME: rats_and_rats_again TAGS: mini_float DEPTH: D:8-14 MONS: shadow imp MONS: rat w:40 / grey rat w:40 / green rat w:12 / orange rat w:1 / nothing MAP ........... .xxx+++xxx. .x2222222x. .x2222222x. .x2222222x. .x2222222x. .x2221222x. .x2222222x. .x2222222x. .xxxxxxxxx. ........... ENDMAP ################################################################################ # Some earlyish demon minivaults by Eino. # The difficulty of most low-tier demons is severely inflated by the time the # player gets to meet them. Here (using default depth) they aspire to be both # challenging and flavourful. ### Red devils (4) can use weapons and armour. # NAME: armed_red_devil_minivault TAGS: patrolling mini_float KMASK: l = no_monster_gen SHUFFLE: 1234 MONS: red devil; spear | trident . ring mail | scale mail MONS: red devil; hand axe | war axe . buckler | nothing . leather armour | \ ring mail MONS: red devil; flail | demon whip . ring mail | scale mail MONS: red devil; falchion | sabre . shield | buckler | nothing . \ leather armour | ring mail MAP ........... .ll.v.v.ll. .l..v.v..l. ...vv.vv... .vvv1.2vvv. ........... .vvv3.4vvv. ...vv.vv... .l..v.v..l. .ll.v.v.ll. ........... ENDMAP ### A rotting devil (4) & necrophages. # NAME: rotting_minivault TAGS: patrolling mini_float MONS: rotting devil MONS: necrophage MAP ........... .cccc+cccc. .c2c...c2c. .c..1.1..c. .c2c...c2c. .cccc+cccc. ........... ENDMAP ### Demonic crawlers (3) and beetles. # NAME: crawler_minivault TAGS: patrolling mini_float MONS: demonic crawler MONS: giant beetle / boulder beetle w:8 / demonic crawler w:2 / \ nothing MAP .......... .m.mmmmmm. .mx.x.x.m. .m.x2x2xm. .mx2x1x.m. .m.x1x2xm. .mx2x2x.m. .m.x.x.xm. .mmmmmm.m. .......... ENDMAP ### Hairy devils (4) and bears. # NAME: hairy_minivault TAGS: patrolling MONS: hairy devil / nothing w:20 MONS: black bear w:20 / grizzly bear / nothing w:20 MAP xxxxxxxxxxxxx @.....xxxxxxx xxxxx..xxxxxx xxxxxx.xxxxxx xx1.x...x.1xx x12.2...2.21x x12.2...2.21x xx1.x...x.1xx xxxxxx.xxxxxx xxxxxx..xxxxx xxxxxxx.....@ xxxxxxxxxxxxx ENDMAP ####################################### # Statue in the mist (Lemuel) # NAME: statue_in_the_mist TAGS: extra luniq_mini MONS: orange crystal statue / silver statue / ice statue DEPTH: 9- MARKER: G = lua:fog_machine { cloud_type= "grey smoke", \ pow_min = 10, pow_max = 20, delay_min = 15, delay_max = 35, \ size = 3, walk_dist = 2, spread_rate= 25 } SHUFFLE: G111 MAP G ENDMAP ####################################### # Flamethrowers (Lemuel) # # No item generation for the sake of autoexplore. # NAME: flamethrower_hall DEPTH: D:9-27, Vault, Elf, Geh TAGS: layout_rooms layout_city no_item_gen MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 25, pow_max = 50, delay = 150, \ size = 2, walk_dist = 0, spread_rate= 40 } COLOUR: * = red SUBST: * = . SUBST: $ : $$*|.c MAP ccccccccccccccccccccccc ccxxx*xxxxx*xxxxx*xxxxc Gcxxx.xxxxx.xxxxx.xxxxc ccccc.ccccc.ccccc.ccccc c.................+$$$c +.................+$$$c c.................+$$$c cc.ccccc.ccccc.cccccccc Gc.xxxxx.xxxxx.xxxxxxxc cc*xxxxx*xxxxx*xxxxxxxc ccccccccccccccccccccccc ENDMAP ##################################################### # A number of flamethrower vaults (Lemuel) # # This next bunch are "flamethrowers" -- flame appears at the end of the # little corridor and a couple turns later spreads out of it. If you see # fire, get clear! # Again, these rely on statues to halt autoexplore. # Yes, you can cook monsters with it, but (1) you may get burned yourself # and (2) no XP if it kills them. # NAME: flamethrower_3 DEPTH: D:12-27, Vault, Elf, Geh TAGS: allow_dup MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 20, pow_max = 40, delay = 150, \ size = 1, walk_dist = 0, spread_rate= 75 } COLOUR: * = red SUBST: * = . MAP ..... cc.cc cc.cc cc.cc c*c ccc c ENDMAP NAME: flamethrower_2 DEPTH: D:5-27, Vault, Elf, Geh MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 20, pow_max = 40, delay_min = 100, delay_max=200, \ size = 1, walk_dist = 0, spread_rate= 75 } COLOUR: n = red SUBST: * = . MAP ........... .xxxx.xxxx. .xxxx.xxxx. .xxxx*xxxx. .xxxnnnxxx. ...*nGn*... .xxxnnnxxx. .xxxx*xxxx. .xxxx.xxxx. .xxxx.xxxx. ........... ENDMAP NAME: flamethrower_1 DEPTH: D:5-27, Vault, Elf, Geh TAGS: layout_rooms layout_city MARKER: * = lua:fog_machine { cloud_type="flame", \ pow_min = 20, pow_max = 40, delay = 150, \ size = 1, walk_dist = 0, spread_rate= 75 } COLOUR: * = red SUBST: * = . MAP xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxGxxxxxx ............. @...........@ ............. xxxxxx.xxxxxx xxxxxx.xxxxxx xxxxxx.xxxxxx xxxxxx*xxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx xxxxxxxxxxxxx ENDMAP ############################################## # Old faithful (Lemuel) # # Little wisps of steam around the lava, and then occasionally a big # eruption. No statue needed here - the steam does very little damage. # NAME: old_faithful DEPTH: D, 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 = 1, 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. MAP .......?....... ......&?....... .......??...... ..&&&&???...... &&&&?wwwww..... &&?wwwwwwwww&&. .wwwwwlwwwwwww& ..&wwl1lwwwww&& ...wwwl2lwww&&. ....wwwlww&&... ..!!wwwww...... ..!!!www....... .!!!!w!.....!.. ..!!!w.....!!!. ...!!.......!!. ENDMAP ############################################## # Another geyser (Lemuel) # NAME: another_geyser DEPTH: D, 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 ######################################################### # Ice Spiral I (Lemuel) # # There is a path to the center that the freezing clouds never appear on. # It's pretty obvious. -LP # NAME: ice_spiral WEIGHT: 1 ORIENT: float TAGS: no_item_gen no_monster_gen MONS: ice beast / nothing ITEM: nothing, nothing SHUFFLE: 1ef SUBST: + : += SUBST: * : *$ SUBST: * = ***.| MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 2, pow_max = 4, delay = 17, start_clouds = 1, \ size = 1, 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 = 1, 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 = 1, 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 ######################################################### # Ice Spiral II (Lemuel) # # Wait for the freezing cloud to disappear, then run to the next gap, then # wait. It creates an agreeable sense of tension. -LP # NAME: ice_spiral_2 ORIENT: float DEPTH: D:5-27, Vault 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: + : += SUBST: * : *$ MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 5, pow_max = 5, delay = 120, start_clouds = 1, \ size = 1, 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 = 1, walk_dist = 0, spread_rate= 0 } MAP mG+Gmmmmmmmmmmmmmmmmm mBBB111B111BeeeeeeeBm mmmmmmmmmmmmmmmmmmmBm m*****eeeeeee111B111m mmmmmmmmmmmmmmmmmmmmm ENDMAP ################################################################# # Nasty fountain (Lemuel) # NAME: nasty_fountain DEPTH: D:11-27, 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 = 1, walk_dist = 1, spread_rate= 33 } MAP Y ENDMAP ################################################################ # Flame loot I (Lemuel) # NAME: flame_loot_1 DEPTH: D, Elf, Vault, Zot ITEM: nothing SUBST: * = *. SUBST: * : *$ MARKER: d = lua:fog_machine { cloud_type = "flame", \ pow_min = 10, pow_max = 10, delay = 10, \ size = 1, walk_dist = 0, spread_rate= 0 } SUBST: ' = . 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 ################################################################# # Flame loot II (Lemuel) # NAME: Flame_loot_2 DEPTH: D:9-27 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 = 1, 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 ################################################################# # Freeze loot (Lemuel) # High T&D skill or a means of detecting secret doors is helpful here.... # NAME: freeze_loot_1 DEPTH: D:12-27, 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 = 1, walk_dist = 2, spread_rate= 20 } MARKER: 2 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 95, \ size = 1, walk_dist = 2, spread_rate= 20 } MARKER: 3 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 105, \ size = 1, walk_dist = 2, spread_rate= 20 } MARKER: 4 = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 1, pow_max = 10, delay = 115, \ size = 1, 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 ################################################################# # Flames and gold (Lemuel) # No safe path in this one -- just got to take your chances! # NAME: flames_and_gold DEPTH: D:16-27 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 = 1, 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 = 1, 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 = 1, walk_dist = 2, spread_rate= 0 } MAP ............. ............. ............. ............. ......$...... .....$$$..... ....$$G$$.... .....$$$..... ......$...... ............. ............. ............. ............. ENDMAP ################################################################# # Firewalk III (Lemuel) # NAME: firewalk_3 TAGS: uniq_firewalk 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 = 1, 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 = 1, 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 = 1, 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 ################################################################# # Flame stairs (Lemuel) # NAME: flame_stairs_1 DEPTH: D:9-26, Elf:2-6, Vault, Zot:1-4 ITEM: nothing SHUFFLE: {[ / ]} MARKER: d = lua:fog_machine { cloud_type = "flame", \ pow_min = 10, pow_max = 10, delay = 10, \ size = 1, walk_dist = 0, spread_rate= 0 } MAP cc@@@cc cc...cc cc...cc cc.d.cc cc...cc cc...cc c.....c c.....c c.....c c{...[c ccccccc ENDMAP ################################################################# # Freeze stairs (Lemuel) # NAME: freeze_stairs_1 DEPTH: D:9-26, Elf:2-6, Vault, Zot:1-4 ITEM: nothing SHUFFLE: {[ / ]} MARKER: d = lua:fog_machine { cloud_type = "freezing vapour", \ pow_min = 10, pow_max = 10, delay = 10, \ size = 1, walk_dist = 0, spread_rate= 0 } MAP cc@@@cc cc...cc cc...cc cc.d.cc cc...cc cc...cc cc...cc cc...cc c.....c c.....c c.....c c{...[c ccccccc ENDMAP ################################################################# # Spider temple (Joshua) # NAME: spider_temple DEPTH: D:20-26 TAGS: no_rotate MONS: naga mage / naga w:5 / naga skeleton w:2 MONS: wolf spider w:7 / giant mite w:3 MONS: oklob plant MONS: jelly MONS: trapdoor spider / wolf spider MONS: guardian serpent MONS: curse skull # Randomise wall type: in 50% of maps, you cannot dig to the stairs. SUBST: x : xxxxxxvvvccb # Hints at the important secret doors (red colour). On the one hand, we # may be too nice here; on the other hand, that's spoily information. # (red blood tiles at the claws) COLOUR: ' = red FTILE: ' = floor_rough_red SUBST: ' = . # With 25% chance, have lava and curse skull instead of water and oklobs: SUBST: w : Ww. SUBST: w = W. SHUFFLE: wU3 / wU3 / wU3 / l7L SUBST: L = l # The legs are coloured and contain 10 spider monsters: COLOUR: " : white / yellow / brown NSUBST: " = 10:5 / *:" SUBST: " = . MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxx"""""""xxxxxxxxxxxxxx""""""xxxxx xxxxx"xxxxxx"xxx..}...xxx"xxxxx"xxxxx xxxxx=xxxxxxx"xx...)..xx"xxxxxx=xxxxx xxxxx'xxxxxxxx"x..]...x"xxxxxxx'xxxxx xx"""""""xxxxxx=......=xxxxx"""""""xx x"xxxxxxx"xxwWxxxx+xxxxxW.x"xxxxxxx"x xx"xxxxxxx=..wWWw.1...wWW.=xxxxxxx"xx xxx"xxxxxxx.4WWW.2.2.WWWW.xxxxxxx"xxx xxxx"xxxxxx..wWWw.W3WWWWw.xxxxxx"xxxx xxxxx"xxxxx.1.wWWW3U3WWw2.xxxxx"xxxxx xxxxxx=xxxx2.1.wWWW3WWw12.xxxx=xxxxxx xxxxxx'xxxx.2.wWWWWWWw....xxxx'xxxxxx x"""""""""=x..WW....WW...x="""""""""x x"xxxxxxxxxxxxW...1...Wxxxxxxxxxxxx"x x"xxx""""""""+W.4...4.W+""""""""xxx"x x""='"xxxxxxxxxm.....mxxxxxxxxx"'=""x xxxxx"x........x+xxxxx........x"xxxxx ....x"x........xWWWWWx........x"x.... ....x"x........xxxxxWx........x"x.... ....x"xx.......xxxWWWx.......xx"x.... ....xx"xx.....xxxx+xxxx.....xx"xx.... .....xx"xx....x.......x....xx"xx..... ......xx"xx...x..262..x...xx"xx...... .......xx=xx..mx.....xm..xx=xx....... ........xx'x...xm+++mx...x'xx........ ..................@.................. ENDMAP ################################################################# # And for now, something woody (1KB) # NAME: forest_paths DEPTH: D, Lair FTILE: . = floor_lair FTILE: t = floor_lair FTILE: 0 = floor_lair FTILE: @ = floor_lair FTILE: * = floor_lair MAP xxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxx xxxxxtttttttttttttttttt.tttttttttttttttttttttxx xxxxtttttttttttttttttttttt...ttttttttttttttttttttx xxttttttttttttttttttttttttttt..tttttttttttttt0}tttx xttttttttt.tt......ttttttttttt..tttttttttttt..ttttx xtttttttt.t...ttt.0.tttttttttt.tttttttttt...ttttttx xtt......tttttttt...ttttttttttt.tttttt...ttttttttxx xt.ttttttttttttttt....tttttttttt.tttt.tttttttttttxx @.ttttttttttttttt..tttttttttttt..tt...ttttttttttttx xttttttttttttttt..tttttttttttttt....ttttttttttttttx xtttttttttttttttt..ttttttttttttttt.tttttttttttttttx xtttttttttttttttt....tttttttttttt.tttttttttt...tttx xtttttttttttttttttt.....tttttttttt..ttttttt..*..ttx xttttttttttttttttttttt....ttttttttt.ttttttt.000.ttx xttttttttttttttttttttttt...tttttttt.ttttt......tttx xttttttttttttttttttttttttt....tttt.ttttttt.tt.t0ttx xtttttttttttttttttttttttttttt.....tttttttt.tttttttx .....ttttttttttttttttttttttt...tttttttttt.ttttttttx @.....tttttttt...ttttttttttt...tttttttt..ttttttttxx xttttt..ttt....tt...tt........0.ttttt..tttttttttxx xttttttt....ttttttt....ttttttt..ttt..ttttttttttxx xxxtttttttttttttttttttttttttttt....ttttttttttxxx xxxtttttttttttttttttttttttttttttttttttttxxxx xxxxxttttttttxxxxxxxxttttttttttttttxxxx xxxxxxxxxx xxxxxxxxxxxxxxxx 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: mutagenic_chamber DEPTH: D:15-, Elf, Vault 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 ############################################################################## # The Horrible House of Horrid Horrors (by Mu.) # NAME: horrible_house_mu DEPTH: D:16-25, Vault KMONS: g = boggart KMONS: h = unseen horror KMONS: R = rakshasa KMONS: V = vampire knight KMONS: 8 = orange crystal statue KMONS: P = plant SUBST: p = P. MAP ..................... .pp...............pp. .pcccccccccccccccccp. ..c.$$$|||.|||$$$.c.. ..c..$$$.....$$$..c.. ..c.g....lVl....g.c.. ..c...llll.llll...c.. ..c...lnll.llnl...c.. ..c.hlllc.8.clllh.c.. ..c...llcccccll...c.. ..c...lllllllll...c.. ..c.R..hlllllh..R.c.. ..c.......l.......c.. ..c...............c.. ..c...............c.. .pccnnnccc+cccnnnccp. .pp.....pPPPp.....pp. .........ppp......... ENDMAP ############################################################################## # Minislime (by Mu.) # NAME: minislime_mu DEPTH: D:14-26, Vault FLAGS: no_monster_gen no_item_gen MONS: slime creature, giant eyeball, eye of draining SUBST: J = 1111111123 KITEM: R = royal jelly SUBST: m : xxxm SHUFFLE: %!'" NSUBST: % = 1:d / *:% NSUBST: ! = 1:e / *:% NSUBST: ' = 1:f / *:% NSUBST: " = 1:g / *:% SUBST: % = %$ ITEM: ring of teleportation / scroll of teleportation w:30 q:2 ITEM: wand of digging / wand of disintegration ITEM: stone of earth elementals ITEM: scroll of teleportation q:2 w:20 / knife ego:distortion MAP ................... ..J.............J.. .JJ...mmmm.mmm...J. ....mmm%m.Jm'mm.... ...mm%%%m..m''mm... ...m%%%%m.mm'''mm.. ..mm%%%%mJ.m''''m.. ..m%%%%%mm.m''''m.. ..mmmmmmm..mmmmmm.. ...J..mJm.....mJ... ..mmm.....R.mJ..m.. ..m!mmmmm...mmmmm.. ..m!!!!!m..mm"""m.. ..mm!!!!m.mm""""m.. ...mm!!!m.Jm"""mm.. ....mm!mmm.m""mm... .J...m!mJ..m"mm.... ..J..mmmm.mmmm..J.. ...............JJ.. ................... ENDMAP ############################################################################## # Pandora's Box (by Mu.) # NAME: pandoras_box_mu DEPTH: D:14-24, Vault, Crypt:1-4 FLAGS: no_monster_gen no_item_gen MARKER: a = lua:fog_machine { \ pow_max = 10, delay_min = 10, delay_max = 40, \ size = 1, size_buildup_amnt = 5, \ size_buildup_time = 25, cloud_type = "black smoke" \ } KMONS: a = giant mosquito KMONS: b = green death KMONS: c = reaper KMONS: d = soul eater KMONS: e = chaos spawn KMONS: f = demonic crawler KMONS: g = glowing shapeshifter KMONS: h = shadow wraith KMONS: i = orange rat KMONS: j = giant cockroach KMONS: k = phantom KMONS: l = large abomination KMONS: m = scorpion KMONS: n = small abomination KMONS: o = unseen horror KMONS: p = red wasp KMONS: q = yellow wasp KMONS: r = wolf spider KITEM: e = acquire armour / acquire weapon SHUFFLE: bcdfghjklno MAP ............. ............. ..v.......v.. ...vvvvvvv... ...vgbcdev... ...vfahajv... ...vklanov... ...vpqrimv... ...vv+++vv... ..v.......v.. ............. ............. ENDMAP ############################################################################## # Hunter's Booth (1KB) # NAME: hunters_booth DEPTH: D:5-15 MONS: centaur, bush MAP .....xxx @....21=@ .....xxx ENDMAP ############################################################################## # Caryatid's revenge (1KB) # NAME: archer_statue DEPTH: D:8-, Vault, Elf MONS: statue tile:mons_statue_archer name:archer name_adjective; longbow . arrow q:30 MAP ccc ccccc1ccccc ........... ........... ......... ..... ENDMAP ############################################################################## # IOOD testing grounds # NAME: iood_simple DEPTH: D:18-, Vault MONS: statue spells:orb_of_destruction tile:mons_statue_mage MAP ... ......... ........... ............. ............... ............... ............... ................. ........1........ ................. ............... ............... ............... ............. ........... ......... ... ENDMAP