############################################################################## # Random vaults, minivaults and canonical entry vaults go here; asciiart # entry vaults go in asciiart.des and "edgy" entry vaults go in tricky.des. # Special levels (including V:8!) should go to splev.des. Do NOT put special # levels here, or they could be selected when the game seeks random vaults. # # Key: # ---- # x - DNGN_ROCK_WALL # X - DNGN_PERMAROCK_WALL -> should always be undiggable! -- bwr # c - DNGN_STONE_WALL # v - DNGN_METAL_WALL # b - DNGN_GREEN_CRYSTAL_WALL # a - DNGN_WAX_WALL # . - DNGN_FLOOR # + - DNGN_CLOSED_DOOR # = - DNGN_SECRET_DOOR # @ - entry point - must be on outside and, except in ORIENT:float layouts, # must always be on a particular side or sides - see templates # W - shallow water # w - deep water - Entry vault makers: this may receive water creatures! # l - lava - Entry vault makers, note that this may receive lava creatures! # (Use the no_monster_gen tag to prevent both of these effects.) # >< - extra stairs - you can leave level by these but will never be placed o # them from another level # }{ - stairs 82/86 - You must be able to reach these from each other. The { # upstair is also the stair on which the player will enter the dungeon for # entry vaults. # )( - stairs 83/87 # ][ - stairs 84/88 # I - orcish idol (does nothing) # ^ - random trap # ~ - random trap suitable for the branch and depth the map is being used. # # A - Vestibule gateway (opened by Horn). # B - Altar. These are assigned specific types (eg of Zin etc) in dungeon.cc, # in order. # C - Random Altar. # F - Typically a Granite Statue, but may be Orange or Silver (1 in 100) # G - Granite statue (does nothing) # H - orange crystal statue (attacks mind) # S - Silver statue (summons demons). Avoid using (rare). # T - Water fountain # U - Magic fountain # V - Permanently dry fountain # # $ - gold # % - normal item # * - higher level item (good) # | - acquirement-level item (almost guaranteed excellent) # O - place an appropriate rune here. For portal vaults, place the portal here. # P - maybe place a rune here (50%) # R - honeycomb (2/3) or royal jelly (1/3) # Z - the Orb of Zot # # d-k - item array item. See section below on ITEM: arrays for more info. # # 0 - normal monster # 9 - +5 depth monster # 8 - (+2) * 2 depth monster (aargh!). Can get golden dragons and titans # this way. # 1-7 - monster array monster. See section below on MONS: arrays for more # information # # A vault always has its body between MAP and ENDMAP commands. Furthermore, # several other additional commands are possible (some of them mandatory). # # NAME: # ---- # Each vault/level/map must have a unique name. Underscores and digits are ok. # # ORIENT: (north | northwest | ... | float | encompass) # ------ # Some kind of ORIENT: line is mandatory, unless you want the vault to be a # minivault, which is usually not what you want. Valid values are: # "float": The dungeon builder will put your vault wherever it wants to. # "some_direction": The vault will lie along the mentioned side of the map: # xxxxxxxxxx xxxxxxxxxxxxx # xORIENT:Nx xORIENT:NW|.. # x.VAULT..x x.VAULT...|.. # x--------x x---------|.. # xrest....x xrest........ # x...of...x x.....of..... # x...levelx x.......level # ...which brings us to padding. With any some_direction orientation, you need # 6 layers of x-padding along any level-edge that the vault borders. For # instance, if your map is ORIENT: north, you must have a 6 deep border of # rock wall (or any other kind of wall) along the northern, eastern, and # western edges of the map. # "encompass": the vault completely occupies the entire level. Padding is # needed on all 4 sides. # # ITEM: # ---- # These are used to help place specified items at specific places within a # vault. They create an array with up to 8 positions. What's in the first # position in the array will be used when the dungeon builder sees a "d" in # the vault definition, the second will be used for "e"s, etc. Positions are # comma-separated; several ITEM: lines are possible as well. # Positions can contain multiple possibilities, one of which the builder will # choose randomly. Separate such multiple possibilities using a slash. Note # that "nothing" (without the quotes) is a valid possibility. The random # choice is done for each individual occurence of the letter. # You can also give possibilities a "weight," which affects their chance of # being picked. The default weight is 10. The chance to pick a possibility is # [possibility's weight: / sum of all weight:s in that array position] # Modifiers: # "good_item" makes the builder try to make the item a good one. # "any" by itself gives random choice; you can combine "any" with "good_item." # "any book", "any misc" etc. gives a random item of that class. # # Limitations: You can't affect stack quantity for stackable items, nor can you # affect curse status nor item race, nor can you give specific egos, nor can # give fixedarts. You also can't lay down corpses, skeletons, or chunks. # # MONS: # ---- # These are used to help place specific monsters at specific places in a # vault. They create an array with up to 7 positions. What's in the first # position in the array will be used when the dungeon builder sees a "1" # in the vault definition, the second for "2," etc. Note that if, for # example, you place a 3 on the map, but your MONS: line has no third # position, the 3 will be filled with RANDOM_MONSTER. # Individual monsters may be prefixed with the "generate_awake" (without # the quotes). Use this sparingly. # Note that 8, 9, 0 also place monsters (see the table above). # # CHANCE: # ------ # For entry vaults and any other vaults randomly picked from among a set, # this type of line affects the likelihood of the given vault being picked in # a given game. The default CHANCE: is 10. The likelihood of a vault getting # picked is: # [vault's CHANCE: / sum of all CHANCE:s of vaults of that type] # !!! Note for entry vault builders: really high values like CHANCE:5000 # almost guarantee that a vault will be picked, and thus are great # for testing. !!! # # TAGS: # ---- # Tags go an a TAGS: line and are space-separated. Valid tags are: # "entry": this tag MUST be there for a vault to be pickable as an entry vault. # "generate_awake": Monsters placed (using MONS, KMONS) in this vault will be # generated awake. # "no_item_gen": Prevents random item generation in the vault. Items # explicitly placed by the vault are not affected. # "no_monster_gen": Prevents random monster generation at the time of # the vault's creation. Highly advised for entry vaults with # a player-hostile geography, MUST-HAVE for those with water # or lava. # "no_pool_fixup": prevents water squares next to land from being randomly # converted from deep water (the default) to shallow. # "branch_entry" eg. "orc_entry", "lair_entry" etc. If chosen, these maps # will contain the stairs for that branch. Use "O" to place # the stairs. Branch entries should go to splev.des. # # FLAGS: # ----- # Flags go on a FLAGS: line and are space-separated. Valid flags are: # "no_rotate": Normally, the dungeon builder can, at its whim, rotate your # vault. This flag tells it, "hey, don't do that to my vault!" # "no_hmirror": Like no_rotate, but for horizontal mirroring. # "no_vmirror": Like no_rotate, but for vertical mirroring. # # SHUFFLE: # ------- # This allows you to randomly permute glyphs on the map. There are two ways: # SHUFFLE: 123w (i.e. list of glyphs, NOT slash-separated) # could, for example, swap all occurences of "1" with "2", # as well as swapping all "3" with "w" (or any other of the 23 # possibilities). # SHUFFLE: 12/3w (i.e. list of slash-separated blocks of same size) # will either do nothing or swap all "1" with "3" and then also # swap "2" with "w" everywhere. # # Several SHUFFLE: lines can be used, and mixed with SUBST:, and the shuffles # and substitutions will be applied in order. You can also put multiple # SHUFFLEs on one line, comma-separated. Shuffles cannot use , or /. All spaces # are stripped before shuffling. # # SUBST: # ------ # The SUBST: directive allows you to specify a placeholder symbol that is # replaced with a random glyph from a set. For instance: # SUBST: ? = TUV # will replace occurrences of ? with one of TUV. # SUBST: ? = T U V # does the same thing - whitespace is not significant. # SUBST: ? = T:20 U V # makes T twice as likely to be used as U or V (the default weight # is 10). Note that there has to be at least one space before and after # T:20 and that whitespace in T:20 is not permitted. # SUBST: ? : TUV # replaces occurrences of ? with one of TUV, and guarantees that all # occurrences of ? will get the same replacement symbol. # # The placeholder and replacement symbols can be any non-space, printable # character, including : and =, apart from commas - "SUBST: = = +=:123def" is # valid. # # SUBST: lines can safely replace symbols with themselves: # # SUBST: w = wW # # Multiple SUBST: lines can be used, and mixed with SHUFFLE:, and will be # applied in order. Multiple substitutions can be performed on one line, using # commas. # # KFEAT: # ----- # The KFEAT: directive allows you to specify a placeholder symbol that is # replaced with another symbol, named feature, trap, or shop. Eg.: # # KFEAT: Z = C / needle trap / antique armour shop / altar of Zin # # Replaces occurrences of Z with C (random altar), a needle trap, an # antique armour shop, or an altar of Zin. Different instances of Z may # receive different replacements. To force a single replacement for all Z, # use: # # KFEAT: Z : C / needle trap / antique armour shop # # You'll notice that 'Z' is the symbol of the Orb of Zot. Kxxx directives # allow you to assign arbitrary definitions to any symbol. # # The placeholder used by KFEAT can be shared by KITEM and KMONS. See below. # If the placeholder is shared, all defined Kxxxx operations for the # placeholder are performed. # # KMONS: # ----- # KMONS: allows you to specify a placeholder symbol that indicates the # position of a monster (or monsters). # # KMONS: ? = orc priest / deep elf priest # # Using KMONS: allows you to exceed the 7 slot limit for monsters. It is also # useful if you want to place a monster on a non-floor square (used in # association with a KFEAT:). Eg: # # KFEAT: Z = W # KMONS: Z = rat # # (Places a rat on a shallow water square for all occurrences of Z.) # # KITEM: # ----- # KITEM: places the specified item at all occurrences of the placeholder. It # can be combined with KFEAT and KMONS for the same placeholder. Eg: # # KITEM: ? = potion of healing / potion of restore abilities # # # Note that a lot of the vaults are in there mainly to add some # interest to the scenery, and are not the lethal treasure-fests you # find in Angband (not that there's anything wrong with that) # # Guidelines for creating new vault maps: # --------------------------------------- # # If your map is not a minivault or a floating vault, make sure the side(s) # forming the border have a rock wall padding at least 6 deep. For instance, # if your map is ORIENT: north, you must have a 6 deep border of rock wall # (or any other kind of wall) along the northern, eastern, and western edges # of the map. If you're doing a fullscreen map (encompass), you must pad all # around the map with 6 layers of wall. For ORIENT: encompass maps, you # don't need to explicitly include the padding provided you make the map # small enough that the padding can be provided automatically. # # You do not have to place all of the stairs unless the level is full screen, # in which case you must place all except the extra stairs (> and <). The <> # stairs can be put anywhere and in any quantities but do not have to be # there. Any of the other stairs which are not present in the vault will be # randomly placed outside it. Also generally try to avoid rooms with no exit. # # You can use the templates below to build vaults. The entry point '@' must # be present (except full-screen vaults where it must not and orient:float # maps, where it is optional - the builder will randomly convert '.' spaces # on edges to entry points if needed) and be on an edge of the vault. # # Minivaults are handled very differently from regular vaults and special # levels. They're placed *after* normal map generation, whereas normal # vaults are placed before generating the rest of the level. There's no way # to guarantee generation of a minivault on a particular level, whereas # vaults can be forced to appear using a PLACE: attribute. # # I think that's all. Have fun! # ############################################################################### # Set the default depth for vaults. default-depth: 12-26 ############################################################################## # Entry vaults ############################################################################## # Lemuel's entry vaults. NAME: lemuel_entry_001 TAGS: entry ORIENT: float SHUFFLE: {[ FLAGS: no_rotate MAP xxxxxx.@.xxxxxx xxxxxx.x.xxxxxx xxxxxx...xxxxxx xxxxxx.x.xxxxxx xxxxxx...xxxxxx xxxxxx.x.xxxxxx xxxxxx...xxxxxx xxxxxx.x.xxxxxx xxxxxx...xxxxxx xxxxxx...xxxxxx x.............x x.............x x.....[{(.....x x.............x x.............x xxxxxxxxxxxxxxx ENDMAP ############################################################################## # Another Lemuel entry vault NAME: lemuel_entry_002 TAGS: entry ORIENT: float SHUFFLE: {[ MAP ......x@x...... ....xxx.xxx.... ...xx.....xx... ..xx.......xx.. .xx.........xx. xx...........xx x.............x x......{......x x.....[.(.....x x......<......x x.............x xx...........xx .xx.........xx. ..xx.......xx.. ...xx.....xx... ....xx...xx.... .....xx.xx..... ......x@x...... ENDMAP ############################################################################## # lemuel_entry_003 NAME: lemuel_entry_003 TAGS: entry ORIENT: float SHUFFLE: {[ MAP xxxxxxxxx xxxxxxx{x xxxxxxx.x xxxxxxx.x xxxxxxx.x xxxxxxx.xxxxxxx x[...........(x xxxxxxx.xxxxxxx xxxxxxx.x xxxxxxx.x xxxxxxx.x xxxxxxx.xx xxxxxxG.Gx xxxxxxx.xx xxxxxxx.x xxxxxxx@x ENDMAP # padded to the right with 'x', unfortunately ############################################################################## # lemuel_entry_004 NAME: lemuel_entry_004 TAGS: entry ORIENT: float SHUFFLE: {[ MAP xxxxxxxxxxx@xxxxxx xxxxxxxxxxx.xxxxxx xx..............xx xx..............xx xx..xx.xxxxxxx..xx xx..x.......(x..xx xx...........x...@ xx..x........x..xx xx..x...{....x..xx xx..x........x..xx @...x...........xx xx..x[.......x..xx xx..xxxxxxx.xx..xx xx..............xx xx..............xx xxxxxx.xxxxxxxxxxx xxxxxx@xxxxxxxxxxx ENDMAP ############################################################################## # lemuel_entrance_river NAME: lemuel_entry_005_a TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( CHANCE: 5 MAP xxxxxxxxxxxxxxxxxxx xxxxx{...(...[xxxxx xxxxx.........xxxxx xwxxx.........xxxxx xwwxx.........xxxxx xwwwx.........xxxxx xxwwx.........xxxxx xxwwww........xxxxx xxxwwwwww.w...xxxxx xxxxwwwww.wwwwxxxxx xxxxxwwww.wwwwwwxxx xxxxx...w.wwwwwwwxx xxxxx........wwwwxx xxxxx.........xwwwx xxxxx.........xxwwx xxxxx.........xxxwx xxxxx.........xxxxx xxxxx.........xxxxx ENDMAP NAME: lemuel_entry_005_b TAGS: entry no_monster_gen ORIENT: float CHANCE: 5 SHUFFLE: {[(, XYZ SUBST: X=W, Y=w, Z=w MAP xxxxxxxxxxxxxxxxxxx xxxxx{...(...[xxxxx xxxxx.........xxxxx xwxxx.........xxxxx xwwxx.........xxxxx xwwwx.........xxxxx xxwwx.........xxxxx xxwwXw........xxxxx xxxXwwwwwww...xxxxx xxxxXwwwwYYwwZxxxxx xxxxxXwwYwwwwwZwxxx xxxxx...wwwwwZwwwxx xxxxx........wwwwxx xxxxx.........xwwwx xxxxx.........xxwwx xxxxx.........xxxwx xxxxx.........xxxxx xxxxx.........xxxxx ENDMAP ############################################################################## # lemuel_entrance_tunnels NAME: lemuel_entry_006_tunnels TAGS: entry no_monster_gen ORIENT: float SUBST: ? = x. SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxx x{xxxxxxxxxxxxxxxxx x..xxxxxxxxxxxx[x?x xx.?xxxxx(xxxx?...x x?..xxxx..xxxx???.x x..?x?..?xxxx?x??.x x.?xx..xxxxx?.....x x.?xx.?xxxx?x.x???x xx..?.xxxx??..xxxxx xxx...?x??x..xxxxxx xxxxx.xx....xxxxxxx xxxxx..x.??xxxxxxxx xxxxxx.?.xxxxxxxxxx xxxxxx..??xxxxxxxxx xxxxxx?x.xxxxxxxxxx xxxxxxx?.?xxxxxxxxx xxxxxxxx..?xxxxxxxx xxxxxxxxxx.xxxxxxxx ENDMAP ############################################################################## # lemuel_entrance_funnel NAME: lemuel_entry_007_funnel TAGS: entry no_monster_gen ORIENT: float SUBST: c : x. MAP xxxxxxxxxxxxxxx x{.....(.....[x x.............x xx...ccccc...xx xx...ccccc...xx xxx...ccc...xxx xxx...ccc...xxx xxxx...c...xxxx xxxx...c...xxxx xxxxx.....xxxxx xxxxx.....xxxxx xxxxxx...xxxxxx xxxxxx...xxxxxx xxxxxx...xxxxxx xxxxxx+++xxxxxx xxxxxx...xxxxxx ENDMAP ############################################################################## # lemuel_entrance_muddy NAME: lemuel_entry_008_muddy TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( SUBST: ? = w. MONS: nothing / plant, nothing / fungus MAP xxxxxxxxxxxxxxxxxxx xxxxx{..1..(.1ww.[x xxxxx1...1...11ww.x xxxx?x..w.11..??1.x xxx??x........2.1.x xxx?ww..11.....?w.x xxxxww?..........xx xxx?w?11?.22.2....x xxx?w11?....w2....x xxxx???..1..???..xx xxxxx?..1??..??.xxx xxxx?x.....2?...xxx xxxx?x...2......xxx xxxx?w....2.....xxx xxxxx.22w......xxxx xxxxxxx..2.....xxxx xxxxxxx..2..22xxxxx xxx.........xxxxxxx xx..xx......xxxxxxx ...xxxxx.....xxxxxx xxxxxxxxxx....xxxxx xxxxxxxxxxxx...xxxx ENDMAP ################################### # broad hall NAME: lemuel_entry_009_a TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: ? : xcvG. CHANCE: 4 MAP xxxxxxxxxxx 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: lemuel_entry_009_b TAGS: entry ORIENT: float SUBST: ? : xcvG. ITEM: meat ration / bread ration / beef jerky / spear / potion of water / apple / club / hammer / knife SHUFFLE: {[( CHANCE: 3 MAP xxxxxxxxxxxx x{...(...[xx x.........xx x.?.....?.xx x.........xx x.........xx x.?.....?.xx x.........xx x.........xxxxxx x.?.....?.xxxddx x.........=..ddx x.........xxxxxx x.?.....?.xx x.........xx x@...@...@xx ENDMAP NAME: lemuel_entry_009_c TAGS: entry ORIENT: float SUBST: ? : xcvG. ITEM: meat ration / bread ration / beef jerky / spear / potion of water / apple / club / hammer / knife SHUFFLE: {[( CHANCE: 3 MAP xxxxxxxxxxxx x{...(...[xx x.........xx x.?.....?.xx x.........xx x.........xxxxxx x.?.....?.xxxddx x.........=..ddx x.........xxxxxx x.?.....?.xx x.........xx x.........xx x.?.....?.xx x.........xx x@...@...@xx ENDMAP ################################### # behind the door NAME: lemuel_entry_010_a TAGS: entry CHANCE: 5 ORIENT: float SHUFFLE: {( SUBST: b : bcv MAP xxxxxxxxxxx x{...(...[x x.........x x.........x x.........x x.........x x.........x x.........x x.........x xbbbb+bbbbx x....@....x ENDMAP NAME: lemuel_entry_010_b TAGS: entry CHANCE: 5 ORIENT: float SHUFFLE: {( SUBST: b : bcv MAP xxxxxxxxxxx x{...(...[x x.........x x.........x x.........x xbbbb+bbbbx x....@....x ENDMAP ############################# # lemuel_lava_pool NAME: lemuel_entry_011_lava_pool TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[ SUBST: l = l .:3 MAP xxxxxxxxxxxxxxx xxxxx..{..xxxxx xxxx(.....[xxxx xxxx.......xxxx xxxx.......xxxx xxxx.......xxxx xxxx..lll..xxxx xxxx.lllll.xxxx xxxx.ll%ll.xxxx xxxx.ll%ll.xxxx xxxx.lllll.xxxx xxxx..lll..xxxx xxxx.......xxxx xxxx.......xxxx xxx.........xxx x.............x x@.....@.....@x ENDMAP ############################################################################## # David's entry vaults ############################################################################## NAME: david_entry_001_a TAGS: entry FLAGS: no_rotate ORIENT: float CHANCE: 5 SHUFFLE: {[( MAP xxxxxxxxxxx@xxxxxxxxxxx xxxx...xxxx+xxxx...xxxx xx.......xx.x........xx x.........x.x.........x x....[....+.+....(....x x.........x.x.........x xx.......xx.xx.......xx xxxx...xxxx+xxx....xxxx xxxx+xxxxx...xxxxx+xxxx xxxx.xxx.......xxx.xxxx xxx...x.........x...xxx xxx...+....{....+...xxx xxx...x.........x...xxx xxx..xxx.......xxx.xxxx xxxx.xxxxx...xxxxx.xxxx xxxx..xxxxx+xxxxx..xxxx xxxxx.............xxxxx xxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_001_b TAGS: entry FLAGS: no_rotate ORIENT: float CHANCE: 5 SHUFFLE: {[ MAP xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxx...xxxxxxxxxx xxxxxxxxx..{..xxxxxxxxx xxxxxxxxx.....xxxxxxxxx xxxx...xxx...xxx...xxxx xx.......xx+xx.......xx x.........x.x.........x x....[....+.+....(....x x.........x.x.........x xx.......xx+xx.......xx xxxx...xxxx.xxxx...xxxx xxxxxxxx.......xxxxxxxx xxxxx.............xxxxx xxxx...............xxxx xxx.................xxx xxx........T........xxx xxx.......TTT.......xxx xxx.................xxx xxxx...............xxxx xxxxx.............xxxxx xxxxxxxx.......xxxxxxxx xxxxxxxxxxx@xxxxxxxxxxx ENDMAP ############################################################################## # Three discs NAME: david_entry_002 TAGS: entry FLAGS: no_rotate ORIENT: float SUBST: . : ?. SUBST: ? = .:1000 % ~ SUBST: ' = .x MAP xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxx...xxxx xxxxxxxxxxxxxx.......xx xxxx...xxxxxx.........x xx.......xx......(....x x..........xx.........x x....{....xxxx.......xx x.........xxxxxx...xxxx xx.......xxxxxx.xxxxxxx xxxx...xxxxxx...xxxxxxx xxxxxxxxxxx.......xxxxx xxx...''...........xxxx x'.''...xx....[....xxxx x'.'xx'xxx.........xxxx x'..''...xx.......xxxxx xx''..''..xxx...xxxxxxx xxxxxxxxx@xxxxxxxxxxxxx ENDMAP ############################################################################## # Oval NAME: david_entry_003_a TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {[(< SUBST: v:vx, c:vxc CHANCE: 2 MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxxxx.............xxxxxxxxx xxxxx.......vxvxvxv.......xxxxx xxx......xvx.......xvx......xxx xx....vxv.............vxv....xx xx...x......ccc=ccc......x...xx x...v..[..ccccc.ccccc..(..v...x x...x....ccccc.%.ccccc....x...x x...v....ccccc.%.ccccc....v...x x...x..<..ccccc.ccccc..{..x...x xx...v......ccccccc......v...xx xx....xvx.............xvx....xx xxx......vxv.......vxv......xxx xxxxx.......xvxvxvx.......xxxxx xxxxxxxxx.............xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_003_b TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {[(< SUBST: v:vx, c:vxc CHANCE: 2 MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxxxx.............xxxxxxxxx xxxxx.......vxvxvxv.......xxxxx xxx......xvx.......xvx......xxx xx....vxv.............vxv....xx xx...x......ccccccc......x...xx x...v..[..cc=cc.ccccc..(..v...x x...x....cccc..%.ccccc....x...x x...v....ccccc.%.ccccc....v...x x...x..<..ccccc.ccccc..{..x...x xx...v......ccccccc......v...xx xx....xvx.............xvx....xx xxx......vxv.......vxv......xxx xxxxx.......xvxvxvx.......xxxxx xxxxxxxxx.............xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_003_c TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {[(< SUBST: v:vx, c:vxc CHANCE: 2 MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxxxx.............xxxxxxxxx xxxxx.......vxvxvxv.......xxxxx xxx......xvx.......xvx......xxx xx....vxv.............vxv....xx xx...x......ccccccc......x...xx x...v..[..ccccc.ccccc..(..v...x x...x....c=....%.ccccc....x...x x...v....ccccc.%.ccccc....v...x x...x..<..ccccc.ccccc..{..x...x xx...v......ccccccc......v...xx xx....xvx.............xvx....xx xxx......vxv.......vxv......xxx xxxxx.......xvxvxvx.......xxxxx xxxxxxxxx.............xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_003_d TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {[(< SUBST: v:vx, c:vxc CHANCE: 2 MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxxxx.............xxxxxxxxx xxxxx.......vxvxvxv.......xxxxx xxx......xvx.......xvx......xxx xx....vxv.............vxv....xx xx...x......c=ccccc......x...xx x...v..[..ccc.c.ccccc..(..v...x x...x....ccccc.%.ccccc....x...x x...v....ccccc.%.ccccc....v...x x...x..<..ccccc.ccccc..{..x...x xx...v......ccccccc......v...xx xx....xvx.............xvx....xx xxx......vxv.......vxv......xxx xxxxx.......xvxvxvx.......xxxxx xxxxxxxxx.............xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_003_e TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {[(< SUBST: v:vx, c:vxc CHANCE: 2 MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxx xxxxxxxxx.............xxxxxxxxx xxxxx.......vxvxvxv.......xxxxx xxx......xvx.......xvx......xxx xx....vxv.............vxv....xx xx...x......ccccccc......x...xx x...v..[..ccccccccccc..(..v...x x...x....ccccccccccccc....x...x x...v....ccccccccccccc....v...x x...x..<..ccccccccccc..{..x...x xx...v......ccccccc......v...xx xx....xvx.............xvx....xx xxx......vxv.......vxv......xxx xxxxx.......xvxvxvx.......xxxxx xxxxxxxxx.............xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Water temple mockup NAME: david_entry_004_temple TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float SHUFFLE: {[( MAP ccccccccccccccc@ccccccccccccccc ccccccccc.............ccccccccc ccccc..........T..........ccccc ccc...T.................T...ccc cc........T.........T........cc c..............{..............c c...T.....................T...c c............[...(............c cc........T.........T........cc ccc...T.................T...ccc ccccc..........T..........ccccc ccccccccc.............ccccccccc ccccccccccccccccccccccccccccccc ENDMAP ############################################################################## # Stone temple mockup NAME: david_entry_005_temple TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float SHUFFLE: {[( MAP ccccccccccccccccccccc cccccc....[....cccccc ccc...............ccc cc......T...T......cc cc...T.........T...cc c.........w.........c c...T...........T...c c{.....w.....w......@ c...T...........T...c c.........w.........c cc...T.........T...cc cc......T...T......cc ccc...............ccc cccccc....(....cccccc ccccccccccccccccccccc ENDMAP ############################################################################## # Lava temple mockup NAME: david_entry_006_temple TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float SHUFFLE: {[( MAP ccccccccccccccccccccccc cccccccccc...cccccccccc ccccccccc..{..ccccccccc cccccccc.......cccccccc ccccccc..T...T..ccccccc cccccc...........cccccc ccccc.T....T....T.ccccc cccc...............cccc ccc..T...T...T...T..ccc cc...................cc c......T.......T......c c..[.......T.......(..c cc...................cc ccccccccccc@ccccccccccc ENDMAP ############################################################################## # Twelve chambers mockup NAME: david_entry_007_temple TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {[( MAP cccccccccccccc@ccccccccccccccc cccc......................cccc cc....c.cccc.cccc.cccc.cc...cc c..ccc...cc...cc...cc...ccc..c c.cccc.T.cc.T.cc.T.cc.T.cccc.c c.cccc...cc...cc...cc...cccc.c c...ccc.cccc.cccc.cccc.ccc...c c.T.ccc.cccc.cccc.cccc.ccc.T.c c............................c cc.cc...[.....{.....(....cc.cc c............................c c.T.ccc.cccc.cccc.cccc.ccc.T.c c...ccc.cccc.cccc.cccc.ccc...c c.cccc...cc...cc...cc...cccc.c c.cccc.T.cc.T.cc.T.cc.T.cccc.c c..ccc...cc...cc...cc...ccc..c cc...cc.cccc.cccc.cccc.cc...cc cccc......................cccc cccccccccccccccccccccccccccccc ENDMAP ############################################################################## # Three leaves mockup NAME: david_entry_008_temple TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate SHUFFLE: {[ MAP ccccccccccccccccccccccc cccc.ccccccccccccc.cccc ccc....ccccccccc....ccc cc..T....ccccc....T..cc c.....T....c....T.....c c..T....T.....T....T..c c.........{.(.........c ccccccc.........ccccccc cccccccccc.[.cccccccccc cccccccccc...cccccccccc ccccccccc..T..ccccccccc cccccccc.......cccccccc ccccccc..T...T..ccccccc cccccc.....T.....cccccc cccccccc.......cccccccc ccccccccccc@ccccccccccc ENDMAP ############################################################################## # Moving archways NAME: david_entry_009 TAGS: entry no_monster_gen ORIENT: float MONS: plant / fungus / nothing SHUFFLE: _wl' SUBST: l:wxl, _:xw~_, ':., +:+. SUBST: ~ = ~:2 . SUBST: _ = 1 . %:1 SUBST: w = w W:3 MAP xxx.......@.......xxx xxxx+xxx+xxx+xxx+xxxx xxx___xwwwxlllx'''xxx xxx___xwwwxlllx'''xxx xxx___xwwwxlllx'''xxx xxx___xwwwxlllx'''xxx xxx___xwwwxlllx'''xxx xxx___xwwwxlllx'''xxx xxxx+xxx+xxx+xxx+xxxx xxx...............xxx xxxx.............xxxx xxxxxxx.......xxxxxxx xxxxxxxxx[{(xxxxxxxxx xxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # from cave to hall NAME: david_entry_010_a TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 3 MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c.......ccccc..c c.cc...c.c..c......c...c........ccccc..c cc.c.ccc..c...c..cc...c...cccc...ccc...c ccc.ccc.c.c..c...c..c....cc00cc........c c{ccc..cc.cc......cc.....=.cc%c...T....@ c.c...c.cc.c..cc.........ccc%cc........c cc.cccccc.c...c..c..cc....cccc...ccc...c cccc.c...c..c...c...............ccccc..c c.cc..ccc.c.......c...c.........ccccc..c c..cc.c.c...cc...ccc...cc...T....ccc...c cc..cc.cc.cc....c....c...c.............c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP NAME: david_entry_010_b TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 3 MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c.......ccccc..c c.cc...c.c..c......c...c........ccccc..c cc.c.ccc..c...c..cc...c...c=cc...ccc...c ccc.ccc.c.c..c...c..c....cc.0cc........c c{ccc..cc.cc......cc.....c0cc%c...T....@ c.c...c.cc.c..cc.........ccc%cc........c cc.cccccc.c...c..c..cc....cccc...ccc...c cccc.c...c..c...c...............ccccc..c c.cc..ccc.c.......c...c.........ccccc..c c..cc.c.c...cc...ccc...cc...T....ccc...c cc..cc.cc.cc....c....c...c.............c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP NAME: david_entry_010_c TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 3 MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c.......ccccc..c c.cc...c.c..c......c...c........ccccc..c cc.c.ccc..c...c..cc...c...cccc...ccc...c ccc.ccc.c.c..c...c..c....c=00cc........c c{ccc..cc.cc......cc.....c.cc%c...T....@ c.c...c.cc.c..cc.........ccc%cc........c cc.cccccc.c...c..c..cc....cccc...ccc...c cccc.c...c..c...c...............ccccc..c c.cc..ccc.c.......c...c.........ccccc..c c..cc.c.c...cc...ccc...cc...T....ccc...c cc..cc.cc.cc....c....c...c.............c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP NAME: david_entry_010_d TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 1 MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c.......ccccc..c c.cc...c.c..c......c...c........ccccc..c cc.c.ccc..c...c..cc...c...cccc...ccc...c ccc.ccc.c.c..c...c..c....cccccc........c c{ccc..cc.cc......cc.....cccccc...T....@ c.c...c.cc.c..cc.........cccccc........c cc.cccccc.c...c..c..cc....cccc...ccc...c cccc.c...c..c...c...............ccccc..c c.cc..ccc.c.......c...c.........ccccc..c c..cc.c.c...cc...ccc...cc...T....ccc...c cc..cc.cc.cc....c....c...c.............c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP ################################################################ # Circular labyrinths NAME: david_entry_011_lab TAGS: entry no_monster_gen FLAGS: no_rotate SHUFFLE: {[( ORIENT: float MAP xxxxxxxxxxxxxxxxxx.@.xxxxxxxxxxxx xxxxxxxxxxx......=....xxxxxxxxxxx xxxxxxxx.........x.......xxxxxxxx xxxxx.......xxxx.x=xx.......xxxxx xxxx.....xxxx....x..xxxx.....xxxx xxx....xxx.......x.....xxx....xxx xx....xx.....xxx=x.x.....xx....xx xx...xx....xxx...x.xxx....xx...xx x....x....xx.....x...xx....x....x x...xx...xx...xx.xx...xx...xx...x x...x....x...xx...xx...x....x...x x...x....x...xx[{(xx...x....x...x x...x....x...xx...xx...x....x...x x...xx...xx...xxxxx...xx...xx...x x....x....xx.........xx....x....x xx...xx....xxx.....xxx....xx...xx xx....xx.....xxxxxxx.....xx....xx xxx....xxx.............xxx....xxx xxxx.....xxxx.......xxxx.....xxxx xxxxx.......xxxxxxxxx.......xxxxx xxxxxxxx.................xxxxxxxx xxxxxxxxxxx...........xxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ######################################## # Another circular labyrinth NAME: david_entry_012_lab TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx......x....xxxxxxxxxxx xxxxxxxx.........x.......xxxxxxxx xxxxx.......xxxx.xxxx.......xxxxx xxxx.....xxxx..x....xxxx.....xxxx xxx....xxx.....x.......xxx....xxx xx....xx.....xxxxxxx.....xx....xx xx...xx....xxx.....xxx....xx...xx .....x....xx.........xx....x....x @...xx...xx...xx.xx...xx...xx...x ....x........xx...xx...x....x...x xxxxxxxxxxxxxxx[{(xx...x........x x............xx...xx...xxxxxx...x x...xxxxxxx...xxxxx...xx...xx...x x....x....xx.........xx....x....x xx...xx....xxx.....xxx....xx...xx xx...........xxx.xxx.....xx....xx xxx....xxx.....x.......x.x....xxx xxxx..xx.xxxx..x....xxxx.....xxxx xxxxxxx.....xxxxxxxxx.......xxxxx xxxxxxxx.................xxxxxxxx xxxxxxxxxxx...........xxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ######################################## # Circular labyrinth episode III NAME: david_entry_013_lab TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx.....x.....xxxxxxxxxxx xxxxxxxx........x........xxxxxxxx xxxxx.......xxxxxxxxx.......xxxxx xxxx.....xxxx.......xxxx.....xxxx xxx....xxx.............xxx....xxx xx....xx.....xxxxxxx...........xx xx.........xxx.....xxx....xx...xx x....xxxxxxx.........xx....x....x x...xx........xxxxx...xx...xx...x x...x....xxxxxx...xx...x....x...x x...x....x.....[{(.....xxxxxx...x x...x....x...xx...xx...x........x x...xx...xx...xxxxx...xx...xxxxxx x.........xx...x.....xx....x..... xx...xx....xxx.x...xxx....xx....@ xx....xx.....xxxxxxx.....xx...... xxx....xxx.....x.......xxx....xxx xxxx.....xxxx..x....xxxx.....xxxx xxxxx.......xxxxx.xxx.......xxxxx xxxxxxxx.......x.........xxxxxxxx xxxxxxxxxxx....x......xxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ##################################################################### # Cavernosity NAME: david_entry_014 TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: fungus SHUFFLE: {[(, b:bcv, UVW, XYZ SUBST: '=.x, U==, V=x, W=x, X==, Y=x, Z=x MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxx''xxxxxxxxxxxxxxxxx%xxxxxxxxxxxxx xxx...x''...x...xxxxxxxxxxx.0%%xxxxxxxxxxx xx..(....xx..''..xxxxxxxxxx.x.xxxxxxxxxxxx xx.....xxx'.xxx..xxxx''xxxx...xxxxxxxxxxxx xxx...xxxx=xxxxx.'xx'..'xxxx0xxxxxxxxxxxxx xxxxxxx'x=xxxxxx'.x..x.'xxx.xxxxxxxxxxxx.. xxxxx''...'xxxxxx'..xx..'xxx..xxxxxxx..... xxxxx'..x'..xxxxxx'x'..x'xxxxx.xxxx....... xxxx..'xxx..'xxxxxxx'.xxxxxxx0x.Wx........ xxxx..xxxxx..'xxxxx.....xxxx.xxxx......... xxxxx...xx'x..'xxx.......xxx0xxxx......... xxxx.....x'x..'xx...bbb...xUxVxx.......... xxxx..{..xx..x''x..bbbbb....x'...........@ xxxxx...xx''.xxx...bbbbb..x....x.......... xxxxxxxxxxxx.'x.....bbb...xxxYxxx......... xxxxxxxxxxxxx....x.......xXx.xxxx......... xxxxxxxxxxxxxxx'xxx.....xxx..xxxxx........ xxxxxxxxxxxxxx=xxxxxx..xxx..xxxxxxx....... xxxxxx'xxxxxx=xxxxxx.''xxx.xxxxxxxxxx..... xx...x.'xxxxx'.xxxxx'...Z1.xxxxxxxxxxxxx.. x..[.......'...'x'xxx..'xx..xxxxxwxxwwxxxx x.....xxx...'x'..xxx..'xxxx1...wwwwwxxwxxx xx...xxxx''x'xxx'..'.xxxxxxxxx.wwwxxxxxxxx xxxxxxxxxxxxxxxxxx..xxxxxxxxxxwwxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # A song of water and fire (David) # This is another series of entry levels, ten total. Leave the template intact # (but commented out). All water is deep. # NAME: water_fire_template # TAGS: entry no_monster_gen no_pool_fixup # FLAGS: no_rotate # CHANCE: 1 # ORIENT: float # MONS: plant # MAP # xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx # xxxxxxxxxxxxx...............xxxxxxxxxxxxx # xxxxxxxx.........................xxxxxxxx # xxxx..........llllllxwwwwww..........xxxx # xx......llllllllllllxwwwwwwwwwwww......xx # x....lllllllllllllllxwwwwwwwwwwwwwww....x # x.llllllxllllllxxxxxxxxxxxwwwwwwxwwwwww.x # xlllxlllxllllxxxl...x...wxxxwwwwxwwwxwwxx # xlllxlllxlllxxllx...x...xwwxxwwwxwwwxwwwx # xlllxlllxlllxll.x...x...x.wwxwwwxwwwxwwwx # xlllxlllxlllxl..x...x...x..wxwwwxwwwxwwwx # xlllxlllxlllx...x...x...x...xwwwxwwwxwwwx # x...x...x...x...x...x...x...x...x...x...x # x...x...x...x...x...x...x...x...x...x...x # xx+xx...x...x...x...x...x...x...x...xx+xx # x..xxx..x...x...x...x...x...x...x..xxx..x # x....x+xx...x...x...x...x...x...xx+x....x # xx......xx+xxx+xx...x...xx+xxx+xx......xx # xxxx...........xxx+xxx+xxx...........xxxx # xxxxxxxx.........................xxxxxxxx # xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx # xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx # ENDMAP NAME: david_entry_015_a_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.........................xxxxxxxx xxxx..........llll..x..w.ww..........xxxx xx.......lllllllllllxwwwwwwwww.ww......xx x....lllllll.llll.l11wwwwwwwwwwwwwwww...x x.ll.lllxll.lllxxx.xx.xxxxwwwwwwxwxwwww.x xlx.xll.xxx.lx.xl.xxx.x.wxxxwwwwxwwwxxwxx xl.lx..lxxxl.x.lx.1.x...xw.xxwwwxw.wxx.wx xl.lx.xlxll.xll.xxx.xwx.x1wwxww.x.xwx.wwx x.llxl.lxl.lxl.xx..xxxx.x..wx1wwx.wwx..wx x.xlx.llxl.xx...x.x.x...xxx.xw.wx.wwxwwxx xl..xx..x.l.x.x.x...x.x.x...xx..xx.wxx..x x...x...x...x...xxx.x...x.x.x.x.x...x...x xx+xx...x...x...x...x..xx...x...x.x.xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_b_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.......lll...............xxxxxxxx xxxx.........lllllllxw.wwww..........xxxx xx......ll.lllllllllxwwwwwwwwxwww......xx x..l.llll.lllllllllxxwww..wwwxwww.ww....x x.lllll..l.llllxx.xxwwxxxx..wwwwxw.ww.w.x xll.xl.lxl.llxxxl.1.x.1.wxxx.wwwxw.wxwwxx xlx.xl.xxl..xxllx11.11.xxwwxx.wwxwwwxwwwx xl.l.ll.x.llxll.x1.11..1x.wwxw.wx.ww..wwx x.llx.x.xxl.xl..x..xx.x.x..wxw.wxw..xx.wx x.l.xxl.xl.lx...x..xx...x.w.xwx.xwwxxww.x x...x.l.xl..x.xx....xx..x..xx..xx..wxw.xx x...x...x.l.x.xxxx..x..xx...x..xx...x...x xx+xx...x...x...x...x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x.x.x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_c_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx..............www........xxxxxxxx xxxx..........ll.lllxwwwwww..........xxxx xx......lll.llllllllx1...www.www.......xx x....l.lxl..llll..l11www..wwww..ww.w....x x.lllll..llllllxxx.l11.xxxwww.wwxwwwwww.x xllxxlllx.lllxxxl.x.xww.wxxxwwwwxw.w.wwxx x.llx.llxx.lxxllx...x.x.xw.xxwww..wwx.wwx xl.lxllxxl.lxll.xxx.x...x.wwxww.xw.wx.wwx xl.lxxl.xll.xl.xx..xxx.xx..wxww.xw.wxx.wx xxx.xll.xll.x.x.xx.xxx.xxx.wxx.xxxwxx.wxx x...xlx.xl.xx...x.x.xx.xx...x.w.x...x...x x...x...x.x.xx..x.x.x...x...x...x...x...x xx+xx...x...x...x...x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_d_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx..........l..............xxxxxxxx xxxx..........llllllxwwwwww..ww......xxxx xx......xll..llxxlllxwww..wwwwwww......xx x....l.lxl..l.lxxlllxww..wwwxwwwwwww....x x.llxll.xllll.llllxxwxx.xxwwwwwwxwwwwww.x xll.xll.xlll.x1xxl.wxw.xwxxxwwwwxw.wxxwxx xl.lx.l.xll.xxl.xx..x11wxwwxx.wwx.wwxww.x xlllx.lxxll.xll1x.1.x.11x.wwxx.wxw.wxwx.x x..xxx.lxxll.l.1xx.1xw1.x..wxw.wxwwwxw.xx xxl.xlx.lllxx..xxx.1xx.111w.xw.wxxw.xww.x x...x..lx.l.xl.xx...x...x.xxxwx.xw..x...x x...x...x..lxx.xx...x...x...x.w.x...x...x xx+xx...x...x...x...x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_e_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.........ll....ww........xxxxxxxx xxxx..........llllllxwwwwww..........xxxx xx......ll...lllxxllxwwww..ww..ww......xx x...llllllllllllllllxw...wwwxxx..www....x x.xl.l.lxlx.l.lxxxxxx.xxxxw.wwx.x.wwwwwwx xxllxxx.xllllx.lllww.1wwwwxx.wxwx.wwxw.wx xll.xx.lxl.lxx..x.w.xww.1111xw.wxw.wx.xwx xl.xx.llxl.lx..111..x..xxxwx11.wxw.wx.xxx xl..x.lxxxl.x1x1xx.xx.x....wxwwwxww.xw.wx xlx.x..lxll.x..xx...x...x...xw.wxxwwxx.wx xxx.x...xx.xxx..x.x.x.x.x.wxx.w.x.xxx.wwx x...x...x.xxx...x.x.x...xx..x..wx...x...x xx+xx...x...x...x...x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_f_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.........l....ww.........xxxxxxxx xxxx..........llllllxwwwwww...w......xxxx xx..l...llxlll..ll.....wwwwwwwwww......xx x....lllllllllll..lxxxw.wwww...xwwww....x x.llllllxllll.lxxxx11x.x1xw.xxx1xwwww.w.x xll.xlllxll..x.x1111xw.ww1xx.w.xxw.xxww.x xxl.xlllxl.lxx111w11xxw.xww.xwxwxwx..wwwx x.ll.lllxl.xx111xw11x.x.x.w.xwxwxwx..wwwx x.llx.llxxx.x111xw11x...xx.wxwwwxwwxx..wx x.xxxl.lxll.xx11111.xxx.x1.wx.wwxxw.xxx.x xl.lxxx.x...x..xxxx.xxx.www.xx.xx.x.x..xx x...x...x...x.x.x..xx..wxx.xx...x..xx...x xx+xx...x...x...xx.1x...xxx.x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_g_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.........111.111.........xxxxxxxx xxxx..........llll11.11wwwww.........xxxx xx...x..lllllll..........ww.wwwww......xx x...xllllxxx.lllllllxwwwwwww.wwwww.w....x x.lll..lxl..lllxxxx.xxxxxxww.wwwx.wwwww.x xlll.lllx.lllxxxl11wx.wwwxxx.wwwxw..xwwxx xll.xlllx.lxxxll.xxxxw..xw1.xwwwxww.x..wx xll.xxllx.llxll.x.1wxxw.xx.wxwwwx.x.xwwwx xx.lxxllx..lxl..x.1.xw.xx..wxwwwx.wwxww.x x.xlxllxxx.lx..xxxx.x.xwx.wxxwwwxx.xxx.xx x..xxl.xxx.xxx..x1.xx.xwx.xxx...x...x...x x...x...x...x...x...xx..x..xx...x.x.x...x xx+xx...x...x...x...x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_h_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx........l......ww........xxxxxxxx xxxx..........llllllxww.www..........xxxx xx......lllllll.xxxlxww.wwwwwwwww......xx x....llllllllllx...lxxww..wwxxwwwwww....x x.lllllx..ll.llxxxx11xxxxx.wwwxxx..www..x xl.lxll.xl..lxxxl..xx...w.xx1www1ww.xw.xx xl.lxll.xlllxxllxx..x.wwxw.1x.11xxxxx..wx xlxlxl.lxlllxll.11111ww.x.wwx.xxxwwwxwwwx xlxlxx.lxlllxl.11www11.wx..wxx.xxwxwxw.wx xlxlxlx.xlllxlx11wTw11.wx...x.xwxwwwxw.wx x...x..xx...x.x11www11..x...x...x...xxx.x x...x...x...x...11111xx.x...x...x.x.x...x xx+xx...x...x...xx..x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_i_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.........ll...ww.........xxxxxxxx xxxx.........xllllllxwwwwwwx.........xxxx xx......lllllllllllxxxwwwww.wwwww......xx x....llllllxxxllllx111xwww.xxx.wwwww....x x.lllll.xllllllxxxx1x1xxxxw...w.x.wwwww.x xxxl.lxx.llllxxxllx111xwwxxxwwww.xxw.wxxx xlx.xlx.xxllxxllxl..x..wxwwxxwwxx.xwx.xwx xll.xlx.xlllxll.x.xxxxx.x.wwxwwwx.xwx.wwx xl.xxlx.xlxlxlx.x...x...x.xwxwxwx.xwxx.wx xl.lxl.lxlllx...x...x...x...xwwwxw.wxw.wx xx.xxx.xxx.xxx.xxx.xxx.xxx.xxx.xxx.xxx.xx x...x...x...x...x...x...x...x...x...x...x xx+xx...x.x.x.x.x...x...x.x.x.x.x...xx+xx x..xxx..x...x...x.x.x.x.x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_015_j_water_fire TAGS: entry no_monster_gen no_pool_fixup FLAGS: no_rotate CHANCE: 1 MONS: plant ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx...............xxxxxxxxxxxxx xxxxxxxx.........................xxxxxxxx xxxx.......l..lll.llxwww.ww..........xxxx xx......l.llllll.xxxxw..wwwww..ww......xx x....llll.lll.lll..lxwwwwwww..wwwwww.w..x x.lllll.ll.ll.lxxxx111xwxxwwwwwwxw.w.ww.x xxlxx..xxl.l.xxxll11x1w.11xxw.xwx.xxx.xxx xlll.xx.x.lxx.ll..wwwwx.x.wxxx.wxw..xw.xx xlx.xll.x.l.x.llxxw.xx.xw.wwxx.wxwx.xwx.x xlx.xl.xx.l.xl..x...x.x.xx.wx.xwxwx.xxx.x xl.xxx.lllxlx.xxx.T.x...x.w.x.wwxw.wxw.wx x...x.xxx...xx..x...xx.xx.wxx.w.xw.xx.xxx x...x...x...xx..x...x...xx..xx..xw..x...x xx+xx...x...x...x...x...x...x...x...xx+xx x..xxx..x...x...x...x...x...x...x..xxx..x x....x+xx...x...x...x...x...x...xx+x....x xx......xx+xxx+xx...x...xx+xxx+xx......xx xxxx...........xxx+xxx+xxx...........xxxx xxxxxxxx.........................xxxxxxxx xxxxxxxxxxxxx.....[.{.(.....xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The Chase NAME: david_entry_016_chase TAGS: entry no_monster_gen no_pool_fixup MONS: kobold, hobgoblin / goblin / giant bat ITEM: stone, dart ORIENT: float FLAGS: no_rotate MAP xxxxxxxxxxxxx..........@ xxxxxwwwwwwww2.......... xxxxxxxxwwwwwww........x xxxxx.......wwww..wwwwwx xxww...(.......wwwwwwwwx xwwww....[.{....wwww...x xwwwwww................. xwwwwwwwwwwwwwww.......@ x1wwwwwwwwwwwwwwww...... x1e1...wwwwwwwwwwwwwww.x x1d1...........wwwwwwwwx x>...................wwx xxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The humble fractal NAME: david_entry_017_fractal TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate KFEAT: X = teleport trap SHUFFLE: {[( MAP xxxxx+xxxxx+xxxxxxxxxxx@x xxxxx.xxxxx.xxxxxxxxxxx.x xxxx..xxxx..xxxxxxxxxx..x xxx...xxx...xxxxxxxxx...x xx..(.xx..{.xxxxxxxx....x +.....+.....xxxxxxx.....x xxxxx+xxxxx+xxxxxx......x xxxxx.xxxxx.xxxxx.......x xxxx..xxxx..xxxx........x xxx...xxx...xxx.........x xx..[.xx....xx..........x @.....+.....+...........x xxxxx+xxxxx+............x xx.xx.xx.xx.............x x..+..x..x..............x xx+xxxxxx...............x xx.xx.xx................x x..x..x.................x xx+xxx..................x xx.xx...................x x..x....................x xxx.....................x xx....................G.x @......................Xx xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Painted rooms 1 NAME: david_entry_018 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( SHUFFLE: cvba MAP xxxxxxxxx@.xxxxxx xvvvvvvvx..xbbbbx xv.....vx..xb..bx xv..(..+...xb.[bx xv.....vx..xb..bx xvvvvvvvx...+..bx xxxxxxxxx..xb..bx @..........xb.{bx .........T.xb..bx xxxxxxxx...xbbbbx xxxxxxxx.@.xxxxxx ENDMAP ############################################################################## # Painted rooms 2 NAME: david_entry_019 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( SHUFFLE: cvba MAP xxxxxxxxxxxxxxx xcccccccx.....x xc.....cx..[..x xc..(..cx.....x xc.....cxxxx+xx xc..{..cx...... xc.....+......@ xcccccccx...... xxxxxxxxx..@... ENDMAP ############################################################################## # Painted rooms 3 NAME: david_entry_020 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[ SHUFFLE: cvba MAP xxxxxxxxxxxx xvcvcvcvcvcx xc........vx xv........cx xc.{....[.vx xv........cx xc........vx xvcvcv+vcvcx xxxxxx.xxxxx x..........x x.(..wwww..x x..........x xxxxxxxxxx@x ENDMAP ############################################################################## # Tetris NAME: david_021_tetris TAGS: entry ORIENT: float SHUFFLE: {[(, bcvx MAP xxxxxxxxxxx.@.xxxxxxxxxxx xxxxxxxxxxx...xxxxxxxxxxx xxxxxxxxxxx...xxxxxxxxxxx xxxxxxxxxx..x..xxxxxxxxxx xxxxxxxxx..xxx..xxxxxxxxx xxxxxxxx..xxxxx..xxxxxxxx xxxxxxx..xxxxxxx..xxxxxxx xxxxxx..xxxxxxxxx..xxxxxx xxxxx..xxxxxxxxxxx..xxxxx x.......................x x.bb.bb..b..b..bb.bbb.b.x x..b.bb.bbb.b.bb..b..bb.x x..b........b........b..x xx...xxxxxx.b.xxxxxx...xx xxx...xxxxx...xxxxx...xxx xxxx...xxxx...xxxx...xxxx xxxxx...xxx...xxx...xxxxx xxxxxx...xx...xx...xxxxxx xxxxxxx...x...x...xxxxxxx xxxxxxxx.........xxxxxxxx xxxxxxxxx...{...xxxxxxxxx xxxxxxxxx.(...[.xxxxxxxxx xxxxxxxxx.......xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Central NAME: david_022_central TAGS: entry MONS: gnoll, jackal, worm ORIENT: float SHUFFLE: {[(<, 123 MAP xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx xxxxxxxxxxx...........xxxxxxxxxxx xxxxxxxxx...xxx...xxx...xxxxxxxxx xxxxxxx...xxxx.....xxxx...xxxxxxx xxxxxx..xxxxx...]...xxxxx..xxxxxx xxxxx..xxxxx.........xxxxx..xxxxx xxxx..xxxxx...........xxxxx..xxxx xxx..xxxxx......x......xxxxx..xxx xx..xxxxx......xxx......xxxxx..xx xx.xxxxx......xx1xx......xxxxx.xx x..xxxx......xx.%.xx......xxxx..x x.xxxx......xx.....xx......xxxx.x @.......(..xx1%.}.%1xx..[.......@ x.xxxx......xx.....xx......xxxx.x x..xxxx......xx.%.xx......xxxx..x xx.xxxxx......xx1xx......xxxxx.xx xx..xxxxx......xxx......xxxxx..xx xxx..xxxxx......x......xxxxx..xxx xxxx..xxxxx...........xxxxx..xxxx xxxxx..xxxxx.........xxxxx..xxxxx xxxxxx..xxxxx...{...xxxxx..xxxxxx xxxxxxx...xxxx.....xxxx...xxxxxxx xxxxxxxxx...xxx...xxx...xxxxxxxxx xxxxxxxxxxx...........xxxxxxxxxxx xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx ENDMAP ############################################################################## # the snail NAME: david_023_snail TAGS: entry no_monster_gen ORIENT: float MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxx.......xxxxxxxxx xxxxxxxxxx.......(.....xxxxxxx xxxxxxxx.................xxxxx xxxxxxx.........xxxx......xxxx xxxxxx........xxxxxxxx.....xxx xxxxx.......xxxx....xxx.....xx xxxxx......xxx........xx....xx xxxx.......xx...xxx...xxx....x xxxx......xxx..xxxxx...xx..[.x xxx.......xx..xxx.{xx..xx....x xxx......xxx..xxx.xx..xxx....x xxx......xxx...xx.....xx....xx xx........xx....xxxxxxx....xxx xx........xxx....xxxx......xxx xx........xxxx............xxxx xx........xxxxxxx......xxxxxxx x..........xxxxxxxxxxxxxxxxxxx x....@.....xxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # stupid boxes NAME: david_024_boxorama TAGS: entry ORIENT: float SHUFFLE: {[(< MAP xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx x.................................x x.................................x x...xxxxxxx...xxxxx...xxxx...xx...x x...xxxxxxx...xxxxx...xxxx...xx...x x...xxxxxxx...xxxxx...xxxx........x x...xxxxxxx...xxxxx........<..[...x x...xxxxxxx.......................x x.......................xxxxxxx...x x...(..{........xxxxx...xxxxxxx...x x........xxxx...xxxxx...xxxxxxx...x x...xx...xxxx...xxxxx...xxxxxxx...x x...xx...xxxx...xxxxx...xxxxxxx...x x.................................x x.................................x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # two boxes missing NAME: david_025_boxes_within_box TAGS: entry ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxx x.................................x x.................................x x...xxxxxxx..xxxxxxxxxxx..xxxxx...x x...xxxxxxx..xxxxxxxxxxx..xxxxx...x x...xxx........xxxxxxxxx..xxxxx...x x............{.xxxxx......xxxxx...x x...xxx..[........................x x...xxx........x........(.xxxxx...x x...xxxxxx..xxxx.xxx......xxxxx...x x...xxxxxx..xxxx.xxx......xxxxx...x x...xxxxxx..xxxx.xxxx...xxxxxxx...x x...xxxxxx..xxxx.xxxx...xxxxxxx...x x.................................x x.................................x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################ # Concentric eggs (David) NAME: david_026_a TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: worm / giant beetle ITEM: nothing / ring of hunger / protection from fire / protection from cold ITEM: nothing / choko / pear / apple / sausage / banana / any scroll CHANCE: 2 SHUFFLE: {(, cvx MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxx.......................xxxxxx xxxvxv.......................vxvxxx xxx.........xxxxx+xxxxx.........xxx xxv......xxxxxxxx+xxxxxxxx......vxx xx......xxxxxx.......xxxxxx......xx xv.....xxxxx...........xxxxx.....vx xx.....xxxx....xxxxx....xxxx.....xx xv.....xxx...xxxxxxxxx...xxx.....vx x.....xxxx..xx.......xx..xxxx.....x x.....xdx...x..xx+xx..x...xex.....x ......x=x..xx.xx...xx.xx..x=x...... @.....x1x..xx.xx[({xx.xx..x1x.....@ ......x.x..xx.xx...xx.xx..x.x...... x.....x.x...x..xxxxx..x...x.x.....x x.....xx=x..xx.......xx..x=xx.....x xv.....xxx...xxxx+xxxx...xxx.....vx xx.....xxxx....xx+xx....xxxx.....xx xv.....xxxxx...........xxxxx.....vx xx......xxxxxx.......xxxxxx......xx xxv......xxxxxxxxxxxxxxxxx......vxx xxx.........xxxxxxxxxxx.........xxx xxxvxv.......................vxvxxx xxxxxx.......................xxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_026_b TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: worm / giant beetle ITEM: nothing / ring of hunger / protection from fire / protection from cold ITEM: nothing / choko / pear / apple / sausage / banana / any scroll CHANCE: 2 SHUFFLE: {(, cvx MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxx.......................xxxxxx xxxvxv.......................vxvxxx xxx.........xxxxx+xxxxx.........xxx xxv......xxxxxxxx+xxxxxxxx......vxx xx......xxxxxx.......xxxxxx......xx xv.....xxxxx...........xxxxx.....vx xx.....xxxx....xxxxx....xxxx.....xx xv.....xxx...xxxxxxxxx...xxx.....vx x.....xxxx..xx.......xx..xxxx.....x x.....xdx...x..xx+xx..x...xex.....x ......x=x..xx.xx...xx.xx..x=x...... @.....x1x..xx.xx[({xx.xx..x1x.....@ ......x.x..xx.xx...xx.xx..x.x...... x.....x.x...x..xxxxx..x...x.x.....x x.....xx=x..xx.......xx..xxx=.....x xv.....xxx...xxxx+xxxx...xxx.....vx xx.....xxxx....xx+xx....xxxx.....xx xv.....xxxxx...........xxxxx.....vx xx......xxxxxx.......xxxxxx......xx xxv......xxxxxxxxxxxxxxxxx......vxx xxx.........xxxxxxxxxxx.........xxx xxxvxv.......................vxvxxx xxxxxx.......................xxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_026_c TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: worm / giant beetle ITEM: nothing / ring of hunger / protection from fire / protection from cold ITEM: nothing / choko / pear / apple / sausage / banana / any scroll CHANCE: 2 SHUFFLE: {(, cvx MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxx.......................xxxxxx xxxvxv.......................vxvxxx xxx.........xxxxx+xxxxx.........xxx xxv......xxxxxxxx+xxxxxxxx......vxx xx......xxxxxx.......xxxxxx......xx xv.....xxxxx...........xxxxx.....vx xx.....xxxx....xxxxx....xxxx.....xx xv.....xxx...xxxxxxxxx...xxx.....vx x.....xxxx..xx.......xx..xxxx.....x x.....xdx...x..xx+xx..x...xex.....x ......x=x..xx.xx...xx.xx..x=x...... @.....x1x..xx.xx[({xx.xx..x1x.....@ ......x.x..xx.xx...xx.xx..x.x...... x.....x.x...x..xxxxx..x...x.x.....x x.....=xxx..xx.......xx..x=xx.....x xv.....xxx...xxxx+xxxx...xxx.....vx xx.....xxxx....xx+xx....xxxx.....xx xv.....xxxxx...........xxxxx.....vx xx......xxxxxx.......xxxxxx......xx xxv......xxxxxxxxxxxxxxxxx......vxx xxx.........xxxxxxxxxxx.........xxx xxxvxv.......................vxvxxx xxxxxx.......................xxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_026_d TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: worm / giant beetle ITEM: nothing / ring of hunger / protection from fire / protection from cold ITEM: nothing / choko / pear / apple / sausage / banana / any scroll CHANCE: 2 SHUFFLE: {(, cvx MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxx.......................xxxxxx xxxvxv.......................vxvxxx xxx.........xxxxx+xxxxx.........xxx xxv......xxxxxxxx+xxxxxxxx......vxx xx......xxxxxx.......xxxxxx......xx xv.....xxxxx...........xxxxx.....vx xx.....xxxx....xxxxx....xxxx.....xx xv.....xxx...xxxxxxxxx...xxx.....vx x.....xxxx..xx.......xx..xxxx.....x x.....xdx...x..xx+xx..x...xex.....x ......x=x..xx.xx...xx.xx..x=x...... @.....x1x..xx.xx[({xx.xx..x1x.....@ ......x.x..xx.xx...xx.xx..x.x...... x.....x.x...x..xxxxx..x...x.x.....x x.....=xxx..xx.......xx..xxx=.....x xv.....xxx...xxxx+xxxx...xxx.....vx xx.....xxxx....xx+xx....xxxx.....xx xv.....xxxxx...........xxxxx.....vx xx......xxxxxx.......xxxxxx......xx xxv......xxxxxxxxxxxxxxxxx......vxx xxx.........xxxxxxxxxxx.........xxx xxxvxv.......................vxvxxx xxxxxx.......................xxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_026_e TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: worm / giant beetle ITEM: nothing / ring of hunger / protection from fire / protection from cold CHANCE: 1 SHUFFLE: {(, cvx MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxx.......................xxxxxx xxxvxv.......................vxvxxx xxx.........xxxxx+xxxxx.........xxx xxv......xxxxxxxx+xxxxxxxx......vxx xx......xxxxxx.......xxxxxx......xx xv.....xxxxx...........xxxxx.....vx xx.....xxxx....xxxxx....xxxx.....xx xv.....xxx...xxxxxxxxx...xxx.....vx x.....xxxx..xx.......xx..xxxx.....x x.....xdx...x..xx+xx..x...xxx.....x ......x=x..xx.xx...xx.xx..xxx...... @.....x1x..xx.xx[({xx.xx..xxx.....@ ......x.x..xx.xx...xx.xx..xxx...... x.....x.x...x..xxxxx..x...xxx.....x x.....=xxx..xx.......xx..xxxx.....x xv.....xxx...xxxx+xxxx...xxx.....vx xx.....xxxx....xx+xx....xxxx.....xx xv.....xxxxx...........xxxxx.....vx xx......xxxxxx.......xxxxxx......xx xxv......xxxxxxxxxxxxxxxxx......vxx xxx.........xxxxxxxxxxx.........xxx xxxvxv.......................vxvxxx xxxxxx.......................xxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_026_f TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate MONS: worm / giant beetle ITEM: nothing / choko / pear / apple / sausage / banana / any scroll CHANCE: 1 SHUFFLE: {(, cvx MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxx.......................xxxxxx xxxvxv.......................vxvxxx xxx.........xxxxx+xxxxx.........xxx xxv......xxxxxxxx+xxxxxxxx......vxx xx......xxxxxx.......xxxxxx......xx xv.....xxxxx...........xxxxx.....vx xx.....xxxx....xxxxx....xxxx.....xx xv.....xxx...xxxxxxxxx...xxx.....vx x.....xxxx..xx.......xx..xxxx.....x x.....xxx...x..xx+xx..x...xdx.....x ......xxx..xx.xx...xx.xx..x=x...... @.....xxx..xx.xx[({xx.xx..x1x.....@ ......xxx..xx.xx...xx.xx..x.x...... x.....xxx...x..xxxxx..x...x.x.....x x.....xxxx..xx.......xx..x=xx.....x xv.....xxx...xxxx+xxxx...xxx.....vx xx.....xxxx....xx+xx....xxxx.....xx xv.....xxxxx...........xxxxx.....vx xx......xxxxxx.......xxxxxx......xx xxv......xxxxxxxxxxxxxxxxx......vxx xxx.........xxxxxxxxxxx.........xxx xxxvxv.......................vxvxxx xxxxxx.......................xxxxxx xxxxxxvxvx...............xvxvxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Sounds of Crawl: the Slurp NAME: david_027_sounds_slurp TAGS: entry no_monster_gen MONS: generate_awake jelly ITEM: dart ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxxx....@..... xxxxx......xxxxxxxxxx.........@ xxx............xxxxxx.......... xx................xxxxxxxxxxxxx xx....vvvv.......xx.....xxxxxxx .....vv1dvvv.....x...{.....xxxx @....vddd+>vv................xx .....vvddvvv...x....vvv.......x xxx...vvvvv...xx...vvvvv..(...x xxx..........xx....vvvvv.....xx xxx..........xx.....vvv......xx xxxx........xx..............xxx xxxx.......xxxx....[......xxxxx xxxxx...xxxxxxxxx.....xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Sounds of Crawl: the Drone NAME: david_028_sounds_drone TAGS: entry no_monster_gen MONS: generate_awake boring beetle FLAGS: no_rotate ORIENT: float SHUFFLE: {[(< MAP xxx.....@....ccccc....@.....xxx xx...........cx>xc...........xx x............cxxxc............x .............cxxxc............. .............cxxxc............. @.......(....cxxxc....[.......@ .............cxxxc............. ccccccccccccccxxxcccccccccccccc cxxxxxxxxxxxxxxxxxxxxxxxxxxxxxc c>xxxxxxxxxxxxx1xxxxxxxxxxxxx>c cxxxxxxxxxxxxxxxxxxxxxxxxxxxxxc ccccccccccccccxxxcccccccccccccc .............cxxxc............. @.......]....cxxxc....{.......@ .............cxxxc............. .............cxxxc............. x............cxxxc............x xx...........cx>xc...........xx xxx.....@....ccccc....@.....xxx ENDMAP ############################################################################## # Arbitrary 1 NAME: david_entry_029 TAGS: entry ORIENT: float SHUFFLE: [{ SUBST: ':'.x, '=.x MAP xxxxxxxxxxxxxxxxxxxxx xxxxx''xx''''''xx''xx xxxx''..'..xxx.'x..'x xxxx'.{...xx'......'x xxx'.....x''..[...'xx xxx'....'.......''xxx xxx'.........''xxxxxx xx'........'xxxxxxxxx xx'......''xxxxxxxxx. x'.....'xxxxxxxxxxx.. x...''xxxxxxxxxxxxx.@ x.'xxxxxxxxxxxxxx.... x..'xxxxxx''.'x..'xxx x'...'''x'.xx..'xxxxx x'..........xxxxxxxxx xx'..(.xxx'....''xxxx xxx'....xxxx''...''xx xxxxxx'''xxxxx''...'x xxxxxxxxxxxxxxx..@..x ENDMAP ############################################################################## # Arbitrary 2 NAME: david_entry_030 TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: ':'.x, '=.x MAP xxxxxxx'.@.'xxxxx xxxxxx'..'...'xxx xxxx'...xxxx..xxx xxx...'xxxxx'.'xx xxx.(.'xxxxxx..xx xx'....'xxxxx'..x xx...'...xxxxx'.' x..''xx'..'xx...@ ..'xxxxx.'.'...'x @.'xxxx'.....[.'x '..'x'....''...xx x'.....{.'xxx'.'x xx'''....xxxx'.xx xxxxx.'xxxxxxx.xx xxxxx.x'xxxxx.'xx xxxx'..@''xx.@.'x ENDMAP ############################################################################## # subterranean lakeside camping NAME: david_entry_031 TAGS: entry no_monster_gen ORIENT: float MONS: goblin, rat, giant bat SHUFFLE: {[( SUBST: ?:?.w, ?=.w, ':'.x, '=.x MAP xxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxx?xx1.'xxxxxxxx'.33x xxxx'.??.xxx.xxx.x.x..xxxx xx'..?w.....?.....x..xxx'x x'.?www?.?.?www?.xx...2x.' x'?www?.??w.wwww?...?.xx.@ xx.???.?wwww.www.?ww..x..' xxx'..?wwww??.wwwww?.xx.xx ''xx..?www?[({?www?.xx.xxx @..xx?wwwww???wwwww?..xx'x ..xx..?wwwww.wwwww?..x..xx x'.xxx.??wwww.ww.??...xxxx xx..x....??www.??...xxxx'x xxx...??....??.xx?.x.....x xxxx'...'xxxxxxx''...'x.2x xxx'.xxxxx'''xxxxxx''xx1xx xxxxxxxxxx.@.xxxxxxxxxxxxx ENDMAP ############################################################################## # subterranean lakeside camping II NAME: david_entry_032 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( SUBST: ?:?.w, ?=.w, ':'.x, '=.x MAP xxxxxxxxxxxxxxxxxxxxxxxxxxx xwwwwwwwww?......'''....''. xwwwwww??...?w?......'..... xwww??....w.www??...'x'..'. xww??...?ww.w.ww.?..xx..... xw?....?ww[www..w.?..'..... xw?.(.?wwwwwwwww......'...@ xw?....ww{wwww..w....'x.'.. xww??...?wwww?.ww?....x.''. xwww??.....?wwww...x..'.... xwwwwww??....???..'x....xx' xwwwwwwww??''...........''' xxxxxxxxxxxxxxxxx..@....''' ENDMAP ############################################################################## # Arbitrary entries NAME: david_entry_033_a TAGS: entry ORIENT: float CHANCE: 5 SHUFFLE: {[( MAP xxxx..@..xxxx xxx...x...xxx xx...xxx...xx xx...xxx...xx xx..xxxxx..xx x...........x x.....(.....x x.U...[...U.x x.....{.....x x...........x xxxx..x..xxxx xxxxx...xxxxx xxxx..@..xxxx ENDMAP NAME: david_entry_033_b TAGS: entry ORIENT: float CHANCE: 5 SHUFFLE: {[( MAP xxxx..@..xxxx xxx...x...xxx xx...xxx...xx xx...xxx...xx xx..xxxxx..xx x...........x x...........x x.T..([{..T.x x...........x x...........x xxxx..x..xxxx xxxxx...xxxxx xxxx..@..xxxx ENDMAP ############################################################################## # Houses by the road NAME: david_entry_034 TAGS: entry ORIENT: float SHUFFLE: {[(, +' SUBST: ':'x+, '=x+ MAP xxxxxxx.@.xxxxxxx x.....x...x.....x x..(..'...+..[..x x.....xx.xx.....x xxx+xxxx.xxxx'xxx @....xx...xx....@ .....xx...xx..... xxx+xxxx.xxxx+xxx x.....xx.xx.....x x..{..'...'..]..x x.....x...x.....x xxxxxxx.@.xxxxxxx ENDMAP ############################################################################## # Leaving the shelter NAME: david_entry_035 TAGS: entry ORIENT: float SHUFFLE: cv MAP @...........@ ............. ....cc+cc.... ...cc...cc... ...c..{..c... ...cc...cc... ....cc+cc.... ............. @...........@ ENDMAP ############################################################################## # Disconnected? NAME: david_entry_036_a TAGS: entry ORIENT: float CHANCE: 2 SHUFFLE: {[( MAP @.......xxxxx..@ .[......xxxxx... ........xxxxx... xxxxxxxxxxxxx.(. xxxxxxxxxxxxx... x...xxxxxxxxxxxx x.{.xxxxx....... x...xxxxx..].... x...xxxxx....... x.@.xxxxx......@ ENDMAP NAME: david_entry_036_b TAGS: entry ORIENT: float CHANCE: 2 SHUFFLE: {[( MAP @.......xxxxx..@ .[......=xxxx... ........x..xx... xxxxxxxxxxx.=.(. xxxxxxxxxxxxx... x...xxxxxxxxxxxx x.{.xxx.=....... x...=..xx..].... x...xxxxx....... x.@.xxxxx......@ ENDMAP NAME: david_entry_036_c TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 2 MAP @.......xxxxx..@ .[......xxxxx... ........xxxxx... x=xxxxxxxxxxx.(. xx=xxxxxxxx.=... x...xxxxxx=xxxxx x.{.xxxxx....... x...xxxxx..].... x...xxxxx....... x.@.xxxxx......@ ENDMAP NAME: david_entry_036_d TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 2 MAP @.......xxxxx..@ .[......xxxxx... ........xxxxx... xxxxx=xxxxxxx.(. xxxxxx.xxxxxx... x...xxx.xxxxxxxx x.{.xxx.x....... x...xxx.x..].... x...=..x=....... x.@.xxxxx......@ ENDMAP NAME: david_entry_036_e TAGS: entry ORIENT: float SHUFFLE: {[( CHANCE: 2 MAP @.......xxxxx..@ .[......xxxxx... ........xxxxx... xxxxxxxxxxxxx.(. xxxxxxxx.xxxx... x...xxx.x=xxxxxx x.{.x..xx....... x...x%%xx..].... x...x%%xx....... x.@.xxxxx......@ ENDMAP ############################################################################## # Rhombus NAME: david_entry_037_a TAGS: entry no_monster_gen ORIENT: float CHANCE: 5 SHUFFLE: {[ MAP xxxxxxxxxxxxxxxxx xxxxxxx...xxxxxxx xxxx....(....xxxx @.......{.......@ xxxx....[....xxxx xxxxxxx...xxxxxxx xxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_037_b TAGS: entry no_monster_gen ORIENT: float CHANCE: 5 SHUFFLE: {[ MAP xxxxxxxx@xxxxxxxx xxxxxxx...xxxxxxx xxxx.........xxxx x......({[......x xxxx.........xxxx xxxxxxx...xxxxxxx xxxxxxxx@xxxxxxxx ENDMAP ############################################################################## # Thieves' delight NAME: david_entry_038_a TAGS: entry ORIENT: float CHANCE: 1 MAP xxxxxxxxxxxxx x%.x%.=..=.[x xx=x.%x..x].x x..xxxxxxxxxx @.....{.....@ xxxxxxxxx.xxx x.)=%x.%x.x%x x(.x%=%.xx=.x xxxxxxxxxxxxx ENDMAP NAME: david_entry_038_b TAGS: entry ORIENT: float CHANCE: 2 MAP xxxxxxxxxxxxx x.%x%.x..=.[x x=xx..x%.x..x x..x=xxx=xxxx @.....{.....@ xxxxx=xxx.xx= x.%=....x.x%x x(.x....xxx%x xxxxxxxxxxxxx ENDMAP NAME: david_entry_038_c TAGS: entry ORIENT: float CHANCE: 1 MAP xxxxxxxxxxxxx x.%x%%x..=.[x =xxx..=..x..x x..xxxx=xxxxx @.....{.....@ xxxxxxxxx.x=x x.)x%...=.x.x x(%x%...xxx%x xxxxxxxxxxxxx ENDMAP NAME: david_entry_038_d TAGS: entry ORIENT: float CHANCE: 1 MAP xxxxxxxxxxxxx x%.=..=.%x.[x xxxx..x%.x..x x..x=xxxxx=xx @.....{.....@ x=xx=xxxx.xxx x..x%x.%x.x>x x(.x%=..x=x%x xxxxxxxxxxxxx ENDMAP NAME: david_entry_038_e TAGS: entry ORIENT: float CHANCE: 1 MAP xxxxxxxxxxxxx x..=..=..x%[x xxxx..x..x%%x x..xx=xxxx=xx @.....{.....@ xxxxxxxxx.xxx x%%=....x.x%x x(%=...]x=x.x xxxxxxxxxx=xx ENDMAP NAME: david_entry_038_f TAGS: entry ORIENT: float CHANCE: 2 MAP xxxxxxxxxxxxx x..=..x%.=%[x x=xx..=..x.%x x..xxxxxxxxxx @.....{.....@ xxxxxx=xx.=xx x%.x....x.x.x x(%=....xxx%x xxxxxxxxxxxxx ENDMAP NAME: david_entry_038_g TAGS: entry ORIENT: float CHANCE: 2 MAP xxxxxxxxxxxxx x%.x..x..x%[x xx=x..x..x]%x x..xx=x=xxxxx @.....{.....@ xxx=xxxxx.xx= x..x....x.x%x x(.x.%%.xxx%x xxxxxxxxxxxxx ENDMAP ############################################################################## # Erosion NAME: david_entry_039 TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: '=cx., "=+.= MAP xxxxxxxxxxxxxxxxxxxx xccccccx.......x..c. xccccccc..ccx'.x..x. xcc.(..c..'..c.'=''. xcc.[..+..c..+.x.."@ xcc.{..c..cxxc.'..x. xccccccc..x....'xx'. xcccccxxc...cc...... xxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Squares NAME: david_entry_040 TAGS: entry ORIENT: float SHUFFLE: {[( MAP x@xxxxxxxxxx@x @..[xx....cc.@ x.ccxx.......x x.cc..cc.....x x....x{cxx...x x....xx.xx...x xcc.........cx xcc..cx.xx..cx @....xc(xx...@ x@xxxxxxxxxx@x ENDMAP ############################################################################## # Round shapes 1 NAME: david_entry_041 TAGS: entry ORIENT: float SHUFFLE: {[(, vcx SUBST: ? = x= SUBST: ' = x. MAP xxxxxxxxxxxxxxxx.@ @...xxxxxx.'xx.?.. xxx'.xxxx.xx..xx.. xxxx.'xxx?xxxxxx.. xxxxx.xxx.xxxxxx.. xx[x.......xxxxx.. xx...vvvv..'xxxx.. x'.vvvvvvv....xx.. x..vvvvvv..xx'.x.. xx..vv....xxxx'x.. x(x'...xx{xxxx.?.. xxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Round shapes 2 NAME: david_entry_042 TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: ':'.x, '=x. MAP xxxx@xxxxxxxxx xxxx.xxxx...xx xx'...xx..x..@ x'..x..'....xx x'.......'xxxx x'........xxxx x'...''....xxx xx..'xxx'...xx xx.'xxxxxx..xx xx..xxxxxxx.'x xxx.'xxxxxx..x xxx..xxxxxx.{x xxxx..xxxx..xx xxxxx...xx.'xx xxxxxxx.(.['xx xxxxxxxxxxxxxx ENDMAP ############################################################################## # Round shapes 3 NAME: david_entry_043 TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: ':'.x, '=x., ":".c, "=.c MAP xxxxxxxxxxxxxxxxxxxxxxxx xxxxx.....xxxxxxxxxxxxxx xxx'.."""....xxxxxxxxxxx xx'.."ccc".[.....xxxxxxx x...cccccc"...cc...xxx.@ x.{.ccccc"..'.."cc..x.x. x....cc....'xx.."c".'xx. xx......(.'xxxx'....'xx. xx'..''...xxxxxxxx.'xxx. xx'..''xxxxxxxxxxxx.xxx. xxx''xxxxxxxxxxxxxx.xxx. xxxxxxxxxxxxxxxxxxx@...@ ENDMAP ############################################################################## # Sequences NAME: david_entry_044 TAGS: entry FLAGS: no_rotate ORIENT: float SHUFFLE: {( MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x(x.xx..xx...x.....xxxxx........ x..x...xx.....x.......x......... x.xx....xx.........xxxxxx......@ x.x..xx....xxxxx........xxxx.... x..x....xxx......xx........xx... x.xx...xxx......xx..........xxx. x{x.xx.[x......xx............... xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # The short and straight roads NAME: david_entry_045_a TAGS: entry ORIENT: float CHANCE: 5 SHUFFLE: {[( MAP xxxxxx..xxx x(.xx..xxxx x..x...+..x x..x..xx.[x x..+..xx..x x=xx..xxxxx x%x..xxxxxx xxx..x...{x xx...+....x xx..xxxxxxx ENDMAP NAME: david_entry_045_b TAGS: entry ORIENT: float CHANCE: 5 SHUFFLE: {[( MAP xxxxxx..xxx x(.xx..xxxx x..x...+..x x..x..xx.[x x..+..xx..x xxxx..xxxxx x%=..xxxxxx xxx..x...{x xx...+....x xx..xxxxxxx ENDMAP ############################################################################## # Roadkill NAME: david_entry_046 TAGS: entry ORIENT: float SHUFFLE: {[( MAP xx.(..x..xx. xx...xx...=. .....xxx..xx ....xxx...x. x...xx....x. x..xxx...xx. ...xx....x.. ..xxx.{.xxx. ..xx....xx.. .xxxx..xx... xxx....xx..[ ENDMAP ############################################################################## # Just another court NAME: david_entry_047 TAGS: entry ORIENT: float SHUFFLE: {[(, TVG MAP xxxxx.@.xxxxx x...........x x.xxx...xxx.x x.x.......x.x x.x.T.x.T.x.x x.....x.....x x....xxx....x xxxx..x..xxxx x..+.....+..x x(.xxx+xxx..x x..x[....x.{x xxxxxxxxxxxxx ENDMAP ############################################################################## # digital signposts NAME: david_entry_048_a TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float CHANCE: 5 SHUFFLE: {[(, cvba MAP xxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx...xxxx..xxxxxx xxxxxx..xc.xxx.xx.xx.xxxxx x..xx.x.x.xxx.xxxx.x.x.... x(...xx.x..xx.cx..xx.x.cx. x{.xxxxxx.x.x....xxxx..xx@ x[...xxx.xx.x.xxxx..xx.cx. x..cx...xx.xxx....xx.x.... xxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_048_b TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float CHANCE: 5 SHUFFLE: {[(, cvba MAP xxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx...xxxx..xxxxxx xxxxxx..xx.xxx.xx.xx.xxxxx x..cx.x.x.xxxxxxxx.xxx.... x(...xxx..xxxxxx..xx.x.cx. x{.xxx.xx.xxx...xxxxx..xx@ x[...xx.xc.xx.xc.x..x..cx. x..xx...xx...xxxx..x.x.... xxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # ternary NAME: david_entry_049 TAGS: entry ORIENT: float SHUFFLE: {[(, cv MAP xxxxxxxxxxxxxxxxxxxxxxxxxx xcxcxcxcxcxcxcxcxcxcxcxxcx x.x..c.....x..c.....x..c.x x.......x..x..x..c..c..c.x @......................... ..x..x..x..(..x..x..x..x.@ x.c..c..x..[..x..........x x.x.....c..{.....c..x....x xcxcxcxcxcxcxcxcxcxcxcxxcx xxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # For rent NAME: david_entry_050 TAGS: entry ORIENT: float SHUFFLE: {[(, TcGv, XY SUBST: ':.x, X=+=x, Y=+=x MAP xxxxxxxxxxxxxxxxxx..@ x'''''''xxxxxxxxxx... x'.....'xxxx...xxx... x'.x+x.xxx'..T..'x... x..x.x.[xx.......Y... xxxx.xxxxx''x+x''x... xxxx.xxxxxxxx.xxxxxXx @...................@ xxxxxx.xxxxxxxxxxx.xx xxxxxx+xxxxxx...'x.xx xxxx''.''xxxx.c..x.xx xxx'.....'xxx.{..+.xx xxx'.xxx.'xxx.c..xxxx xxxx..(..xxxx...'xxxx xxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Solitude NAME: david_entry_051_a TAGS: entry no_monster_gen ORIENT: float CHANCE: 3 MAP xxxxxxxxxxxxxxxxxxx....@ xxxxxxx.......xxxxx..... xxxxx..xxxxxxx..xxx..... xxxx.xxx....xxxx.xx..... xxx.xx..xxxx..xxx.x..... xx.xx.xxx..xxx.xx.xxxxx= xx.x.xxx.xx(xxx.xx.xxx.x x.xx.xx.xxxxbxx.xx.xxx.x x.xx.x.xx{cvxx.xxx.xxx.x x.x.xx.x.xxx[.xxx.xxx.xx x.x.xx.xx..xxxx..xxx.xxx x.x.xxx.xxx....xxx..xxxx x.xx.xxx..xxxxxx..xxxxxx @xxxx.xxxx......xxx..... xxxxxx...xxxxxxxx.=..... xxxxxxxxx........xx..... xxxxxxxxxxxxxxxxxxx....@ ENDMAP NAME: david_entry_051_b TAGS: entry no_monster_gen ORIENT: float CHANCE: 3 MAP xxxxxxxxxxxxxxxxxxxxxx@x xxxxxxx.......xxxxxxxx.x xxxxx..xxxxxxx..xxxxx.xx xxxx.xxx....xxxx.xxxx.xx xxx.xx..xxxx..xxx.xxx.xx xx.xx.xxx..xxx.xx.xxx.xx xx.x.xxx.xx{xxx.xx.xx.xx x.xx.xx.xxxxbxx.xx.x.xxx x.xx.x.xx(cvxx.xxx.x.xxx x.x.xx.x.xxx[.xxx.xx.xxx x.x.xx.xx..xxxx..xx.xxxx x.x.xxx.xxx....xxx.xxxxx x.xx.xxx..xxxxxx..xx...x x.xxx.xxxx......xxx.xxx= =xxxxx...xxxxxxxx..xx... ....xxxxx........xxxx... @...xxxxxxxxxxxxxxxxx..@ ENDMAP NAME: david_entry_051_c TAGS: entry no_monster_gen ORIENT: float CHANCE: 3 MAP xxxxxxxxxxxxxxxxxxxx...@ xxxxxxx.......xxxxxx.... xxxxx..xxxxxxx..xxxx.... xxxx.xxx....xxxx.xx=xxx. xxx.xx..xxxx..xxx.xx.xx. xx.xx.xxx..xxx.xx.xxx.x. xx.x.xxx.xx(xxx.xx.xx.x. x.xx.xx.xxxxbxx.xx.x.xx. x.xx.x.xx{cvxx.xxx.x.xx. x.x.xx.x.xxx[.xxx.xx.xx. x.x.xx.xx..xxxx..xx.xx=. x.x.xxx.xxx....xxx.xx.x. x.xx.xxx..xxxxxx..xxx.x. @xxxx.xxxx......xxxx.xx. xxxxxx...xxxxxxxx...xxx. xxxxxxxxx........xxxxxx. xxxxxxxxxxxxxxxxxxxxxxx. ENDMAP NAME: david_entry_051_d TAGS: entry no_monster_gen ORIENT: float CHANCE: 1 SHUFFLE: cvb MAP xxxxxxxxxxxxxxxxxxxx...@ xxxxxxx.......xxx[.=.... xxxxx..xxxxxxx..xxxx.... xxxx.xxxxxxxxxxx.xxxxxx. xxx.xxxxxxxxxxxxx.xxxxx. xx.xxxxxxxxxxxxxx.xxxxx. xx.xxxxxxxxxxxxxxx.xx(=. x.xxxxxxxxxxxxxxxx.xxxx. x.xxxxxxx{cvxxxxxx.xxxx. x.xxxxxx.xxxxxxxx.xxxxx. x.xxxxxxx..xxxx..xxxxx=. x.xxxxxxxxx....xxxxxx.x. x.xxxxxxxxxxxxxxxxxx%xx. @xxxxxxxxxxxxxxxxxxxxxx. xxxxxxxxxxxxxxxxxxxxxxx. xxxxxxxxxxxxxxxxxxxxxxx. xxxxxxxxxxxxxxxxxxxxxxx. ENDMAP ############################################################################## # One down, four to go NAME: david_entry_052 TAGS: entry MONS: rat, goblin, giant bat ORIENT: float SHUFFLE: [{( SUBST: X = x= MAP xxxxxxxxxxxx..@ xx.1.%1xxxxx... x%.1.....xxx(.. x1........xx... xxx...xx..xx... xxxxxxxxx.1x... xxxxxxxxxx+xXxx ..[.xxxxxx....x ....xxxxxx.{..x @...xxxxxxxx@xx ENDMAP ############################################################################## # Brainrot NAME: david_entry_053 TAGS: entry no_monster_gen MONS: jackal / worm ORIENT: float SHUFFLE: {( SUBST: l = l. MAP xxxxxxxxxxxxxxxxx@xxx @.xx...xx..xx..xx.xxx xx..xl.x.xxx..x..x.xx xxlll.xxx...xxllxx.xx xxxll.xx.xxxx.xx.xxxx @..xxl.x.x...x..x.xxx xxx..lx.x..xxxxxx.x.x xx%xx.x.xxxx...(x.x.x xlxlxxxx.xxx....xx.xx x.xlx.xl..x.xxllxxxxx xx.x.x.xxx.x.x..xxxxx x.xxxxx.lxxxx.xxlllll x..x..x.....x.xxl%1>l x{...x.x.xll..xxlllll xxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Refuge NAME: david_entry_054 TAGS: entry ORIENT: float SUBST: c:xc, T:TGv., %:%.T MAP ..................... ..................... ..xxxxxxxx+xxxxxxxx.. ..xxxx.........xxxx.. ..xx...T.....%...xx.. ..x..T...c=c...%..x.. ..+.....cc.cc.....+.. ..+.....cc>cc.....+.. ..x..%...c=c...T..x.. ..xx...%.....T...xx.. ..xxxx.........xxxx.. ..xxxxxxxx+xxxxxxxx.. ..................... ..................... ENDMAP ############################################################################## # Just another circle NAME: david_entry_055_a TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate CHANCE: 5 SHUFFLE: {[(, lw MAP xxxxxxxxxxxxxxxxxxxxxxx xxxxxxx.........xxxxxxx xxxx...xxxx+xxxx...xxxx xxx.xxxxxx...xxxxxx.xxx xx.xxxxxxx...xxxxxxx.xx xx.xxxxxxxx+xxxxxxxx.xx x.xxl..xx.....xxx.lxx.x x.xll..x.......x..llx.x @.xll(.+...{...+.[llx.@ x.xll..x.......x..llx.x x.xxl..xx.....xxx.lxx.x xx.xxxxxxxx+xxxxxxxx.xx xx.xxxxxxx...xxxxxxx.xx xxx.xxxxxx...xxxxxx.xxx xxxx...xxxx+xxxx...xxxx xxxxxxx.........xxxxxxx xxxxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: david_entry_055_b TAGS: entry no_monster_gen ORIENT: float CHANCE: 5 SHUFFLE: {[(, lw MAP xxxxxxxxxxx@xxxxxxxxxxx xxxxxxx.........xxxxxxx xxxx...xxxx+xxxx...xxxx xxx.xxxxwwwwwwwxxxx.xxx xx.xxxxxww...wwxxxxx.xx xx.xxxxx...[...xxxxx.xx x.xxxxxxxxx+xxxxxxxxx.x x.x..x...........x..x.x x.+..+.....{.....+..+.x x.x..x...........x..x.x x.xxxxxxxxx+xxxxxxxxx.x xx.xxxxx...(...xxxxx.xx xx.xxxxxww...wwxxxxx.xx xxx.xxxxwwwwwwwxxxx.xxx xxxx...xxxxxxxxx...xxxx xxxxxxx.........xxxxxxx xxxxxxxxxxx@xxxxxxxxxxx ENDMAP ############################################################################## # Stupid Stonehenge, eight and twelve columns NAME: david_entry_056_a TAGS: entry ORIENT: float CHANCE: 5 FLAGS: no_rotate ITEM: nothing, nothing, nothing SHUFFLE: cbvx, def} MAP .............................. ...............cc............. ..d......cc....cc....cc....e.. .........cc..........cc....... ....cc........................ ....cc...................cc... .........................cc... .............................. ..cc.......................... ..cc...........{..........cc.. ..........................cc.. .............................. ...cc......................... ...cc...................cc.... ........................cc.... .......cc..........cc......... ..f....cc....cc....cc......}.. .............cc............... .............................. ENDMAP NAME: david_entry_056_b TAGS: entry ORIENT: float CHANCE: 5 FLAGS: no_rotate SHUFFLE: cbvx MAP .......................... ............cc............ ............cc............ .....cc............cc..... .....cc............cc..... .......................... .......................... ..cc.........}........cc.. ..cc........{.........cc.. .......................... .......................... .....cc............cc..... .....cc............cc..... ............cc............ ............cc............ .......................... ENDMAP ############################################################################## # Just another altar on DL:1 NAME: david_entry_057_a_altar TAGS: entry ORIENT: float SHUFFLE: {[ MONS: gnoll / orc priest, large zombie / giant beetle CHANCE: 2 MAP @.............@ ..............[ ..xxxxxxxxxxxxx ..xcccccccccccx ..xcclllc.2..cx ..xcllllc....cx ..xcl...c1...cx ..==l>C.x....cx ..xcl...c....cx ..xcllllc....cx ..xcclllc...]cx ..xcccccccccccx @{xxxxxxxxxxxxx ENDMAP NAME: david_entry_057_b_altar TAGS: entry ORIENT: float SHUFFLE: {[ MONS: gnoll / orc priest, large zombie / giant beetle CHANCE: 2 MAP @.............@ ..............[ ..xxxx=xxxxxxxx ..xccc=cccccccx ..xcclllc.2..cx ..xcllllc....cx ..xcl...c1...cx ..xcl>C.x....cx ..xcl...c....cx ..xcllllc....cx ..xcclllc...]cx ..xcccccccccccx @{xxxxxxxxxxxxx ENDMAP NAME: david_entry_057_c_altar TAGS: entry ORIENT: float SHUFFLE: {[ MONS: gnoll / orc priest, large zombie / giant beetle CHANCE: 2 MAP @.............@ ..............[ ..xxxxxxxxxxxxx ..xcccccccccccx ..xcclllc.2..cx ..xcllllc....cx ..xcl...c1...cx ..xcl.C.=....cx ..xcl...c....cx ..xcllllc....cx ..xcclllc...]cx ..xcccccccccccx @{xxxxxxxxxxxxx ENDMAP NAME: david_entry_057_d_altar TAGS: entry ORIENT: float SHUFFLE: {[ MONS: gnoll / orc priest, large zombie / giant beetle CHANCE: 2 MAP @.............@ ..............[ ..xxxxxxxxxxxxx ..xcccccccccccx ..xcclllc.2..cx ..xcllllc....cx ..xcl...c1...cx ..xcl.C.=....cx ..xcl...c....cx ..xcllllc....cx ..xcclllc...]cx ..xcccccccccccx @{xxxxxxxxxxxxx ENDMAP NAME: david_entry_057_e_altar TAGS: entry ORIENT: float SHUFFLE: {[ MONS: gnoll / orc priest, large zombie / giant beetle CHANCE: 2 MAP @.............@ ..............[ ..xxxxxxxxxxxxx ..xcccccccccccx ..xcclllc.2..cx ..xcllllc....cx ..xcl...c1...cx ..xcl>T.x....cx ..xcl...c....cx ..xcllllc....cx ..xcclllc...]cx ..xcccccccccccx @{xxxxxxxxxxxxx ENDMAP ############################################################################## # Simpleton I NAME: david_entry_058 TAGS: entry no_monster_gen ORIENT: float MAP @xxxxxxxxxxxxxxx@ x.xxxxxxxxxxxxx.x xx...xxxxxxx...xx xxxx...xxx...xxxx xxxxx.......xxxxx xxxxxxx.{.xxxxxxx xxxxx.......xxxxx xxxx...xxx...xxxx xx...xxxxxxx...xx x.xxxxxxxxxxxxx.x @xxxxxxxxxxxxxxx@ ENDMAP ############################################################################## # Simpleton II NAME: david_entry_059 TAGS: entry ORIENT: float ITEM: nothing, nothing SHUFFLE: =+, TVG, {[ MAP xx@...@xxxxxxxx xx+xxx+xxxxxxxx x.......x...... x.......=..)..@ x.T.[.T.x...... x.......xxx=xxx x.......xcc=ccx xxxxxxxxxc...cx xccccccccc.{.cx @........+...cx xcccccccccccccx xxxxxxxxxxxxxxx ENDMAP ############################################################################## # Simpleton III NAME: david_entry_060 TAGS: entry ORIENT: float ITEM: nothing, nothing SHUFFLE: =+, cx, de/{(, {[( MAP @.............@ .....xx+xx..... .....x...x..... ...xxx.d.xxx... ...x.......x... ...=.{.[.(.=... ...x.......x... ...xxx.e.xxx... .....x...x..... .....xx+xx..... @.............@ ENDMAP ############################################################################## # Yet another D:1 altar NAME: david_entry_061_a_altar TAGS: entry no_monster_gen ORIENT: northwest SUBST: ?=l. CHANCE: 6 KFEAT: X = teleport trap SHUFFLE: Cc MAP xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxXlllllllllll.... xxxxxxlClllllllll?...@ xxxxxxlllllllll??..... xxxxxxllllllllll...... xxxxxxllllllllll...... xxxxxxllllllllll...... xxxxxxlllllllll?...... xxxxxxlllllllll....... xxxxxxllllllll?....... xxxxxxl?ll?ll?.....{.. xxxxxxll.??........... xxxxxxl..............@ ENDMAP NAME: david_entry_061_b_altar TAGS: entry no_monster_gen ORIENT: northwest CHANCE: 4 KFEAT: X = teleport trap SHUFFLE: Cc MAP xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx xxxxxxXwwwwwwwwwwwwww. xxxxxxwCwwwwwwwwwww..@ xxxxxxwwwwwwwwwwww.... xxxxxxwwwwwwwwwwww.... xxxxxxwwwwwwwwwww..... xxxxxxwwwwwwwwwww..... xxxxxxwwwwwwwwww...... xxxxxxwwwwwwwwww...... xxxxxxwwwwwwwww....... xxxxxxwwwwwwww.....{.. xxxxxxwwwwww.......... xxxxxxw..............@ ENDMAP ############################################################################## # Rooms with view NAME: david_entry_062 TAGS: entry no_monster_gen no_pool_fixup ORIENT: float SHUFFLE: {[, lw MAP .......xxxxxx@0 @+xlllxx......@ .x.....x......x .l..{..l......x .l..T..l..%...x .x.....x......x xxxlllxxxwwwxxx x......x.....x. x...%..w..T..w. x......w..[..w. x......x.....x. @......xxwwwx+. 0@xxxxxx......@ ENDMAP ############################################################################## # The tiny ones I (old school) NAME: david_entry_063_tiny TAGS: entry CHANCE: 10 ORIENT: float MAP { ENDMAP ############################################################################## # The tiny ones II (1x1) NAME: david_entry_064_a_tiny TAGS: entry CHANCE: 2 ORIENT: float MAP xxx +{+ xxx ENDMAP NAME: david_entry_064_b_tiny TAGS: entry CHANCE: 4 ORIENT: float MAP ..... .xxx. .+{+. xxxxx ENDMAP NAME: david_entry_064_c_tiny TAGS: entry CHANCE: 4 ORIENT: float MAP ..... .xxx. .+{+. .xxx. ..... ENDMAP ############################################################################## # The tiny ones III (3x3) NAME: david_entry_065_a_tiny TAGS: entry CHANCE: 1 ORIENT: float MAP xxxxx x...x +.{.+ x...x xxxxx ENDMAP NAME: david_entry_065_b_tiny TAGS: entry CHANCE: 3 ORIENT: float MAP ....... .xxxxx. .x...x. .+.{.+. xx...xx xxxxxxx ENDMAP NAME: david_entry_065_c_tiny TAGS: entry CHANCE: 3 ORIENT: float MAP ....xx .xx+xx .x...x .+.{.+ xx...x xxxxxx ENDMAP NAME: david_entry_065_d_tiny TAGS: entry CHANCE: 3 ORIENT: float MAP .xxxxxx .xxxxxx .x...xx .+.{.+. xx...x. xxxxxx. ENDMAP ############################################################################## # The tiny ones IV (row) NAME: david_entry_066_a_tiny TAGS: entry CHANCE: 4 ORIENT: float MAP xxxxx ..{.. xxxxx ENDMAP NAME: david_entry_066_b_tiny TAGS: entry CHANCE: 3 ORIENT: float SHUFFLE: vcb MAP xxxxx xvvvx .({[. xvvvx xxxxx ENDMAP NAME: david_entry_066_d_tiny TAGS: entry CHANCE: 3 ORIENT: float MAP xxxx x{.. xxxx ENDMAP ############################################################################## # Just another castle NAME: david_entry_067 TAGS: entry no_monster_gen ITEM: any, nothing, nothing ORIENT: float FLAGS: no_rotate SHUFFLE: {[( SHUFFLE: def # A test run with 50 tries had precisely one level without shallow water # access to surroundings. This is intended and I like the low chance for this. # Using SUBST: w=wW this chance could be decreased even more. MAP ............................. ............................. ...wwwwwwwwwwwwwwwwwwwwwww... ...wwwwwwwwwwwwwwwwwwwwwww... ...wwwwwwwwwwwwwwwwwwwwwww... ...wwwc+c+cwwwwwwwc+c+cwww... ...www+...cc+ccc+cc..d+www... ...www+..]c.......c...+www... ...wwwc+ccc.xxxxx.c+c+cwww... ...wwwww+...x...x...cwwww.... ...wwwwwc.xxx.{.+.T.+www..T.. ...wwwwwc.xxx.[.+.T.+www..T.. ...wwwww+...x...x...cwwww.... ...wwwc+ccc.xxxxx.ccc+cwww... ...www+...+.......+...+www... ...www+f..cc+ccc+cc..e+www... ...wwwc+c+cwwwwwwwc+c+cwww... ...wwwwwwwwwwwwwwwwwwwwwww... ...wwwwwwwwwwwwwwwwwwwwwww... ...wwwwwwwwwwwwwwwwwwwwwww... ............................. ............................. ENDMAP ############################################################################## # Erik's entry vaults ############################################################################## ############################################################################## # From Cave to Minitemple NAME: erik_entry_001_a TAGS: entry ORIENT: float CHANCE: 1 SHUFFLE: {[( SUBST: X : x:20 G:4 l:1 MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c..............c c.cc...c.c..c......c...c....xxxxxxxx...c cc.c.ccc..c...c..cc...c....xxxxT9T.x...c ccc.ccc.c.c..c...c..c.....xxxxx....x...c c{ccc..cc.cc......cc......G.x$X.C9.x...@ c.c...c.cc.c..cc............+0x....x...c cc.cccccc.c...c..c..cc......+0x....x...c cccc.c...c..c...c.........G.x$X.C..x...c c.cc..ccc.c.......c...c...xxxxx....x...c c..cc.c.c...cc...ccc...cc..xxxxT.T>x...c cc..cc.cc.cc....c....c......xxxxxxxx...c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP NAME: erik_entry_001_b TAGS: entry ORIENT: float MONS: gnoll CHANCE: 3 SHUFFLE: {[( MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c..............c c.cc...c.c..c......c...c....xxxxxxxx...c cc.c.ccc..c...c..cc...c....xxxxT.T.x...c ccc.ccc.c.c..c...c..c.....xxxxx1...x...c c{ccc..cc.cc......cc......G.x$x.V..x...@ c.c...c.cc.c..cc............+0x....x...c cc.cccccc.c...c..c..cc......+0x.1..x...c cccc.c...c..c...c.........G.x$x.V..x...c c.cc..ccc.c.......c...c...xxxxx....x...c c..cc.c.c...cc...ccc...cc..xxxxT.T>x...c cc..cc.cc.cc....c....c......xxxxxxxx...c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP NAME: erik_entry_001_c TAGS: entry ORIENT: float MONS: centaur, orc CHANCE: 3 SHUFFLE: {[( MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c..............c c.cc...c.c..c......c...c....xxxxxxxx...c cc.c.ccc..c...c..cc...c....xxxxT1T.x...c ccc.ccc.c.c..c...c..c.....xxxxx....x...c c{ccc..cc.cc......cc......G.x$x.V..x...@ c.c...c.cc.c..cc............+0x.2..x...c cc.cccccc.c...c..c..cc......+0x....x...c cccc.c...c..c...c.........G.x$x.V.>x...c c.cc..ccc.c.......c...c...xxxxx....x...c c..cc.c.c...cc...ccc...cc..xxxxT.T.x...c cc..cc.cc.cc....c....c......xxxxxxxx...c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP NAME: erik_entry_001_d TAGS: entry ORIENT: float MONS: orc CHANCE: 3 SHUFFLE: {[( MAP cccccccccccccccccccccccccccccccccccccccc c[c..c...cc......c.....................c c..ccc.cc..c...c....c....c.............c ccc..c..c.c..c..c..cc.c.c...T....ccc...c c..cccc.cc..c..cc.......c..............c c.cc...c.c..c......c...c....xxxxxxxx...c cc.c.ccc..c...c..cc...c....xxxxT.T.x...c ccc.ccc.c.c..c...c..c.....xxxxx....x...c c{ccc..cc.cc......cc......G.x$x.V..x...@ c.c...c.cc.c..cc............+0x...1x...c cc.cccccc.c...c..c..cc......+0x1...x...c cccc.c...c..c...c.........G.x$x.V..x...c c.cc..ccc.c.......c...c...xxxxx....x...c c..cc.c.c...cc...ccc...cc..xxxxT.T>x...c cc..cc.cc.cc....c....c......xxxxxxxx...c c(.c..c.cc...c......c..................c cccccccccccccccccccccccccccccccccccccccc ENDMAP ############################################################################## # Triangle NAME: erik_entry_002 TAGS: entry ORIENT: float SHUFFLE: {[( MAP xxxxxxxxxxxxxxx xxxxxxxxxxxxx(x xxxxxxxxxxxxx[xxx xxxxxxxxxxx.+{+.x xxxxxxxxxxx.xxx.xxx xxxxxxxxx.+x+.+x+.x xxxxxxxxx.xxx.xxx.xxx xxxxxxx.+x+.+x+.+x+.x xxxxxxx.xxx.xxx.xxx.xxx xxxxx.+x+.+x+.+x+.+x+.x xxxxx.xxx.xxx.xxx.xxx.xxx xxx.+x+.+x+.+x+.+x+.+x+.x xxx.xxx.xxx.xxx.xxx.xxx.xxx x.+x+.+x+.+x+.+x+.+x+.+x+.x x@xxx@xxx@xxx@xxx@xxx@xxx@x ENDMAP ############################################################################## # Deja vu NAME: erik_entry_003 TAGS: entry ORIENT: float ITEM: stone FLAGS: no_rotate MONS: rat SHUFFLE: {[(> MAP ..........@.......... ..................... ..........>.......... ...xcXXXXXXXXXXXcx... ...xXXX...1...XXXx... ...xXX..1...1..XXx... ...xX1.........1Xx... @(x....1..d..1....x[@ ...xX1.........1Xx... ...xXX..1...1..XXx... ...xXXX...1...XXXx... ...xcXXXXXXXXXXXcx... ..........{.......... ..................... ..........@.......... ENDMAP ############################################################################## # Deja vu 2 NAME: erik_entry_004 TAGS: entry no_monster_gen FLAGS: no_rotate ORIENT: float ITEM: stone MONS: rat, goblin, kobold, ooze SHUFFLE: {[( MAP xxxxxxxxxxx@xxxxxxxxxxxxxxxxxx x.........l.l................x x.....lllll.lllllllllllll....x x.....l....1............l....x x.....l.cc+ccccccccccc..l....x x.....l.cc..........cc..l....x x.....l.ccc.........cc..l....x x.....ll.cc.....2.3.cc.ll....x x.....l..cccccccc+cccc..l....x x.....l..cccccccc+cccc..l....x x.....ll..cc......cc...ll....x x.....l...ccd{[(..cc.4..l....x x.....l...cc......cc....l....x x.....ll..cccccccccc...ll....x x.....lll.cccccccccc.llll....x x.....lll............llll....x x.....lllll..4....lllllll....x x.....llllll....lllllll......x x.....lllllllllllll..........x x.........lllllll............x x............................x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Game-of-Life Blinker Ship NAME: erik_entry_005 TAGS: entry ORIENT: float SHUFFLE: {[( SHUFFLE: cx MAP .............................. ............c..c.............. ...........c.................. ...........c...c.............. ...cc......cccc............... ..cccc........................ .cc.cc........................ ..cc.....cc.ccc............... ........c..[..cc.....c....ccc. .......cc.{.....c....c....c.c. ........c..(..cc.....c....ccc. ..cc.....cc.ccc............... .cc.cc........................ ..cccc........................ ...cc......cccc............... ...........c...c.............. ...........c.................. ............c..c.............. .............................. ENDMAP ############################################################################## # 27 #1 NAME: erik_entry_006 TAGS: entry ORIENT: float ITEM: stone SHUFFLE: {[( SHUFFLE: ab MAP bbbbbbbbbbbbbbbbbbbb b([................b b{.................b b..a...............b b..................b b....aa............b b....a.............b b......aaa.........b b......aaa.........b b......aaa.........b b..................b b..........aaa.aaa.b b..........aaa.aaa.b b..........aaa.aaa.b b..................b b..........aaa.....b b..........aaa.....b b..........aaa...d.b b................... bbbbbbbbbbbbbbbbbb.. ENDMAP ############################################################################## # 27 #2 NAME: erik_entry_007 TAGS: entry ORIENT: float ITEM: stone SHUFFLE: {[( SHUFFLE: bx MAP bbbbbbbbbbbbbbbbbbbbbbbbbbb b.........................b b.........................b b.........................b b...>...[{(...ccccccccc...b b.........................b b.........................b b.........................b bbbbbbbbbbbbbbbbb...bbbbbbb b...................bbbbbbb b...................bbbbbbb b...................bbbbbbb b...c.ccc.ccc.ccc...bbbbbbb b...c.c.c.c.c.c.c...bbbbbbb b...ccc.ccc.ccc.c...bbbbbbb b...................bbbbbbb b....d..............bbbbbbb b...................bbbbbbb bbbb...bbbbbbbbbbbbbbbbbbbb ENDMAP ############################################################################## # 27 #3 NAME: erik_entry_008 TAGS: entry no_monster_gen # no pillars for dancing, so no_monster_gen ORIENT: float ITEM: stone SHUFFLE: {[( MAP cccccccccccccccccccccccccccc cccccccbbbbb.c...c.........c cccccccb[{(+.+...+.........c cccccccbbbbb.c...c.........c cccccccccccccccccccccc+ccccc c..........................c c.d........................c c..........................c c...cccccccccccccccccccccccc ENDMAP ############################################################################## # Ramanujan NAME: erik_entry_009 TAGS: entry ORIENT: float SHUFFLE: {[( SHUFFLE: cx MAP ccccccccccccccccccccccccccccccccc c([x............................c c{.x............................c cxx+............................c c......x.xxxxxxx.xx.xxxxxxxxx...c c...............................c c...............................c c...x.xxxxxxxxxxxx..............c c...............................c c...............................c c...xxxxxxxxx.xxxxxxxxxx........c c...............................c c...............................c c................................ ccccccccccccccccccccccccccccccc.. ENDMAP ############################################################################## # Kangaroo Pocket Calculator NAME: erik_entry_010 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( SHUFFLE: bc MAP bbbccccccccccccccccccccccccccccccccccccccccccccc b{b........................................+..+. b[+........................................+..+. b(b........................................+..+. bbbccccccccccccccccccccccccccccccccccccccccccccc ENDMAP ############################################################################## # Kaf Zayin # with my luck, this will be something horribly offensive NAME: erik_entry_011 TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate no_hmirror no_vmirror SHUFFLE: {[(< SHUFFLE: cx MAP cccccccccccccccc..cccccccccccccccccc c..................................c c...x...............xx.............c c..xxxxxx..........xxxxxxxx........c c.xxxxxxxx.........xxxxxxxxxxx.....c c..xxxxxxxx.........xxxxxxxxxxxx...c c.....xxxx..............xxxxxxxxx..c .......xx........[<..........xxxxx.. .......xxx.......({............xxx.. c.......xxx.....................xx.c c.......xxx.....................xx.c c........xxx...........xxxxxxxxxxx.c c........xxx..........xxxxxxxxxxx..c c.........xx.........xxxxxxxxxxx...c c..................................c cccccccccccccccc..cccccccccccccccccc ENDMAP ############################################################################## # Matt's vaults ############################################################################## # Refuge NAME: matt_entry_001 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( MAP xxxxx@xxxxxxxx@xxxx x.................x x.xxxxxxx+xxxxxxx.x x.x.............x.x x.x.xxxxxxxxxxx.x.x x.x.x.........x.x.x x.x.x.xxxxxxx.x.x.x x.x.x.x.....x.x.x.x @.x...x.([{.x...x.@ x.x.x.x.....x.x.x.x x.x.x.xxx.xxx.x.x.x x.x.x.........x.x.x x.x.xxxxxxxxxxx.x.x x.x.............x.x x.xxxxxxx+xxxxxxx.x x.................x xxxx@xxxxxxxx@xxxxx ENDMAP ############################################################################## # Grand Opening NAME: matt_entry_002 TAGS: entry ORIENT: float SHUFFLE: {[, TU MAP xxxxxxxxxx@xxxxxxxxxx x..x.............x..x x.x...............x.x xx.......x.x.......xx x......x.x.x.x......x x.....xx.x.x.xx.....x x.......Tx.xT.......x x..xxxxxxx.xxxxxxx..x @........({[........@ x..xxxxxxx.xxxxxxx..x x.......Tx.xT.......x x.....xx.x.x.xx.....x x......x.x.x.x......x xx.......x.x.......xx x.x...............x.x x..x.............x..x xxxxxxxxxx@xxxxxxxxxx ENDMAP ############################################################################## # Diagonals NAME: matt_entry_003 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[( SUBST: ':x., ":x., ?:x., _:x. MAP xxxxxxxxxx@xxxxxxxxxx xx..........'......xx x.x......_.x......x.x x..x......x......x..x x...x....x.x."..x...x x....x..x...x..x....x x.....xx...".xx.....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 xx.................xx xxxxxxxxxx@xxxxxxxxxx ENDMAP ############################################################################## # Debris NAME: matt_entry_004 TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: ':'.x, '=x. MAP xxxxxxx@xxxxxxxxxxxxx@xxxxxxx x....x..'.x.................x x...'.xxxx...........'x.....x x'..''.''.........xx..x'....x x'...'...x'...'....'xx.xx...x x'...x'......x.x.....x..''..x x'.'x'x'.......'....'x......x x'..'x.......x'x.....''..x..x x'...'...xxx..{...x'....'x'.x @''.......'.....'....'..'x'.x x''......xxx...xx........x..x x....x.......'xx.x...[....x.@ x...'....x''..x.xx........x.x x'....x....'..x'x..'''...x..x x...'.'....'.xx.x...x...'x.'x x..x.....(...x.xx.......'x.'x x..'..'x.........xx.....'x..x x...x...........xx.x..x..x..x x.......'x.'''..x.xx........x x.........'......xx.........x xxxxxxxxxxx@xxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Spirals NAME: matt_entry_005 TAGS: entry ORIENT: float SHUFFLE: {[( MAP xxxxxxxx@xxxxxxxxx x......x.x.x.....x x.xxxx.x.x.x.xxx.x x.x{.x.x.x.x..(x.x x.xx.x.x.x.xxxxx.x x....x.x.x.......x xxxxxx.x.x.xxxxxxx @................@ x.xxxxxxxxxxxxxx.x x.x..........x...x x.x.xxxxxxxx.x.x.x x.x.x...[....x.x.x x.x.x.xxxxxxxx.x.x x...x..........x.x xxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # More LOS fun NAME: matt_entry_006 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[(< MAP xxxxxxxxx+xxxxxxxxx xxxxxxxxx.xxxxxxxxx xxxxxxxxx+xxxxxxxxx xxx.............xxx xxx.xxxxxxxxxxx.xxx xxx..x.......x..xxx xxx.x.xxxxxxx.x.xxx xxx.xx.......xx.xxx xxx.x.xxx+xxx.x.xxx xxx.x.x.....x.x.xxx xxx.x.x..<..x.x.xxx +.+.x.+..{..+.x.+.+ xxx.x.x.(.[.x.x.xxx xxx.x.x.....x.x.xxx xxx.x.xxx+xxx.x.xxx xxx.xx.......xx.xxx xxx.x.xxxxxxx.x.xxx xxx..x.......x..xxx xxx.xxxxxxxxxxx.xxx xxx.............xxx xxxxxxxxx+xxxxxxxxx xxxxxxxxx.xxxxxxxxx xxxxxxxxx+xxxxxxxxx ENDMAP ############################################################################## # Tucked-away holy place NAME: matt_entry_007_a TAGS: entry no_monster_gen ORIENT: float CHANCE: 1 SHUFFLE: {[(< MAP xxx@xxx@xxx x.........x x....(....x x..xx=xx..x x..x...x..x @.[xTCTx<.@ x..x.T.x..x x..xxxxx..x x....{....x x.........x xxx@xxx@xxx ENDMAP NAME: matt_entry_007_b TAGS: entry no_monster_gen ORIENT: float CHANCE: 3 SHUFFLE: {[(< MAP xxx@xxx@xxx x.........x x....(....x x..xxxxx..x x..x.>.x..x @.[xTCTx<.@ x..x.T.x..x x..xxxxx..x x....{....x x.........x xxx@xxx@xxx ENDMAP NAME: matt_entry_007_c TAGS: entry no_monster_gen ORIENT: float CHANCE: 6 SHUFFLE: {[(< MAP xxx@xxx@xxx x.........x x....(....x x..xx=xx..x x..x.T.x..x @.[xT%Tx<.@ x..x.T.x..x x..xxxxx..x x....{....x x.........x xxx@xxx@xxx ENDMAP ############################################################################## # Elethiomel's entry vaults ############################################################################## ############################################################## # Infinity Welcomes Careful Drivers NAME: entry_elethiomel_001 TAGS: entry ORIENT: northwest FLAGS: no_rotate SHUFFLE: [({ SUBST: ':'.x, '=x. MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx....xxxxxxxxxxxxxxx....xx..xxx.''x.xxx..'xxx..xxxxxxxxx xxxxxxxxxx''........xx...''.........''...'.............xx...xx...xx xxxxxxxx'....ccccc...xxx.....ccccc......'....ccccc.............x..x xxxxxx....cccc...cccc.....cccc...cccc.....cccc...cccc.....''..xxx.@ xxxxxx..ccc.........ccc+ccc.........ccc+ccc.........ccc....''..xxxx xxxxxx'.c......{......+.+......[......+.+......(......c...'.....xxx xxxxxx'.ccc.........ccc+ccc.........ccc+ccc.........ccc...''...xxxx xxxxxx....cccc...cccc.....cccc...cccc.....cccc...cccc......'..'.xxx xxxxxx.......ccccc......'....ccccc...........ccccc......'.....xxxxx xxxxxx'................'..xx..........xxxx..........'....'....xxxxx xxxxxx.''..xxx...''.....'..xx...xx.xxxxxxxxxx.x..'''..''.xxx''.xxxx xxxxxx'xxxxxxxxxxxxxx..xxx.xxx...xxxxxxxxxxxxxxxxxx....xxxxxx...xxx xxxxxxxxxxxxxxxxxxxxxx@xxxxxxxx@xxxxxxxxxxxxxxxxxxxxxx@xxxxxxxx@xxx ENDMAP ############################################################## # The Diamond Age, or A Young Lady's Illustrated Primer NAME: entry_elethiomel_002 TAGS: entry no_monster_gen ORIENT: west FLAGS: MONS: rat, goblin, giant bat, kobold ITEM: sausage / beef jerky, nothing, nothing SHUFFLE: {[(, 234, ef~ MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxxxxx xxxxxxxxxxxxxxxx.xxxxxxxxxxx.xxxxxxxxxxxx xxxxxxxxxxxxxxx...xxxxxxxxx...xxxxxxxxxxx xxxxxxxxxxxxxx.....xxxxxxx.....xxxxxxxxxx xxxxxxxxxxxxx.......xxxxx.......xxxxxxxxx xxxxxxxxxx.+....{....xxx....2....xxxxxxxx xxxxxxxxxx+xx.......xxxxx.......xxxxxxxxx xxxxxxxxxx.xxx.....xxx.xxx.....xxx.xxxxxx xxxxxxxxx...xxx...xxx...xxx...xxx...xxxxx xxxxxxxx.....xxx.xxx.....xxxexxx.....xxxx xxxxxxx.......xx+xx..1.1..xx+xx.......xxx xxxxxx....[....+.+...1d....+.+~...3....+. xxxxxxx.......xx+xx...1...xx+xx.......xxx xxxxxxxx.....xxx.xxx.....xxxfxxx.....xxxx xxxxxxxxx...xxx...xxx...xxx...xxx...xxxxx xxxxxxxxxx.xxx.....xxx.xxx.....xxx.xxxxxx xxxxxxxxxx+xx.......xxxxx.......xxxxxxxxx xxxxxxxxxx.+....(....xxx....4....xxxxxxxx xxxxxxxxxxxxx.......xxxxx.......xxxxxxxxx xxxxxxxxxxxxxx.....xxxxxxx.....xxxxxxxxxx xxxxxxxxxxxxxxx...xxxxxxxxx...xxxxxxxxxxx xxxxxxxxxxxxxxxx.xxxxxxxxxxx.xxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxx ENDMAP ############################################################## # Ruined Dwarven Fortress Basement NAME: entry_elethiomel_003 TAGS: entry no_monster_gen ITEM: any armour / any weapon / nothing ORIENT: float FLAGS: no_rotate SHUFFLE: {[( MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xcccccccxxxxxxxxxxxxxxxxxxxcccccccx xc.....ccccccccccccccccccccc.....cx xc.....+...................+.....cx xc....[cccccccccc=cccccccccc{....cx xccc+cccxxxxxxxxc.cxxxxxxxxccc+cccx xxxc.cxxxxxxxxc.....cxxxxxxxxc.cxxx xxxc.cxxxxxxxxc.0...cxxxxxxxxc.cxxx xxxc.cxxxxxxxxc$....cxxxxxxxxcx.xxx xxxc.cxxxxxxxxcccccccxxxxxxxxc...xx xxxc.cxxxxxxxxxxxxxxxxxxxxxxxc..x.x xxxc.cxxxxxxxxxxxxxxxxxxxxxxxcx..x. xxxc.cxxxxxxxxxxxxxxxxxxxxxxxc..xxx xccc+ccxxxxxxxxxxxxxxxxxxxxccc+cccx xxx...xxcccccccccccccccccccc(....cx xxx.x..+...................+.....cx xc...x.cccccccccccccccc=cccc.....cx xccx.xccxxxxxxxxxxxxxxxdxxxcccccccx xxxx.xxxxxxxxxxxxxxxxxx=xxxxxxxxxxx ENDMAP ############################################################## # A Maze of Twisty Passages, All Alike NAME: entry_elethiomel_004 TAGS: entry no_monster_gen ORIENT: float SHUFFLE: {[(, WXYZ SUBST: W=., X=X., X=x=., Y=Y., Y=x=., Z=Z., Z=x=. MAP xx@xxxxxxxxxxxxxxxxxxxxxxxxxx xx.x.......xxxxx...xx......xx xx.xXxxxxx.xxxxx.x.xxxxxxx.xx xx...x{..x...x...x...x(xxx..@ xxxx.xxx.x.x.x.xxxxx.x.xxx.xx @..x...x...x.....xxx...x...xx xx.xxx.xxxxxxxxx.xxxxxxx.xxxx xx.....xxxxx.x.....x.W...x..@ xxxx.xxxxxxx.x.xxx.x.xxxxx.xx xx...xxxxxxx...xxx...x...Z.xx xx.xxxxxxxxx.x.xxx.xxx.xxx.xx xx...xxxxx...x.....x...x...xx xxxx.x[xxx.xxxxxxxxx.xxx.xxxx xxxx.....Y...........xxx...xx xxxxxxxxxxxxxxxxxxxxxxxxxx@xx ENDMAP ############################################################## # It's quiet. Too quiet.... NAME: entry_elethiomel_005_a TAGS: entry no_monster_gen ORIENT: float MONS: rat / nothing, hobgoblin / goblin / nothing SHUFFLE: {[(, '"/AB, !?/CD SUBST: ':., ":=, A:x, B:x, !:., ?:=, C:x, D:x MAP xxxxxxxxxx@xxxxxxxxxx xxxxxxxxxx.xxxxxxxxxx xxxxxxxccc+cccxxxxxxx xxxxxxxc.G.G.cxxxxxxx xxcccccc.....ccccccxx xc%.2.cc.....cc11.$cx xc%.2.=..G.G..=11..cx xc%...cc.....cc11.$cx xxcccccc.....ccccccxx ''''''"..G.G..?!!!!!! xxcccccc.....ccccccxx xxxxxxcG.....Gcxxxxxx xxxxxxc.[.{.(.cxxxxxx xxxxxxcccccccccxxxxxx xxxxxxxxxxxxxxxxxxxxx ENDMAP NAME: entry_elethiomel_005_b TAGS: entry no_monster_gen ORIENT: float MONS: rat / nothing, hobgoblin / goblin / nothing SHUFFLE: {[(, '"/AB, !?/CD SUBST: ':., ":=, A:x, B:x, !:., ?:=, C:x, D:x KFEAT: X = teleport trap MAP xxxxxxxxxx@xxxxxxxxxx xxxxxxxxxx.xxxxxxxxxx xxxxxxxccc+cccxxxxxxx xxxxxxxc.G.G.cxxxxxxx xxcccccc.....ccccccxx xc%.2.cc.....cc11.$cx xcX.2.c..G.G..c11.Xcx xc%...cc.....cc11.$cx xxcccccc.....ccccccxx ''''''"..G.G..?!!!!!! xxcccccc.....ccccccxx xxxxxxcG.....Gcxxxxxx xxxxxxc.[.{.(.cxxxxxx xxxxxxcccccccccxxxxxx xxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################## # Shortcut NAME: entry_elethiomel_006 TAGS: entry ORIENT: float SHUFFLE: {[(, XY/AB KFEAT: X = teleport trap SUBST: Y=x, A=., B== MAP xxxxxxx.xxxxxxx...xxxxxxx xxxxxxx.xxxxxx...xxxxxxxx xxxxxxx.xxxxx...xxxxxxxxx xxxxx...xxxx...xxxxxxxxxx xxxxx{....x...xxxxxxxxxxx xxxxx........xxxxxxxxxxxx x].XY........xxxxxxxxxxxx xxxxx.[.................. xxxxx.......(.xxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################## # Indiana Jones and the Raiders of the Lost Ark NAME: entry_elethiomel_007 TAGS: entry ORIENT: float SHUFFLE: {[( SUBST: ~ = ~ .:5 # Too bad there isn't a "rolling boulder" trap. MAP xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxx.....xxx xxxxxxx.......xx...~~~..xx .........{[(...+.G.~%~...x xxxxxxx.......xx...~~~..xx xxxxxxxxxx.xxxxxxx.....xxx xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxxxxxxxxxx xxxxxxxxxx.xxxxxxxxxxxxxxx ENDMAP ############################################################## # Now I'm radioactive! That can't be good. NAME: entry_elethiomel_008 TAGS: entry no_monster_gen ORIENT: float FLAGS: no_rotate SHUFFLE: {[( MAP xxxxxxxxxxxxxxx.xxxxxxxxx xxxxxbbbbxxxxxx.xxxxxxxxx xxbbbb..bxxxxxx.xxxxxxxxx xbb.....bbxxxxx.xxxbbbxxx xb...{...bbxxxx.xbbb.bbxx xbbb......bbbbb.bb....bbx xxxbbbb.......bb.......bx .......bb..........[...bx xxxxxxxbb.....bb.......bx xxxxbbbb......bbbbbbbb.bx xxbbb......bbb.xxxxxxbbbx xxb....(..bbxx.xxxxxxxxxx xxbbb.....bxxx.xxxxxxxxxx xxxxbbb...bxxx.xxxxxxxxxx xxxxxxbbbbbxxx.xxxxxxxxxx xxxxxxxxxxxxxx.xxxxxxxxxx ENDMAP ############################################################## # Octagram NAME: entry_elethiomel_009 TAGS: entry ORIENT: float SHUFFLE: {([ MAP xxxxxxxxxxxxxxxxxx xxxxx.xxxxxx.xxxxx xxxxx.xxxxxx.xxxxx xxxxx..xxxx..xxxxx xxxxx..xxxx..xxxxx x................. xxx...x.xx.x...xxx xxxxx..x..x..xxxxx xxxxx.x.<{.x.xxxxx xxxxx.x.[(.x.xxxxx xxxxx.xx..x..xxxxx xxx...x.xx.x...xxx x................. xxxxx..xxxx..xxxxx xxxxx..xxxx..xxxxx xxxxx.xxxxxx.xxxxx xxxxx.xxxxxx.xxxxx xxxxx.xxxxxx.xxxxx ENDMAP ############################################################################## # Regular vaults ############################################################################## ############################################################################## # Dummy probability balancer vault for depths 1-11. # # Why this is necessary: there are very few vaults in the 1-11 range (entries # are not considered here); to avoid too much repetition of the existing vaults, # we use this dummy vault. NAME: dummy_balancer DEPTH: 1-11 # Vaults tagged "dummy" are no-ops when the dungeon builder is looking for maps # by depth. TAGS: dummy ORIENT: float CHANCE: 100 MAP x ENDMAP ############################################################################## # Cavepeople NAME: erik_1 ORIENT: float TAGS: no_monster_gen DEPTH: 5-9 SHUFFLE: ZT/nN SUBST: n=., N=@ SHUFFLE: YS/nN SUBST: n=., N=@ SHUFFLE: XR/nN SUBST: n=., N=@ SHUFFLE: WQ/nN SUBST: n=., N=@ SHUFFLE: VP/nN SUBST: n=., N=@ SHUFFLE: UO/nN SUBST: n=., N=@ SUBST: Z=x,Y=x,X=x,W=x,V=x,U=x,T=x,S=x,R=x,Q=x,P=x,O=x SUBST: 1 = 1:20 . SUBST: 2 = 2. SUBST: 3 = 23 SUBST: 4 = 24 MONS: jackal/hound, human, Edmund/Jessica/Sigmund, Michael/Ijyb/Psyche MONS: sheep/nothing MAP xxxxxxxxxx@xxxxxxxxxxxxxxxxxxxOxxxxxxxxx xxxxxxxxxxx..xxxxxxxxx1xxxxxxUxxxxxxxxxx xxxxxxxxxxxxx..xxxxxx111xxxxxUxxxxxxxxxx xxxZZZxxxxxxxxx.xxxxxx1xxxxxxUxxxxxxxxxx TZZxZxZxx555xx.xxxxxxx1xxxxxUxxxxxxxxxxx xxxxxxxZxx5xxx.xxx..x1xxxxxUxxxxxxxxxxxx xxxxxxxZxx5xxxx......xxxxxUUxxxxxxxxxxxx xxxxxxxZxxx5xx...2...cccxxxUxxxxxxxxxxxx xxxxxxZxxxx....2224..+$cxxUxxxxxxxxxxxxx xxxxxxxZ.......2ll22.cccxxxUxxxxxxxxxxxx xxxxxxxxx......3222.xxxxxxxUxxxxxxxxxxxx xxxxxxxxxYxxxx2.......xx...xVVVVxxxxxxxx xxxxxxxxYxxxx.......xx..xxxxxxxxVxxxxxxx xxxxxxYYxxxxxXxxxxx.xxWxxxxxxxxxxVVxxxxx xxxYxYxxxxxxXxxxxxxx.xxWxxxxxxxxxVxxxxxx xYYYYxxxxxxxxXXXXXxxxxxxWxxxxxxxVxxxxxxx xYxxxxxxxxxxxxxxxXXxxxxxxWWxxxxxxVVxxxxx SxxxxxxxxxxxxxxxxxXxxxxxxxxWxxxxxxxVVVVP xxxxxxxxxxxxxxxxXXxxxxxxxxxxWxxxxxxxxxxx xxxxxxxxxxxxXXXXxxxxxxxxxxxxWxxxxxxxxxxx xxxxxxxxxxxRxxxxxxxxxxxxxxxxQxxxxxxxxxxx ENDMAP ############################################################################## # Rubicon NAME: erik_rubicon_a DEPTH: 10-16 ORIENT: float FLAGS: no_rotate TAGS: no_pool_fixup CHANCE: 6 ITEM: ring of levitation / potion of levitation / nothing, potion of levitation ITEM: nothing, nothing, nothing SHUFFLE: {[(, )gh SUBST: ?:?.w, ?=w., w:lw, ':'.c, '=cx. MAP xxxxcccccccc????w.@??ww.@www???w...@???wwww.@ww??@..?ccccxxxxxx ccccwwwwwwwww..wwwww.wwwwwwww.wwwwwww.wwwwwwwwwwww??wwwwccccccc cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc ccwwwwwwwwwwwwwwwwwwwcccwwwwwwwwwcwwwwwwwwwwwwwwwwwwwwwwcccwccc cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc cwwwwwwwwwwwwwwwwwwwwwccwwwwwwwwwcwcwwwwwwwwwwwwwwwwwwwwwwccccc cwwwwwwwwwwwwxwwwwwwwwwwwwwwwwwwwcwwwww.wwwwwwwwwwwwwwwwwwwwwwc ccwcwwwwwwwwwwwwwwwxwwwwww???wwwwwwwww???wwwwwwwww.wwwwwwwccccc cccccc????w??.w????xw??w??...?wwww???w????w?w???w???w??cccccxxx xxxxcxx...''....?..xx........??w??...c''....??.....???..cxccxxx xxxxcx..(cc[.''..'xx...x.''.x..?xx.xcc..cxcx...xxx.'...chxxcxxx xxxxcx..cc{c..xx.....xx...cc..xx....xcc....''xxx..x.xxc...cxxxx xxxxccx....e.xx....x..x.....c....cx..x...x......c......cxcxxxxx xxxxxcxexxx.x.x.xx.x.xx.xcc.xx.xccxx....xx.x.xxxccxx.xcccxxxxxx xxxxxccx.gxxx..x..xdx..x.xxxx.x...xx.xx...xx.xxxx)..xxcxxxxxxxx xxxxxxcxxxxxxxx...xxxxxxxxxccccccc..xxxxccccccccxxxccccxxxxxxxx xxxxxxcccccccccccccccccccccccccccccccccccxxxxxcccccccxxxxxxxxxx ENDMAP NAME: erik_rubicon_b DEPTH: 10-16 ORIENT: float FLAGS: no_rotate CHANCE: 4 ITEM: ring of levitation / potion of levitation / nothing, potion of levitation ITEM: nothing, nothing, nothing, nothing SHUFFLE: {[(, fgW, )hi SUBST: ?:?.wW, ?=wW., ':'.c, '=c. MAP xxxxcccccccc?gw?f.@wgf?.@w??g?fw...@gwfw???.@wwww@..?ccccxxxxxx ccccwwwwwww??..f????.ww???www.???ww??.wwwwwwwwwwwffgg?wwccccccc cwwwwwwwwwwww??wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww??wwwwwwwwwc cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc ccwwwwwwwwwwwwwwwgwwwcccwwwfwwwwwcwwwwgwwwwwwwwwwwwwwwwwcccwccc cwwwwwwwwwwwwwwgwwwwwwwwwwwwfwwwwwwwwwwwwwfwwwwwwwwwwwwwwwwwwwc cwwwwwwwwwwwwwwwwwwwwwccwwwwwwwwwcwcwwww?wwwwwwwwwwwwwwwwwccccc cwwwwwwwwwwwwxwwwwwwwwwwwwwwwwwwwcwwwww.wwwwwwwwwwwwwwwwwwwwwwc ccwcwwwwwg?wwwfwwwwxwwwwwwwwwwwwwwwwwwwfgwwwgwwwww.wwwwwwwccccc ccccccwffwg??fw?ww?gx??ww?..??wwwww??w?fwgw?fwgw??fg??gcccccxxx xxxxcxx...'''...?..xx.....''.?ww??...c.'....??...'.?gg.xcxccxxx xxxxcx..(cc[.'.'.xx..'.x.'..x..?...xcc..cxcx.x..x..''..cxhxcxxx xxxxxcc..c{c..x.x...c.xxx.x.xx.'.'xx..cc..c.xx''.cc..xxx...xxxx xxxxccx....e.xx...x...x.....c...c....cc....x...x....x....cxxxxx xxxxxcxexxxxx.x.xxxx.x..xcc.xx..cc.x....xx.x.x.xccxx.xcccxxxxxx xxxxxccx..xi.x.x.xxdxxxx...x..xx..xxxxx...x).xx..xc.xxcxxxxxxxx xxxxxxcxxxxxx...x....xxxxxxcccccccxxxxxxccccccccx..ccccxxxxxxxx xxxxxxcccccccccccccccccccccccccccccccccccxxxxxcccccccxxxxxxxxxx ENDMAP ############################################################################## # Sometimes You Just Gotta Run NAME: erik_ogre DEPTH: 4-9 ORIENT: float MONS: ogre / iron devil / w:5 nothing ITEM: potion of heal wounds / speed / berserk rage SHUFFLE: {( MAP xxxxxxxxxx.xxxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxxx1xxxxxxxxxx xxxxxxxxxx.xxxxxxxxxx xxxxxxxxxx.xxxxxxxxxx xxxxxxxxxx.xxxxxxxxxx xxxxxxxxxx.xxxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxx.d.xxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxx.d.xxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxxxxx...xxxxxxxxx xxxxxx....[....xxxxxx xxxxxx..x(.{x..xxxxxx x...x...x...x...x...x x....x..xx]xx..x....x xxxxxx...xxx...xxxxxx xxxxxxxxxxxxxxxxxxxxx ENDMAP ################################### # Hellmouth (Lemuel) # note that other than the imps, the demons here cannot fly NAME: hellmouth_1 FLAGS: no_rotate MONS: imp / quasit / shadow imp, hellion / rotting devil / iron devil / hairy devil / hell hound ITEM: good_item demon blade / good_item demon whip / good_item demon trident / wand of draining ITEM: wand of fire / ring of fire / Necronomicon / book of demonology / scroll of torment ORIENT: float SUBST: d=de, ?:?.l, ?=l. MAP xxxxxxxxxxxxxxxxxxx xxxxxxxxlllxxxxxxxx xxxxxxlllAlllxxxxxx xxxlllll.d.llll?xxx xlllllll121lllll?.x x?lllllll1llll?...x x.??llllllll?.....x x...?llllll?......x x....?lllll.......x xxx...?lll?.....xxx xxxx...lll?....xxxx xxxxx.?ll?....xxxxx xxxxx?lll.....xxxxx xxxxxxlll?...xxxxxx xxxxxxxlll...xxxxxx xxxxxxxxll?.xxxxxxx xxxxxxxxll?.xxxxxxx xxxxxxxxl?@xxxxxxxx ENDMAP ################################### # Hellmouth 2 (Lemuel) # note that other than the imps, the demons here cannot fly NAME: hellmouth_2 TAGS: no_monster_gen FLAGS: no_rotate MONS: imp / quasit / shadow imp / manes / lemure MONS: hellion / rotting devil / iron devil / hairy devil / hell hound ITEM: good_item demon blade / good_item demon whip / good_item demon trident / wand of draining ITEM: wand of fire / ring of fire / Necronomicon / book of demonology / scroll of torment ITEM: good_item demon blade / good_item demon whip / good_item demon trident / w:30 nothing ORIENT: float SUBST: d=de, ?:?.l, ?=l. SUBST: b : b:30 c v . MAP .......bbbbbbbbbbbb....... ....bbbb..........bbbb.... ..bbb....llllllll....bbb.. .bb....llllllllllll....bb. .b....llllllllllllll....b. .b....llllll??llllll....b. .b...?lll??.....?lll?...b. .b...?ll?...111...ll?...b. .+...?l?...11211d..l?...b. .+...?l?...12A21|f.l?...b. .b...?ll...11211d.ll?...b. .b...?lll?..111..lll?...b. .b....llll?.....llll....b. .b....llllll??llllll....b. .bb....llllllllllll....bb. ..bbb....llllllll....bbb.. ....bbbb..........bbbb.... .......bbbbbbbbbbbb....... ENDMAP ################################### # Hellmouth 3 (Lemuel) NAME: hellmouth_3 MONS: weight:50 imp / quasit / shadow imp / manes / lemure, hell hound ITEM: good_item demon blade / good_item demon whip / good_item demon trident / nothing ORIENT: float SUBST: ?:?.l, ?=l. MAP ................l............. .............................. ....??..........l?............ ...?ll?........?l?............ ..?lll?.........l............. ...?l........??l?............. ...........??lll?............. .........?lllllll?............ .......?llllllllll??.......... ......?lll111111llll?......... ......?llll12Ad1lll........... .......?lll11111ll?........... ........?lllll1ll?............ .........??llllll......?...... ...........?llll?.....ll?..... ............?ll?.......ll?.... .............................. ...................l.......... ENDMAP ############################################################################## # Rats! (Lemuel) NAME: RatsNest ORIENT: float DEPTH: 4-8 SHUFFLE: 23, 34 MONS: rat / nothing, grey rat / nothing MONS: green rat / nothing, orange rat / nothing MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxx xxx343.xx.xxxxxxxx.334433xxxxxxxxx23...x xx.222...xxxxxxxx..224422xxxxxx1111...xx x..111..xxxxxxxxx..111111.xxx.111...xxxx xx.111..xxxxxxxxxx.11111..x......xxxxxxx xxxx..xx.x.xxxxxx.xx..........xxxxxxxxxx xxxxx.xxx.x..x.xx.x.xx....x.xxxxxxxxxxxx xxxxx...x.xxx.x33xx.xxxx.xxxxxxxxxxxxxxx xxxxxxx.x.xxxx221x.xxx...xxxxxxxxxxxxxxx xxxxxxxx.xxxxx111.xxxx.xxxxxxxxxxxxxxxxx xxxxxxxxx..xxx.x.x.xxx.xxxxxxxxxxxxxxxxx xxxxxxxxxx..x.xx.x.xx.xxxxxxxxxxxxxxxxxx xxxxxxxxxxxx..xx.xx.x.xxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxx.xxxx.xxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Beware the mummy's curse (Lemuel) NAME: MiniTomb ORIENT: float DEPTH: 10-26 MONS: large zombie / nothing, mummy, guardian mummy, greater mummy, large zombie MONS: mummy / nothing SHUFFLE: 2F, cbv MAP xxxxcccccxxxx xxxxc$|$cxxxx xxxxc$|$cxxxx xxxxc$4$cxxxx xxcccc=ccccxx xxc$55155$cxx xxc1211121cxx xxc...F...cxx xxc.......cxx xxc.......cxx xxcccc=ccccxx xxc.......cxx xxc.......cxx x$=.12321.=$x x$c..666..c$x x3c.......c3x xxcccc+ccccxx xxxxxc.cxxxxx xxxxxc.cxxxxx xxxxxc.cxxxxx xxxx.=.=.xxxx xxxx$c.c$xxxx xxxx6c1c6xxxx xxxxxc1cxxxxx xxxccc1cccxxx xxccFc+cFccxx xxcc@c@c@ccxx ENDMAP ############################################################################# NAME: vault_1 ORIENT: north MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx....x........x........x.................................xxxxxxxxxxxx xxxxxxxxxx|=8...x........+........x......x....x1...x2...x2...x3...x...xxxxxxxxxx xxxxxxxxxx|x....x........x........x....................................xxxxxxxxx xxxxxxxxxxxxxxxx+xxx+xxxxxxxxxxxxxx..................................xxxxxxxxxxx xxxxxxxxx.......x.................+...................................8xxxxxxxxx xxxxxxxxx.......x.................x..................................xxxxxxxxxxx xxxxxxxxx.......+........3........xx+xx................................xxxxxxxxx xxxxxxxxx.......x.................x...x..x....x1...x2...x2...x3...x...xxxxxxxxxx xxxxxxxxx.......x.................x...x.............................xxxxxxxxxxxx xxxxxxxxxx+xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxx.........................x.S.x...xxxxxx..................|||||xxxxxxxxx xxxxxxxxx....xxxxxxxxxxxxxxxxxx...x...x......xxxxxx..................||xxxxxxxxx xxxxxxxxx....x...$$$$x****.999x...x...x.........xxxxxx.................xxxxxxxxx xxxxxxxxx....+...$$$$x****....x...x...+............xxxxxx.........8....xxxxxxxxx xxxxxxxxx....x...$$$$x****....+...x...x...............xxxxxx...........xxxxxxxxx xxxxxxxxx....x...$$$$x****....x...x999x..................xxxxxx........xxxxxxxxx xxxxxxxxx....xxxxxxxxxxxxxxxxxx...x...xxx...................xxxxxx.....xxxxxxxxx xxxxxxxxx.........................x...xxxxxx...................xxxxxx..xxxxxxxxx xxxxxxxxxxxxx+xxxxxxxx+xxxxxxx+xxxx...xxxxxx+xxxxxxxx+xxxxxxxx+xxxxxxx=xxxxxxxxx xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx xxxxxxxxx....1....x...2...x...3...x...x....3....x....2...x......1......xxxxxxxxx xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx xxxxxxxxx.........x.......x.......x...x.........x........x.............xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP MONS: shapeshifter, shapeshifter, glowing shapeshifter ############################################################################## # A cell vault NAME: vault_2 ORIENT: northwest MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxcccccccccccccccccccccccccccccccc xxxxxxxxccw......^......w......^......wc xxxxxxxxcc.ccccccccccccc.ccccccccccccc.c xxxxxxxxcc.c....c.c....c.c....c.c....c.c xxxxxxxxcc.c.8..+.c....c.c....+.c..9.c.c xxxxxxxxcc.c....c.+..9.c.c.9..c.+....c.c xxxxxxxxcc.c....c.c....c.c....c.c....c.c xxxxxxxxcc.cccccc.cccccc.cccccc.cccccc.c xxxxxxxxcc^c....c.c....c.c....c.c....c.c xxxxxxxxcc.c....c.c....c.c....+.c....c.c xxxxxxxxcc.c8...+.+..8.c.c.8..c.+....c.c xxxxxxxxcc.c....c.c....c.c....c.c....c.c xxxxxxxxcc.cccccc.cccccc.cccccc.cccccc.c xxxxxxxxcc.c....c.c....c.c....c.c....c.c xxxxxxxxcc.c....+.c....c.c.0..c.c....c.c xxxxxxxxcc.c..9.c.+.8..c^c....+.+.0..c.c xxxxxxxxcc.c....c.c....c.c....c.c....c.c xxxxxxxxcc.cccccc.cccccc.cccccc.cccccc.c xxxxxxxxcc.c....c.c....c.c....c.c....c.c xxxxxxxxcc.c.0..+.+.0..c.c....+.+....c.c xxxxxxxxcc.c....c.c....c.c.0..c.c.8..c.c xxxxxxxxcc.cccccc.c....c.c....c.cccccc.c xxxxxxxxcc.c....c.cccccc.cccccc.c....c^c xxxxxxxxcc.c....c.c....c.c..9.+.+....c.c xxxxxxxxcc.c.0..+.+....c.c9...c.c.0..c.c xxxxxxxxcc.c....c.c.8..c.c....c.c....c.c xxxxxxxxcc.cccccc^cccccc.cccccc^cccccc.c xxxxxxxxccw.......Twwwwc.cwwwwT.......wc xxxxxxxxcccccccccccccccc.ccccccccccccccc xxxxxxxxxxxxxxxxxxxxxxxc@cxxxxxxxxxxxxxx ENDMAP ############################################################################## # A little maze vault NAME: vault_3 ORIENT: northeast MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x900x..............x..........xxxxxxxxxx x999x.xxxxxxxxxxxx.x.xxxxxxxx.xxxxxxxxxx x000x.x............x.x......x.xxxxxxxxxx xx.xx.xxxxxxxxxxxxxx.x.xxxx.x.xxxxxxxxxx xx.x..............xx.x.88|x.x.xxxxxxxxxx xx.x.x.xxxxxxxxxx.xx.xxxxxx.x.xxxxxxxxxx xx.x.x.x........x...........x.xxxxxxxxxx xx.x.x.x.xxxxxx.xxxxxxxxxxxxx.xxxxxxxxxx xx.xxx.x.x$$$$x...............xxxxxxxxxx xx.....x.x$$$$x.xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxx.x$$$$x...............xxxxxxxxxx x........x$$$$x.xxxxxxxxxxxxx.xxxxxxxxxx x.xxxxxx.xxxx.x.............x.xxxxxxxxxx x.xxxxxx.xxxx.xxxxxxxxxxxxx.x.xxxxxxxxxx x.x.......xxx.x...........x.x.xxxxxxxxxx x.x.xxxxx.....x.x.xxxxx...x.x.xxxxxxxxxx x.x.x999xxxxxxx.x.x***x...x.x.xxxxxxxxxx x.x.x889........x.x|||xxxxx.x.xxxxxxxxxx x.x.x899x.xxxxx.x.x***xxxxx.x.xxxxxxxxxx x.x.xxxxx.xxxxx.x.xx.xxxxxx.x.xxxxxxxxxx x.x..........xx.x.xx........x.xxxxxxxxxx x.xxxxxxx.xx.xx.x.xxxxx.xxxxx.xxxxxxxxxx x.xxx000x.xx.xx.x.x$$$x.xxxxx.xxxxxxxxxx x|||x000x.x$$$x.x.x$$$x%%x%%%.xxxxxxxxxx x|||x000..x$8$x.x.x$$$x%%x%8%xxxxxxxxxxx x|||xxxxxxx$$$x.x..$$$xxxx%%%xxxxxxxxxxx xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # thingy vault. NAME: vault_4 ORIENT: southwest FLAGS: no_rotate MAP xxxxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx^xxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxx.........xxxxxxxxxx xxxxxxxxxxxxxxxxx......0...0......xxxxxx xxxxxxxxxxxxxx.......................xxx xxxxxxxxxxxxxx.........0...0.........xxx xxxxxxxxxxxxx8......0.........0......8xx xxxxxxxxxxxxxx.........0...0.........xxx xxxxxxxxxxxxxx.......................xxx xxxxxxxxxxxxxxx........0...0........xxxx xxxxxxxxxxxxxxxxxxxx...........xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxxxxxxx xxxxxxxxxxxxxxxxxx...............xxxxxxx xxxxxxxxxxxxxxxx8.................8xxxxx xxxxxxxxxxxxxxxxxxx.............xxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxx999xxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # hourglass vault. NAME: vault_5 ORIENT: southeast FLAGS: no_rotate MAP xxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxxxx xxxxxx.................xxxxxxxxxxxxxxxxx xxxxx...................xxxxxxxxxxxxxxxx xxxxx...................xxxxxxxxxxxxxxxx xxxxxx.................xxxxxxxxxxxxxxxxx xxxxxx.................xxxxxxxxxxxxxxxxx xxxxxx.................xxxxxxxxxxxxxxxxx xxxxxxx...............xxxxxxxxxxxxxxxxxx xxxxxxx...............xxxxxxxxxxxxxxxxxx xxxxxxxx.............xxxxxxxxxxxxxxxxxxx xxxxxxxxx.....8.....xxxxxxxxxxxxxxxxxxxx xxxxxxxxxx...999...xxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx00000xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx===xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx.....xxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxx.........xxxxxxxxxxxxxxxxxxxxx xxxxxxxxx...........xxxxxxxxxxxxxxxxxxxx xxxxxxxx......|......xxxxxxxxxxxxxxxxxxx xxxxxxx...............xxxxxxxxxxxxxxxxxx xxxxxxx...............xxxxxxxxxxxxxxxxxx xxxxxx........$........xxxxxxxxxxxxxxxxx xxxxxx.......$$$.......xxxxxxxxxxxxxxxxx xxxxxx....$$$$$$$$$....xxxxxxxxxxxxxxxxx xxxxx$$$$$$$$$$$$$$$$$$$xxxxxxxxxxxxxxxx xxxxx$$$$$$$$$$$$$$$$$$$xxxxxxxxxxxxxxxx xxxxxx$$$$$$$$$$$$$$$$$xxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ########################################################################## # A more Angbandy vault NAME: vault_6 ORIENT: northeast MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ccccccccccccccccccccccccccccccccxxxxxxxx c*******cc..9...cc.+8c0c*c.c*c8cxxxxxxxx c******cc..cc..cc..cc0c.c.c.c8ccxxxxxxxx c*****cc..cc..cc..cc.c$c.c.c8c.cxxxxxxxx c****cc9.cc..cc8.cc|c.c|c.c*c0ccxxxxxxxx c***cc..cc..cc..cc.c.c.c.c.c.c$cxxxxxxxx c**cc..cc8.cc..cc.c*c.c.c.c.c.ccxxxxxxxx c+cc9.cc..cc..cc.c.c.c.c*c.c.c.cxxxxxxxx c^c..cc..cc..cc.c$c.c.c.c.c.c*ccxxxxxxxx c...cc..cc..cc.c.c.c9c$c.c.c.c9cxxxxxxxx c..cc..cc..cc$c.c.c*c.c.c.c9c9ccxxxxxxxx c.cc..cc..cc.c.c|c.c.c.c.c$c.c9cxxxxxxxx ccc..cc..cc.c.c.c.c.c.c.c.c.cc+cxxxxxxxx cc..cc..cc.c*c.c.c.c.c.c$c.cc..cxxxxxxxx c0.cc..cc.c.c.c.c8c.c*c.c.cc0.ccxxxxxxxx c.cc..cc*c.c.c.c.c$c.c.c.cc..cccxxxxxxxx c^c..cc.c.c9c.c.c.c.c.c.cc..cc.cxxxxxxxx c0..cc$c.c.c*c0c.c.c.c.cc..cc.0cxxxxxxxx c..cc.c.c9c.c.c.c$c.c.cc.9cc...cxxxxxxxx c.cc9c.c.c.c.c.c.c.c.cc..cc..c^cxxxxxxxx ccc.c.c$c.c.c.c.c.c$cc..cc..cc^cxxxxxxxx cc$c.c.c.c.c$c.c0c.cc..cc..cc..cxxxxxxxx c.c.c.c.c.c.c.c.c.cc9.cc..cc..ccxxxxxxxx cc.c8c.c.c$c.c.c.cc..cc..cc0.cccxxxxxxxx c.c$c.c$c0c.c.c.cc..cc..cc..cc$cxxxxxxxx cc.c.c.c.c.c*c.cc..cc..cc..cc$$cxxxxxxxx c.c.c.c.c.c.c.cc..cc0.cc..cc$$$cxxxxxxxx cc.c.c.c.c.c$cc..cc..cc..cc$$$$cxxxxxxxx c.c.c.c.c.c.cc.8.^..cc....+$$$$cxxxxxxxx cccc@cccccccccccccccccccccccccccxxxxxxxx ENDMAP ############################################################################ # four-leaf vault NAME: vault_7 ORIENT: northwest MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxx.........^..^.........xxxxx xxxxxxxxxxxx...xxxxxxxx..xxxxxxxx...xxxx xxxxxxxxxxx...xxxxxxxxx..xxxxxxxxx...xxx xxxxxxxxxx...xx$*....xx..xx....$$xx...xx xxxxxxxxx...xx$*$....xx..xx....$*$xx...x xxxxxxxxx..xx*$*$....xx..xx....*$$$xx..x xxxxxxxxx..xx$$$.00..xx..xx..00.*$*xx..x xxxxxxxxx..xx....09..xx..xx..90....xx..x xxxxxxxxx..xx......+xx....xx+......xx..x xxxxxxxxx..xx......x^......^x......xx..x xxxxxxxxx..xxxxxxxxx........xxxxxxxxx..x xxxxxxxxx..xxxxxxxx..........xxxxxxxx..x xxxxxxxxx..............TT..............x xxxxxxxxx..............TT..............x xxxxxxxxx..xxxxxxxx..........xxxxxxxx..x xxxxxxxxx..xxxxxxxxx........xxxxxxxxx..x xxxxxxxxx..xx......x^......^x......xx..x xxxxxxxxx..xx......+xx....xx+......xx..x xxxxxxxxx..xx....09..xx..xx..90....xx..x xxxxxxxxx..xx$$*.00..xx..xx..00.*$$xx..x xxxxxxxxx..xx*$*$....xx..xx....*$$*xx..x xxxxxxxxx...xx*$*....xx..xx....$$$xx...x xxxxxxxxxx...xx*$....xx..xx....*$xx...xx xxxxxxxxxxx...xxxxxxxxx..xxxxxxxxx...xxx xxxxxxxxxxxx...xxxxxxxx..xxxxxxxx...xxxx xxxxxxxxxxxxx..^................^..xxxxx xxxxxxxxxxxxxxxxxxxxxxx^^xxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxx++xxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx ENDMAP ############################################################################ # Cross-vault NAME: vault_8 ORIENT: northwest MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxx............xxxxxxxxxx xxxxxxxxxxxxxxx..................xxxxxxx xxxxxxxxxxxxx......................xxxxx xxxxxxxxxxxx..........w..w..........xxxx xxxxxxxxxxx........wwww++wwww........xxx xxxxxxxxxxx......wwwvvv^^vvvwww......xxx xxxxxxxxxx......wwwwv.9..9.vwwww......xx xxxxxxxxxx.....wwwwwv......vwwwww.....xx xxxxxxxxxx....wwwwwvv......vvwwwww....xx xxxxxxxxx....wwwwwvv........vvwwwww....x xxxxxxxxx....wwvvvv....vv....vvvvww....x xxxxxxxxx...wwwv......vvvv......vwww...x xxxxxxxxx...wwwv....vv8vv8vv....vwww...x xxxxxxxxx..wwwwv...vvvv||vvvv...vwwww..x xxxxxxxxx^^wwwwv...vvvv||vvvv...vwwww^^x xxxxxxxxx..wwwwv....vv8vv8vv....vwwww..x xxxxxxxxx...wwwv......vvvv......vwww...x xxxxxxxxx...wwwvvvv....vv....vvvvwww...x xxxxxxxxx....wwwwwvv........vvwwwww....x xxxxxxxxxx...wwwwwwvv......vvwwwwww...xx xxxxxxxxxx....wwwwwwv......vwwwwww....xx xxxxxxxxxx.....wwwwwv......vwwwww.....xx xxxxxxxxxxx.....wwwwvvvvvvvvwwww.....xxx xxxxxxxxxxx.......wwwwwwwwwwww.......xxx xxxxxxxxxxxx.........wwwwww.........xxxx xxxxxxxxxxxxx.........^..^.........xxxxx xxxxxxxxxxxxxxx.......x++x.......xxxxxxx xxxxxxxxxxxxxxxxxx...xx..xx...xxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx..@.xxxxxxxxxxxxxx ENDMAP ############################################################################ # Another thingy vault NAME: vault_9 ORIENT: southeast MAP xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxx^xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxx xx.....^...............^.....xxxxxxxxxxx x..bb..xxxxxxxxxxxxxxxxx..bb..xxxxxxxxxx x..b...xxxxxxxxxxxxxxxxx...b..xxxxxxxxxx x...b..xxxxbbbbbbbbbxxxx..b...xxxxxxxxxx x..bb..xxbbb.......bbbxx..bb..xxxxxxxxxx x......xxb....9.9....bxx......xxxxxxxxxx x..bb..xbb..%$$$$$%..bbx..bb..xxxxxxxxxx x...b..xb..0%$***$%0..bx..b...xxxxxxxxxx x..b...xb..0%$*H*$%0..bx...b..xxxxxxxxxx x...b..xb..0%$***$%0..bx..b...xxxxxxxxxx x..b...xb...%$$$$$%...bx...b..xxxxxxxxxx x...b..xbb.900000009.bbx..b...xxxxxxxxxx x..b...xxb...........bxx...b..xxxxxxxxxx x..bb..xxbbb..9.9..bbbxx..bb..xxxxxxxxxx x......xxxxbbbb.bbbbxxxx......xxxxxxxxxx x..bb..xxxxxxxb=bxxxxxxx..bb..xxxxxxxxxx x..b...xxxxxxxx=xxxxxxxx...b..xxxxxxxxxx x...b..xxxxxxxx^xxxxxxxx..b...xxxxxxxxxx x..b....xxxxxxx=xxxxxxx....b..xxxxxxxxxx x...b...^.............^...b...xxxxxxxxxx x..b....xxxxxxxxxxxxxxx....b..xxxxxxxxxx x..bb..xxxxxxxxxxxxxxxxx..bb..xxxxxxxxxx xx....xxxxxxxxxxxxxxxxxxx....xxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################ # Impenetrable vault NAME: vault_10 ORIENT: southeast MAP ..............@................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx .....cccccccccccccccc..........xxxxxxxxx .....c[^...........9cc.........xxxxxxxxx .....c^xxxxx=xxxxxx..cc........xxxxxxxxx .....c.x9..^^^...9xx..cc.......xxxxxxxxx .....c.x.xxx=xxxx..xx..cc......xxxxxxxxx .....c.x^x$$$$$$xx..xx.9c......xxxxxxxxx .....c.=^=$*|||*$xx..xx.c......xxxxxxxxx .....c.x^xx$*|||*$xx.9x.c......xxxxxxxxx .....c.x9.xx$*|||*$xx^x.c......xxxxxxxxx .....c.xx..xx$*|||*$=^=.c......xxxxxxxxx .....c9.xx..xx$$$$$$x^x.c......xxxxxxxxx .....cc..xx..xxxx=xxx.x.c......xxxxxxxxx ......cc..xx9...^^^..9x.c......xxxxxxxxx .......cc..xxxxxx=xxxxx^c......xxxxxxxxx ........cc9...........^]c......xxxxxxxxx .........cccccccccccccccc......xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ######################################################################### # Orc temple NAME: orc_temple ORIENT: southwest FLAGS: no_rotate MAP xxxxxxxxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxx4.4xxxxxxxxxxxxxxx xxxxxxxxx**..........x414x..........**xx xxxxxxxxx**..........x4.4x..........**xx xxxxxxxxx............+...+....4.......xx xxxxxxxxx....4..4....x...x............xx xxxxxxxxx............x...x.......4....xx xxxxxxxxx............xx.xx............xx xxxxxxxxx...4......xxxx+xxxx......6...xx xxxxxxxxx........xxx.......xxx........xx xxxxxxxxxxx...xxxx..2.....2..xxxx...xxxx xxxxxxxxxxxx+xxxx.............xxxx+xxxxx xxxxxxxxxxx...xxx.............xxx...xxxx xxxxxxxxx......x...............x......xx xxxxxxxxx..4...x...2...I...2...x...5..xx xxxxxxxxx......x...............x......xx xxxxxxxxx...4..xx.............xx..5...xx xxxxxxxxx$......x....2...2....x......$xx xxxxxxxxx$6..5..xx.....3.....xx.5...7$xx xxxxxxxxx$$$.....xxx.......xxx.....$$$xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP MONS: orc warlord, orc priest, orc high priest, orc warrior, orc wizard MONS: orc knight, orc sorcerer ############################################################################# # Matthew Ludivico (my_map) NAME: my_map ORIENT: southwest # The hell hounds can be deadly at lower levels. DEPTH: 18-27 MAP xxxxxxxxxx.@.xxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxx..........................xx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..xx xxxxxxxxx.^^..........................xx xxxxxxxxxx.^^xx+xxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxx.^...11....xxxxxxxx..xxxxxxxx xxxxxxxxxxxx..x.1..6..xxx........xx..xxx xxxxxxxxxxxxx.xxxxxxxxx...vvvvv...x...xx xxxxxxxxx6..1...x.........+1..v.......xx xxxxxxxxx..1....x.........vvvvv........x xxxxxxxxx..5...xx......................x xxxxxxxxxxxxxx^++...........vvvvvvv....x xxxxxxxxxxxxxx^xx...xx=xx...vv$%$vvvvv.x xxxxxxxxxxxxxx^x...xxv1vxx...vvv*2...v.x xxxxxxxxxxxxxx^x..vvvv7.vvvv...vv.vv+v^x xxxxxxxxx..xxx^..vvvb....bvvv...vvv^...x xxxxxxxxx%%.xx..vvvvb....bvvvv.......xxx xxxxxxxxxx.....vvbbb......bbbvv.....xxxx xxxxxxxxxxx....vvb....66....bvvxxxxxxxxx xxxxxxxxxxxxxxvvvb..llllll..bvvvxxxxxxxx xxxxxxxxxvvvvvvvvb..ll45ll..bvvvvvvvvxxx xxxxxxxxxccc***+==..l3.2.l..cccccccccxxx xxxxxxxxxccc+cccbb....ll....c..$$$$+$*cx xxxxxxxxxcc|||cbb...3llll2...cc%*%*c$|cx xxxxxxxxxcccccccbbbbbbbbbbbccccccccccccx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP MONS: hell hound, necromancer, wizard, orange demon, rotting devil MONS: hell knight, great orb of eyes ########################################################################### # Farm and country (Matthew Ludivico) NAME: farm_and_country ORIENT: encompass DEPTH: 16-27 MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxx..........................................xxxxxxxx}.xxxxxxxxxxx xxxxxxxxxxxxxxxxxxx............xxxxxx....xxx.......xx...........xxxx..]xxxxxxxxx xxxxxxxxxxxxxxx***x...........xxx..xxx............xxxx...........xx..xxxxxxxxxxx xxxxxxxxxxxxxxx|*$=...xx.xxxxxxx....xxxxxxxxxx......xx................xxxxxxxxxx xxxxxxxxxxxxxxxxxxx....xxxxxxxx......3..xxx.................x..........xxxxxxxxx xxxxxxxxxxxxxxxxxx......x........x......xx.........w...................xxxxxxxxx xxxxxxxxxxx)......xx...xxx.....xxx......x........www3....3.............xxxxxxxxx xxxxxxxxxxxx=xxxxxxxxxxx...xxxxxxxxx..xxx.....wwwww....%%%.............xxxxxxxxx xxxxxxxxxx......xxx.......xx.xxxx.x...xxxxxxxwwwwwww..5%%%..........xx.xxxxxxxxx xxxxxxxxx.........x..xxxxxxxx.....x........3wwwwwwwww..%%%........xxx..xxxxxxxxx xxxxxxxxx....5...xx..x.xxxxx.....xxx........wwwwwwwww..%%%..........xx.xxxxxxxxx xxxxxxxxxxx.....xxx..xx..xx........xxxxxxxxxwwwwwwwww..............xxx.xxxxxxxxx xxxxxxxxxx........x..x...............xx..xxxxwwwwwwwwwwwwww............xxxxxxxxx xxxxxxxxx.............................x.....xxwwwwww3wwwwww............xxxxxxxxx xxxxxxxxxxx...x...........5.....7...............ww.......ww.....44....xxxxxxxxxx xxxxxxxxxwxx..xx.....622...2.26...6.2...22.6...62..2..226ww.....44xx...xxxxxxxxx xxxxxxxxxwwxxxx......2....2.22....2..2...2.2.......22...2ww....xxxx..xxxxxxxxxxx xxxxxxxxxwwwwxxx......2...2.2.2...2.22..2.22...22.2.2..22ww.....xxx....xxxxxxxxx xxxxxxxxxwwwwwx....4..2...2...........22...277..2..2.2.22ww...........xxxxxxxxxx xxxxxxxxxwwwwwxx....42..2....22.4..2..2...2.4..2.22..22.2ww............xxxxxxxxx xxxxxxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww.wwwwwwwwwwwww..2.........xxxxxxxxx xxxxxxxxxwwwwwxx.....62....2.26...62.2.2..26...6...22..26..............xxxxxxxxx xxxxxxxxxwwwww.........................................................xxxxxxxxx xxxxxxxxxwwwwwxx....222.2.22..2.7.......7..............................xxxxxxxxx xxxxxxxxxwwwww...........ccccccc+ccccccc...ccc......cc+ccc...xxxxx.....xxxxxxxxx xxxxxxxxxwwwwwxx.........c$$*.c$$5$+.5.c...+5c......c%%%%c......xxx3...xxxxxxxxx xxxxxxxxxwwwwwx....2.....c$.c+cccccc.%.c...ccc......c%%%%c....xxxxx....xxxxxxxxx xxxxxxxxxwwwwwx..........c..c..........c............cccccc......xxx....xxxxxxxxx xxxxxxxxxwwxxxxxxx.......ccccc+ccccccccc.........................xx....xxxxxxxxx xxxxxxxxxwxx.....xxxx........c...c.................2...................xxxxxxxxx xxxxxxxxxxx.........xxxx...........2....xxxx...........................xxxxxxxxx xxxxxxxxx..............xxxx..........xxxx..x...........................xxxxxxxxx xxxxxxxxx.................xxxxx++xxxxx.....xx............xx...x........xxxxxxxxx xxxxxxxxx.....................c..c..........xxxxx..........xxxxx.......xxxxxxxxx xxxxxxxxx.......cccc..........c..c...cccc......xxx...........x.........xxxxxxxxx xxxxxxxxx.......c..c..........c++c...c..c........xxx.........x.........xxxxxxxxx xxxxxxxxx.......c..c..........c..c...c..c..........xxx.................xxxxxxxxx xxxxxxxxx....cccc++cccccccccccc++ccccc..ccccccc......xxx...............xxxxxxxxx xxxxxxxxx....c..........1.....................c........xxx.............xxxxxxxxx xxxxxxxxx.cccc.....w....w....%1.....w.....%...c..........xxx...........xxxxxxxxx xxxxxxxxx.c1.+....www..www..%%%....www...%%%1.c...........xxxxxxxxx....xxxxxxxxx xxxxxxxxx.cccc.....w....w....%......w.....%...c..................xxx...xxxxxxxxx xxxxxxxxx....c.......5........................c....................xxxxxxxxxxxxx xxxxxxxxx....ccc....%%%%%....cccccccccccccccccc........................xxxxxxxxx xxxxxxxxx......cc...........cc.........................................xxxxxxxxx xxxxxxxxx.......cccccc+cccccc..........................................xxxxxxxxx xxxxxxxxx........cc.......cc...........................................xxxxxxxxx xxxxxxxxx.........cc.....cc.....................cccccccccccccccccccccccxxxxxxxxx xxxxxxxxx..........ccc+ccc......................c......vvv.............xxxxxxxxx xxxxxxxxx..........ccc.c........................c......v5+...vvvvv.....xxxxxxxxx xxxxxxxxx..........ccc.c........................c......vvv...v.5.v.....xxxxxxxxx xxxxxxxxxccccccccccccc.ccc......................c............v..5v.....xxxxxxxxx xxxxxxxxx..........c.....cccccccccccccccccccccccccccc..........vv+vv...xxxxxxxxx xxxxxxxxx..........c............................+................5111..xxxxxxxxx xxxxxxxxx..........c.{([.c......................+................5.....xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP MONS: death yak, plant, griffon, killer bee, ogre, oklob plant MONS: wandering mushroom ############################################################################# # Fort Yaktaur (Matthew Ludivico) NAME: fort_yaktaur ORIENT: southeast MAP .........@....wwwwwwwwwwwwwwwwwxxxxxxxxx .ccccc.......ww....wwww....wwwwxxxxxxxxx .c$c%c......ww.ccccccccc.......xxxxxxxxx .c+c+c......ww.c.%$....ccccccccxxxxxxxxx .c...+......ww.c*.115..c$$+|*|cxxxxxxxxx .c1..c.....ww..c...55+ccc+cxx=cxxxxxxxxx .ccccc.....ww..ccccccc....c|=*cxxxxxxxxx ............ww.......c5...cxx=cxxxxxxxxx ....6.ccccc.ww.w...2.+51..c|1.cxxxxxxxxx ....63+...c..wwww..21+51..c2.2cxxxxxxxxx ....6.ccccc..wwwwww..c5...cc+ccxxxxxxxxx ............wwwwwww..c........cxxxxxxxxx ............wwwwwww..ccccccccccxxxxxxxxx ...........ww1w..www...........xxxxxxxxx .......566.www.....www.........xxxxxxxxx .........1ww....ccccc..........xxxxxxxxx .....566.w......+...c..........xxxxxxxxx .........www....ccccc..........xxxxxxxxx ...........ww............wwwwwwxxxxxxxxx .......3....wwwww......www.....xxxxxxxxx ......666.......ww...www.......xxxxxxxxx .....cc+cc.......wwwww.........xxxxxxxxx .....c...c.....................xxxxxxxxx .....ccccc.....................xxxxxxxxx ...............................xxxxxxxxx ...............................xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP MONS: yaktaur, death yak, minotaur, random MONS: yak, gnoll, random ######################################################################## # box level (John Savard) # NAME: box_level ORIENT: encompass MAP xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxx.................xx.............x...................^.........xxxxxxxxx xxxxxxxxx.................xx...xxxxxx....x.xxxxxxx.xxxxxxxxxxxxxxxxxxx.xxxxxxxxx xxxxxxxxx.................xx...xx.0......x.x........x......x.........x.xxxxxxxxx xxxxxxxxx..$..............xx...xx........x.x........x.....%x.x..*..xxx.xxxxxxxxx xxxxxxxxx......................xx........x.x........x.xxxxxx.x.....x...xxxxxxxxx xxxxxxxxx......................xx....%...x.x........x.x......xxxxxxx.x.xxxxxxxxx xxxxxxxxx.................xx...xx........x.x........x.x.xxxxxx.......x.xxxxxxxxx xxxxxxxxx.................xx...xx........x.x..{.....x.x..............x.xxxxxxxxx xxxxxxxxx.............0...xx...xxxxxxxxxxx.xxxxxxxxxx.xxxxxxxxxxxxxxxx.xxxxxxxxx xxxxxxxxx.................xx...........................................xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxx}x.........................>=........xxxxxxxxx xxxxxxxxx..................x...xxx.x.xxx+xxxxxxxxxxxxxxxx+xxxxx........xxxxxxxxx xxxxxxxxx..xxxxxxxxxxxxxx..x...xxx.x.x0...x..0..............0.x........xxxxxxxxx xxxxxxxxx..x............x..x...xxx.x.x....x...................x........xxxxxxxxx xxxxxxxxx....xxxxxxxxx..x..x...xxx.x.x....x...................x......8*xxxxxxxxx xxxxxxxxx..x.x....0..x..x..x...xxx...x...%x...................x......*|xxxxxxxxx xxxxxxxxx..x.x..........x..x...xxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxx..x.x*......x..x..x..........x...........0...x...%............xxxxxxxxx xxxxxxxxx..x.xxxxxxxxx..x..=..........x.xxxxxxxxxxxxx.x................xxxxxxxxx xxxxxxxxx..x......0.....xxxxxxx.......x.x...x...x...x.x................xxxxxxxxx xxxxxxxxx..xxxxxxxxxxxxxxxxxxxx..0....x...x.x.x.x.x.x.x......0.........xxxxxxxxx xxxxxxxxx..........^.........xx.......x.x.x.x.x.x.x...+................xxxxxxxxx xxxxxxxxxcccccccccccccccccc..xx.......x.x$x...x...xxxxx................xxxxxxxxx xxxxxxxxxc...........9....c..xx.......x.x.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxc......c............xx.......x.x.x...x..0.....................xxxxxxxxx xxxxxxxxxc.....|c............xx.......x.x.x.x.x........................xxxxxxxxx xxxxxxxxxc...........9....c..xx.......x.x...x.x........................xxxxxxxxx xxxxxxxxxcccccccccccccccccc..xx.......x.xxxxx.x........................xxxxxxxxx xxxxxxxxx....................xx.......x.x.....=....................*...xxxxxxxxx xxxxxxxxx....................xx.......x.x.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.......x.x.x...........................(xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxx.x$x..xxxx.xxxxxxxxxxxxxxxxxxxx.xxxxxxxxx xxxxxxxxx...............................x.x..x.......................x.xxxxxxxxx xxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.x..x.xxxxxxxxxxxxx.........x.xxxxxxxxx xxxxxxxxx.............)xxx................x..x.xxxxxxxxxxxxx.........x.xxxxxxxxx xxxxxxxxx..............xxx.xxxxxxxxxxxxxxxx..x.xxxxxxxxxxxxx.........x.xxxxxxxxx xxxxxxxxx..............xxx...................x.x...........xxxxx+xxxxx.xxxxxxxxx xxxxxxxxx..............xxxxxxxxxxxxxxxxxxxxxxx.x..$........x.........x.xxxxxxxxx xxxxxxxxx......9.......xxxxxxxxxxxxxxxxxxxxxxx.x...........x........%x.xxxxxxxxx xxxxxxxxx..............xxxxxxxxxxxxxxxxxxxxxxx.x.0.........x0........x.xxxxxxxxx xxxxxxxxx..............xxxxxxxxxxxxxxxxxxxxxxx.x.......$...x.........x.xxxxxxxxx xxxxxxxxx..............xxxxxxxxxxxxxxxxxxxxxxx.x...........xxxxxxxxxxx.xxxxxxxxx xxxxxxxxx..............xxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxx.x...........xxxxxxxxx xxxxxxxxx..............xxxxxxxxxxxxxxxxxxxxxxx.............x...........xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxxxxxxxxxxx xxxxxxxxx..............................................................xxxxxxxxx xxxxxxxxx.xxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxx.xxxxxxx=xxxxxx.xxxxxx.xxxxxxxxx xxxxxxxxx.....xx.................xxxxxxxxxxx.......x........x.....x....xxxxxxxxx xxxxxxxxx....0xx.................xxxxxxxxxxx.%.....x.0......x...0.x....xxxxxxxxx xxxxxxxxx.....xx.9...............xxxxxxxxxxx.......x........x.%...x..$.xxxxxxxxx xxxxxxxxx.....xx.................xxxxxxxxxxx.......x........x.....x....xxxxxxxxx xxxxxxxxx.....xx.................xxxxxxxxxxx.......x........x.....x..0.xxxxxxxxx xxxxxxxxx....0xx.................xxxxxxxxxxx.......x$.......x.....x....xxxxxxxxx xxxxxxxxx]....xx................*xxxxxxxxxxx......[x........x.....x$...xxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ENDMAP ############################################################################## # Minivaults ############################################################################## # # NOTE: *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. # # [dshaligram] 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 are 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. # # NOTE: 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. default-depth: 8-27 ############################################################################## # Minivault balancer NAME: mini_dummy DEPTH: 1-7 TAGS: dummy CHANCE: 100 MAP . ENDMAP ############################################################################## # Greed's colour NAME: david_greed DEPTH: 10-26 ITEM: nothing / any good_item SHUFFLE: d|, HS MAP xxxxxxxxx xbbbbbbbx xbH...Sbx xb.....bx xb.....bx xbb.|.bbx xxb.d.bxx xxb...bxx xxb...bxx xxb.*.bxx xxb...bxx xxx@I@xxx ENDMAP ############################################################################## # Defended altar NAME: david_defended_altar DEPTH: 7-20 ITEM: nothing SHUFFLE: 1I/2T MONS: orc priest, deep elf priest / w:30 nothing MAP ......... .ccccc... .c1..c... .c1C.+.I. .c1..c... .ccccc... ......... ENDMAP ############################################################################## NAME: minivault_1 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_2 MAP ............ ..xxxx.xxxx. ..xx.....xx. ..x.......x. ..x.......x. ......C..... ..x.......x. ..x.......x. ..xx.....xx. ..xxxx.xxxx. ............ ............ ENDMAP ################################### NAME: minitemple # More common than the others. CHANCE: 20 MAP ............ .cccccccccc. .cccccccccc. .cBcBcBcBcc. .G.c.c.c.Bc. .........Bc. .........Bc. .G.c.c.c.Bc. .cBcBcBcBcc. .cccccccccc. .cccccccccc. ............ ENDMAP ################################### NAME: minivault_4 MAP ............ ....xwxx.... ..xxxwwxwx.. ..xwwwwwwx.. .xwwxwwxwxx. .xwwwwwwwwx. .xwwxwwwxww. .xxwwwwwwxx. ..wwwwxwwx.. ..xxxwwxxw.. ....xxww.... ............ ENDMAP ################################### NAME: minivault_5 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: minivault_6 MAP ............ .ccccccc+cc. .c........c. .c........c. .c..1.....c. .c........c. .cc+ccccccc. .c***c3232c. .c|**+2223c. .c||*c3322c. .cccccccccc. ............ ENDMAP MONS: wizard, small abomination, large abomination ################################### # Beehive minivault NAME: minivault_7 MAP ............ ....aaaa.... ..a2a2aaaa.. ..aaRa3a2a.. .aa2aRa2aaa. .a3aRa1aRa2. .aa3aRaRa2a. .aaa2a2a3aa. ..a3aRa2aa.. ...aa2aa2a.. ....aaaa.... ............ ENDMAP MONS: queen bee, killer bee, killer bee larva ################################### # Lava pond NAME: minivault_8 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 MONS: molten gargoyle ################################### # Evil zoo NAME: minivault_9 DEPTH: 15-27 MAP ............ .==========. .==========. .==========. .===8888===. .===8998===. .===8998===. .===8888===. .==========. .==========. .==========. ............ ENDMAP ################################### NAME: minivault_10 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 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 MAP ............ .xxxxxxxxxx. .x>9$9$9$x. .xxxxxxxxxx. ............ ENDMAP ################################### # Little trap spiral NAME: minivault_13 MAP ............ .xxxxxxxxxx. .=.^x..=.9x. .x.$=.^x..x. .xxxxxxxx=x. .x.8+|0x8.x. .x8$x.|x..x. .xx=xxxx=xx. .x.9=^.x..x. .x..x.^=9.x. .xxxxxxxxxx. ............ ENDMAP ################################### # Water cross NAME: minivault_14 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 MAP ............ ............ ....lll..... ...vvlvv.... ..lv|*|vl... ..ll*S*ll... ..lv|*|vl... ...vvlvv.... ....lll..... ............ ............ ............ ENDMAP ################################### NAME: minivault_16 MAP ............ ............ ............ ............ ............ ............ ......S..... ............ ............ ............ ............ ............ ENDMAP ################################### NAME: minivault_17 MAP ............ ............ ............ ............ ............ .....F...... ............ ............ ............ ............ ............ ............ ENDMAP ################################### NAME: minivault_18 MAP ............ ............ ............ ............ ............ .....H...... ............ ............ ............ ............ ............ ............ ENDMAP ################################### NAME: minivault_19 MAP ............ .xx......xx. .xxx....xxx. ..xxx..xxx.. ...xxxxxx... ....xxxx.... ....xxxx.... ...xxxxxx... ..xxx..xxx.. .xxx....xxx. .xx......xx. ............ ENDMAP ################################### NAME: minivault_20 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 MAP ............ .^xxxxxxxx^. .x........x. .x.cccccc.x. .x.c|....|c.x. .x.cccccc.x. .x........x. .^xxxxxxxx^. ............ ENDMAP ################################### NAME: minivault_22 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 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 MAP ............ ....xxxx.... ....xxxx.... ....xxxx.... .xxxx.x.xxx. .xxx.x.xxxx. .xxxx.x.xxx. .xxx.x.xxxx. ....xxxx.... ....xxxx.... ....xxxx.... ............ ENDMAP ################################### NAME: minivault_25 MAP ............ .xx+xxxxxxx. .x........x. .x........+. .x........x. .x........x. .x........x. .x........x. .+........x. .x........x. .xxxxxxx+xx. ............ ENDMAP ################################### NAME: minivault_26 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 MAP ............ .x.xxxxxxxx. .x........x. .xxxxxxxx.x. .x........x. .x.xxxxxxxx. .x........x. .xxxxxxxx.x. .x........x. .x.xxxxxxxx. ............ ............ ENDMAP ################################### NAME: minivault_28 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 MONS: queen ant, soldier ant, giant ant, ant larva MAP .3......3... ...x.xx.x.2. .xxx2xxxxx.. .xxxx42xxx2. .2xx243432x3 .xx421424xx. 3xx423242x.. .x2x3243xxx. .x2xx42422x. ..xxxxxxxx2. ...x2xxxx3.. .3.......33. ENDMAP ################################### # Solitary fountain NAME: solitary_fountain SUBST: ?=TUV MAP ..... ..... ..?.. ..... ..... ENDMAP ################################### # Fountainhead NAME: fountainhead 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 ################################### # jmf: Multi-god temple thing NAME: multi_god_temple MAP ............ .=xxxxxxxx=. .x9......9x. .xT......Tx. .x..C..C..x. .xT......Tx. .xxxxxxxxxx. .xxx$$$$xxx. .xx8....8xx. ..xx....xx.. ...xG..Gx... ............ ENDMAP ################################### # jmf: Another multi-god temple thing NAME: multi_god_temple2 MAP ............ ..vvvvvvvv.. .vv......vv. .v..x..x..v. .v.Cx..xC.v. .v..x..x..v. .vT8x..x8Tv. .vvvx==xvvv. ...Gx99xG... ...+*99*+... ...GxxxxG... ............ ENDMAP ################################### # Billiards (David Ploog) NAME: billiards MONS: orc wizard MAP ............... .bbbbbb.bbbbbb. .b.1.........b. .b..........1b. .b...........b. ......*b.....b. .b....b%....... .b...........b. .b1..........b. .b.........1.b. .bbbbbbbbbbbbb. ............... ENDMAP ############################################################################## # Dispersion (David) # NAME: dispersion SUBST: Y = 89 KITEM: 8 = % / * / w:1 | KITEM: 9 = % / * / w:1 | KFEAT: X = teleport trap KFEAT: Z = teleport trap / w:30 x SHUFFLE: xcvb DEPTH: 13-26 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) NAME: fake_naga_vault # Intentionally moved this deeper because explore will gladly run into the # room, and being hit by multiple mimics is un-fun. DEPTH: 15-26 MONS: mimic, guardian naga MAP xxxxxxxxx x1111111x x1111111x x1111111x x11.2.11x xxxx+xxxx ENDMAP ############################################################################# # Pandemonium lesser demon vaults ############################################################################# # Pandemonium demon vaults are selected by tag. They must have the tag "pan", # or they won't even be considered. Tags are case-sensitive. # # Tagging these levels also ensures they won't be generated in the main # dungeon. NAME: rand_demon_1 TAGS: pan MONS: pandemonium demon, random, random, random, random, random MAP ............ .xx.xx.x.xx. ..x.x..x.x.. ..x.x..x.x.. ..x.x..x.x.. ..x.x..x.x.. ..x.x1.x.x.. ..x.x..x.x.. ..x.x..x.x.. ..x.x..x.x.. .xx.x.xx.xx. ............ ENDMAP ################################### NAME: rand_demon_2 TAGS: pan MONS: pandemonium demon, greater demon, common demon MONS: common demon, random, random MAP ............ .xxxxxxxx3x. .3.....xx.x. .xxxxxx4x.x. .xx4x..xx.x. .x.x.22.x.x. .x.x.12.x.x. .x.xx..x4xx. .x.x4xxxxxx. .x.xx.....3. .x3xxxxxxxx. ............ ENDMAP ################################### NAME: rand_demon_3 TAGS: pan MONS: pandemonium demon, common demon, common demon MAP ............ .x.x.x3x.x.. ..x.x3x3x.x. .x.x.x2x.x.. ..x3x2x2x3x. .x3x2x1x2x3. ..x3x2x2x3x. .x.x.x2x3x.. ..x.x3x3x.x. .x.x.x3x.x.. ..x.x.x.x.x. ............ ENDMAP ################################### NAME: rand_demon_4 TAGS: pan MONS: pandemonium demon, any demon, any demon MAP ............ .xxxxxxxxx.. .x$=*=3=|x.. .xxxxxxx=x.. .x2=3=2x|x.. .x=xxxxx=x.. .x3=*x1=Px.. .x=x=xxxxx.. .x*x2=3=2=.. .xxxxxxxxx.. ............ ............ ENDMAP ################################### NAME: rand_demon_5 TAGS: pan MONS: pandemonium demon, any demon, any demon MAP ............ ...xxxxxx... ..xx....xx.. .xx......xx. .x..3232..x. .x..2|P3..x. .x..3P|2..x. .x..2123..x. .xx......xx. ..xx....xx.. ...xxxxxx... ............ ENDMAP ################################### NAME: rand_demon_6 TAGS: pan MONS: pandemonium demon, any demon, any demon MAP ............ ............ ......2..... ............ .3.......... ..........2. .....1...... ............ ............ .2.......3.. ............ ............ ENDMAP ################################### NAME: rand_demon_7 TAGS: pan MONS: pandemonium demon, any demon, greater demon MAP ............ .xxx....xxx. .x|xx=xxx|x. .xx=....=xx. ..x.x==x.x.. ..x.=12=.=.. ..=.=23=.x.. ..x.x==x.x.. .xx=....=xx. .x|xxx=xx|x. .xxx....xxx. ............ ENDMAP ################################### NAME: rand_demon_8 TAGS: pan MONS: pandemonium demon, greater demon, any demon MAP ............ ....xxxxxxx. ..xxx....1x. .xx..2....x. .x........x. .xx.......x. ..xx33..2.x. ....33...xx. .....x...x.. ..F..xx.xx.. ......xxx... ............ ENDMAP ################################### NAME: rand_demon_9 TAGS: pan MONS: pandemonium demon, any demon, greater demon MAP ............ .xxxxxxxxxx. .x2=3=3=3xx. .x=xxxxxx2x. .x3x^^^^x=x. .x=x^P^^x2x. .x3x^^1^x=x. .x=x^^^^x3x. .x2xxxx=x=x. .xx2=2=3x3x. .xxxxxxxx=x. ............ ENDMAP