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##############################################################################
# crypt.des: Maps for the Crypt and Tomb.
##############################################################################

##############################################################################
# Crypt minivaults

########################
# Dead fish
NAME: lemuel_dead_fish_pool
DEPTH: Crypt:*
# Lemuel also had Cocytus:*
TAGS: no_pool_fixup
SUBST: . : .w
SUBST: 1 = w:50 1
KFEAT: 1 = w
KMONS: 1 = big fish zombie / giant goldfish zombie
MAP
...wwwww...
..ww111ww..
.ww11111ww.
ww1111111ww
w111111111w
w111111111w
ww1111111ww
.ww11111ww.
..ww111ww..
...wwwww...
ENDMAP

###########################################################
# tombs in the wall
NAME:  tombwall_bobbens
TAGS:  allow_dup
DEPTH: Crypt
MONS:  w:5 small zombie/large zombie/w:1 large abomination/w:1 small abomination/w:1 skeletal warrior/w:1 necrophage/w:1 ghoul/w:1 rotting hulk/w:5 small skeleton/large skeleton/w:3 nothing
MAP
ccccccccccccccccccccccc
ccc1c1c1c1c1c1c1c1c1ccc
ccc+c+c+c+c+c+c+c+c+ccc
.......................
.......................
.......................
ENDMAP

###########################################################
#	small crypt building
NAME:   minicrypt_bobbens
TAGS:   mini_float allow_dup
DEPTH:  Crypt
MONS:   necromancer
MONS:   large zombie/small zombie/large skeleton/small skeleton
MONS:   flying skull
MAP
  ccccccc  
 cc2c2c2cc 
ccc+c+c+ccc
c2+.....+2c
ccc..1..ccc
c2+.3.3.+2c
ccc.....ccc
c2+.....+2c
ccc.....ccc
c2+.....+2c
cccc+c+cccc
ENDMAP

###########################################################
# death oozes - they're sort of like garden slugs
NAME:   minigarden_bobbens
TAGS:   allow_dup
DEPTH:  Crypt
MONS:   death ooze
KFEAT:  f = .
KMONS:  f = w:2 col:darkgrey plant/w:1 col:lightgrey plant
SUBST:  p = f:2 .:1
SUBST:  1 = 1:3 .:1
MAP
..........
..p1pp.p..
.pp.pp..p.
.ppp.1.p..
..p1pp.p..
...pppp1..
.p.pfffp..
..ppfffp..
..p.1p1p..
.1.p..pp..
..........
ENDMAP

##############################################################################
# Tomb entries

###########################################################
#	simple entrance
NAME:   tomb_entry_simple_bobbens
ORIENT: float
TAGS:   tomb_entry no_monster_gen no_item_gen
MONS:   guardian mummy
MONS:   sphinx
# crawl will rotate for the rest of possibilities
: if crawl.coinflip() then
KFEAT:  A = =
KFEAT:  B = c
: else
KFEAT:  A = c
KFEAT:  B = =
: end
MAP
cccc.cccc
c1.....1c
c.ccccc.c
c.c.2.c.c
..c.O.c..
c.c...c.c
c.cABcc.c
c1.....1c
cccc.cccc
ENDMAP

###########################################################
# small pyramid leading to the bigger one
NAME:   tomb_entry_pyramid_bobbens
ORIENT: float
TAGS:   tomb_entry no_monster_gen
MONS:   sphinx
MONS:   w:1 mummy / w:9 guardian mummy
MONS:   mummy priest
SUBST:  ' = ~ .:50
MAP
........................
........................
..cccccccccccccccccccc..
..cccccccccccccccccccc..
..cc....2...........cc..
..cc..............2.cc..
..cc....cccccccccc''cc..
..cc....c''''''''c''cc..
..cc....c''ccccc'c''cc..
..cc....c''cO'3''c''cc..
..cc....c''ccccccc''cc..
..cc.2..c''2''''''''cc..
..cc....c'''''''''''cc..
..cc....cccccccccccccc..
..cc................cc..
..cc....2......2....cc..
..cc...ccc++++ccc...cc..
..cc...cc......cc...cc..
..cc.2.cc.G..G.cc.2.cc..
..cc.V.cc......cc.V.cc..
..cc...cc......cc...cc..
..ccccccc.G..G.ccccccc..
..ccccccc......ccccccc..
........................
.......1........1.......
........................
........................
ENDMAP

###########################################################
# sphere entry
NAME:   tomb_entry_sphere_bobbens
ORIENT: float
TAGS:   tomb_entry no_monster_gen no_rotate
MONS:   w:1 mummy / w:9 guardian mummy
MONS:   sphinx
MONS:   mummy priest
MAP
          ccccc
       cccc.1.cccc
     ccc.........ccc
    cc......c......cc
   cc....ccccccc....cc
   c....cc.1.1.ccc..1c
..cccc...........cc..cc
.1c..cc...........c3O.c
..+..2ccccc.F.ccccccccc
.1c...c...............c
..cc..cc.............cc
   c...ccc.1..1.cc...c
   cc....cccccccc...cc
    cc......c......cc
     ccc.........ccc
       cccc.1.cccc
          ccccc
ENDMAP

###########################################################
# forgotten tomb entrance
NAME:   tomb_entry_forgotten_bobbens
ORIENT: float
TAGS:   tomb_entry no_monster_gen
KFEAT:  f = .
KMONS:  f = w:2 col:darkgrey plant/w:1 col:lightgrey plant
SUBST:  p = f.
MAP
cccccccccc
cfffffppp.
cfOfffppp.
cffffppp..
cffpppp.. 
cppppp..  
cppp...   
cpp..     
c...      
ENDMAP

###########################################################
# she sells tomb entry shells by the sea shore
NAME:   tomb_entry_shell_bobbens
TAGS:   tomb_entry no_monster_gen no_item_gen
FLAGS:  no_rotate
MONS:   guardian mummy
MONS:   mummy priest
MAP
          c      
        ccc..    
      ccc.c1.    
    ccc......    
   cc.....c1.    
  cc......cccc   
 cc.......c..ccc 
 c........c....cc
cc1.......c.O2..c
c.....1...c.....c
c.....ccUcc.....c
cc.....ccc1.....c
 cc............cc
  ccc........1cc 
    ccc.....ccc  
      ccccccc    
ENDMAP


##############################################################################
# Crypt ends

###########################################################
#	churchlike map with customizeable monster sets
#
NAME:   church_of_pain_bobbens
ORIENT: float
TAGS:   no_monster_gen no_item_gen
PLACE:  Crypt:5
# MONSTER LAYOUT
# boss (1)
# boss guard (2)
# secondary boss (3)
# support (4)
# primary guard (5)
# advanced guard (6)
# in tombs (7)

# 30% - skeletal (standard)
# 30% - vampire (pretty hardcore, with easier bosses)
# 30% - ghost
# 10% - mummy (pretty evil)

# skeletal monsters
: local brnd = crawl.random2(13)
: if brnd > 8 then
MONS:   ancient lich
MONS:   skeletal dragon
MONS:   lich
MONS:   necromancer
MONS:   skeletal warrior
MONS:   flying skull
MONS:   skeletal warrior/w:20 large skeleton/w:5 small skeleton/w:5 nothing
# vampire layout
: elseif brnd > 4 then
MONS:   vampire mage
MONS:   spectral warrior
MONS:   vampire knight
MONS:   vampire
MONS:   skeletal warrior/wraith
MONS:   dancing weapon
MONS:   vampire/skeletal warrior/large zombie/w:5 small zombie/wraith/w:5 nothing
# ghost layout
: elseif brnd > 0 then
MONS:   curse skull
MONS:   crystal golem
MONS:   lich
MONS:   spectral warrior
MONS:   flayed ghost/wraith/freezing wraith/spectral warrior
MONS:   flying skull
MONS:   flayed ghost/wraith/freezing wraith/spectral warrior/hungry ghost/large zombie/w:5 small zombie/w:5 nothing
# mummy layout - rare
: else
MONS:   greater mummy
MONS:   sphinx
MONS:   mummy priest
MONS:   mummy priest
MONS:   guardian mummy
MONS:   flying skull
MONS:   mummy/guardian mummy/w:5 nothing
: end
SUBST:  ; = .:6 ~:2 ^:1
MAP
           xxxxvvvvvvvvvvvvvvvvvxxxx           
           xxxvv..WWWWWWWWWWW..vvxxx           
           xxvv..WWWWWWWWWWWWW..vvxx           
           xxv...WWWb.b.b.bWWW...vxx           
           xxv...WWb$$|*|$$bWW...vxx           
     xxxxxxxxv...WW.$||1||$.WW...vxxxxxxxx     
     xxccccccv...WWb$$|*|$$bWW...vccccccxx     
     xxc|*cccv...WWWb.b.b.bWWW...vccc*|cxx     
     xxc$$$ccvv..WWWWWWWWWWWWW..vvcc$$$cxx     
xxxxxxxc;;;|ccvv..WWWWWWWWWWW..vvcc|;;;cxxxxxxx
xxccccccc=cccccv...............vccccc=cccccccxx
xxcU$.....cxxxxvv....2...2....vvxxxxc.....$Ucxx
xxc$.3....cxxxxxvv.....6.....vvxxxxxc....3.$cxx
xxc.......cxxxxxvvv.6.....6.vvvxxxxxc.......cxx
xxc.......cxxxxxvvvvv.....vvvvvxxxxxc.......cxx
xxc...5.5.cxxxxxvvvvvvv+vvvvvvvxxxxxc.5.5...cxx
xxccccc+cccxxxxxvcccccU.Ucccccvxxxxxccc+cccccxx
xxxxxxc;cxxxxxxxvc.U.cc+cc.U.cvxxxxxxxc;cxxxxxx
    xxc.cxxxxxccccG..F;^;F..Gccccxxxxxc.cxx    
    xxc;cccccccG....45...54....Gccccccc;cxx    
    xxc.;;;;;;+.................+;;;;;;.cxx    
    xxc;cccccccG.......C.......Gccccccc;cxx    
    xxc.c|$$+;ccc56.........65cccxxxxcc.cxx    
  xxxxc;c|*$c;ccc5...........5cccxxxxcc;cxxxx  
xxxxccc+ccc|c;=7+.............+7ccccccc+cccxxxx
xxccc.5.5.ccccccc..c.......c..ccccccc.5.5.cccxx
xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx
xxccc.....ccccccc..c.......c..ccccccc.....cccxx
xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx
xxccc.....ccccccc..c.55555.c..ccccccc.....cccxx
xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx
xxccc.....ccccccc..c6.6.6.6c..ccccccc.....cccxx
xxc7+.....+7ccc7+.............+7ccc7+.....+7cxx
xxccc.5.5.ccccccc..c.......c..ccccccc.5.5.cccxx
xxxxccc+cccxxxc7+.............+7=$*cccc+cccxxxx
   xxc...cxxxxccc..c.......c..ccc||ccc...cxx   
   xxc.4.cxxxxc7+.............+7cccccc.4.cxx   
   xxc.|.cxxxxccc..c.......c..cccxxxxc.|.cxx   
   xxcccccxxxxc7+.............+7cxxxxcccccxx   
   xxxxxxxxxxxccc....c...c....cccxxxxxxxxxxx   
            xxxxc5.Vcc...ccV.5cxxxx            
              xxcccccc...ccccccxx              
              xxc..;;;...;;;..cxx              
              xxc;;vcccccccv;;cxx              
                c..;;;...;;;..c                
                cccccc@c@cccccc                
ENDMAP


###########################################################
#	gigantic sort of aquatic base
#
NAME:   cryptofortress_bobbens
ORIENT: encompass
TAGS:   no_monster_gen no_item_gen no_pool_fixup
FLAGS:  no_rotate no_vmirror
PLACE:  Crypt:5
KFEAT:  A = w
KMONS:  A = flying skull
KFEAT:  B = .
KMONS:  B = ancient lich
KFEAT:  D = .
KMONS:  D = skeletal dragon
KFEAT:  V = .
KMONS:  V = vampire knight
KFEAT:  X = .
KMONS:  X = dancing weapon
KFEAT:  L = .
KMONS:  L = lich
KFEAT:  I = .
KMONS:  I = iron golem
KFEAT:  G = .
KMONS:  G = crystal golem
KFEAT:  z = .
KMONS:  z = skeletal warrior
KFEAT:  N = .
KMONS:  N = necromancer
KFEAT:  H = .
KMONS:  H = hell knight
KFEAT:  M = .
KMONS:  M = large zombie/small zombie/large skeleton/small skeleton/ghoul/necrophage
KFEAT:  h = .
KMONS:  h = titan zombie/dragon zombie/golden dragon zombie
# red metal walls
COLOUR: = = red
COLOUR: r = red
SUBST:  r = v
# emergency exits; most are closed
NSUBST: ? = 3:= / *:v
MAP
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwvvvvvvvvvvvvvvvvvvvvvvvvvvvvwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwv..........................vAwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwv.........rrrrrrrr.........vAAAwwwwwwwwwwwv
vwwwwwwwwwwwwwwv.........r||||||r.........vAAAAAAwwwwwwwwv
vwwwwwwvvvv?vvvv......rr=rr****rr=rr......v?v?v?v?vwwwwwwv
vwwwwwwv.......v......r$$*rr++rr*$$r......v.......vwwwwwwv
vwwwwww?....H..v.....rrrr|r$$$$r|rrrr.....v.......?wwwwwwv
vwwwwwwv....H..+........rrr$$$$rrr........+.h..H..vwwwwwwv
vwwwwww?....H..v......L...r$$$$r...L......v....H..?wwwwwwv
vwwwwwwv.h.vvvvv...rrr....rr++rr....rrr...v....H..vwwwwwwv
vwwwwww?...v...vv....rr.rrrU..Urrr.rr....vvv+v....?wwwwwwv
vwwwwwwv...v.X..vv....rrr........rrr....vv...vvvvvvwwwwwwv
vwwwwwwv...+.....vv....r.U..BC..U.r....vvvv.....+Mvwwwwwwv
vwwwwwwv...v..V.$vvv...rr........rr...vvvM+.....vvvwwwwwwv
vwwwwwwv...v...$*v.vv...rrrU..Urrr...vv.vvv.....+Mvwwwwwwv
vwwwwwwv...vvvvvvv..vv....rr..rr....vv..vM+.....vvvwwwwwwv
vwwwwwwv...vvv...v...vv............vv...vvv.....+Mvwwwwwwv
vwwwwwwv...vv....+....vv..........vv....+....N..vvvwwwwwwv
vwwwwwwv...vNz...v.....vv........vv.....vvv.....+Mvwwwwwwv
vwwwwww?...v.M...v....G.vv......vvI.....vM+.....vvvwwwwwwv
vwwwwwwv...v....vv....vvvvvvvvvvvvvv....vvv.....+Mvwwwwwwv
vwwwwwA?.......vv....vv.....ll.....vv....vvv+v..vvvwwwwwwv
vwwwwwAv......vv....vv..............vv....vvMv..+Mvwwwwwwv
vwwwwAA?.....vv....vv................vv....vvv..vvvwwwwwwv
vwwwAAAv.....v....vv.......N..N.......vv....vv..+Mvwwwwwwv
vwvvvvvvvvvvvvv+vvvvv+vv.Mzz..zzM.vv+vvvvv+vvvvvvvvvvvvvwv
vwvv.........v..I.v....v..........v....v.........v..%*vvwv
vwvv.........v....v....v..........v....v.........v...$vvwv
vwvv.........+....v....v..........v....v.....X..V+....vvwv
vwvv....D....v....v..z.v..........v.z..v.........v....vvwv
vwvvv....z...v....+...Nvr........rvN...+......X..vvvvvvvwv
vwwvv........v....v..z.vrr......rrv.z..v.............vvwwv
vwwvvv.......+....v....vrrrr++rrrrv....v............vvvwwv
vwwwvv.......v....v....vrrUz..zUrrv....v............vvwwwv
vwwwvvvvvvvvvvvvvvvv+vvvrI......Irvvv+vvvvvvvvvvvvvvvvwwwv
vwwwwvvv|**$$v.........vrrrr++rrrrv.........v$$**|vvvwwwwv
vwwwwwvvv|*$$+.........vrrww..wwrrv.........+$$*|vvvwwwwwv
vwwwwwwvvv*$$v...X.....vrwAw..wAwrv...X.....v$$*vvvAwwwwwv
vwwwwwwwwvvv$v....G....vwwww..wwwwv..G......v$vvvAAwwwwwwv
vwwwwwwwwwvvvv.........vwwww..wwwwv.........vvvvwwwwwwwwwv
vwwwwwwwwwwwvvvv.......vwwww..wwwwv.......vvvvwwwwwwwwwwwv
vwwwwwwwwwwwwwvvvv.....vwwww..wwwwv.....vvvvwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwvvvvv..vwwww..wwwwv..vvvvvwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwvvvvvAwww..wwwAvvvvvwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwvvAwww..wwwAvvwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwAwwww..wwwwAwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwww..wwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwAww....wwAwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwww....wwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwww....{.wwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwAwww.[....wwwAwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwww..(.wwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwAwwwwwwAwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

###########################################################
#       eye to eye with the evil
#
NAME:   david_glass_crypt
ORIENT: float
TAGS:   no_item_gen no_rotate
PLACE:  Crypt:5
MONS:   lich / ancient lich
MONS:   skeletal dragon / curse skull / curse toe
MONS:   flying skull / skeletal warrior / w:40 nothing
KFEAT:  ^ = alarm trap
MAP
.....................
.....................
..vvvvnnnnnnnnnvvvv..
..vlllllllllllllllv..
..vlllllllllllllllv..
..vllll..|||..llllv..
..vll...|||||...llv..
..vl.....|||.....lv..
..vl.............lv..
..vmm..F.vvv.F..mmv..
..v1m...^^^^^...m1v..
..vvvvvvv+++vvvvvvv..
...vv..2.....2..vv...
 ..vv.333333333.vv..
 ...vvv.......vvv...
   ...vv+++++vv...
    .............
ENDMAP

##############################################################################
# The three Tomb levels: these should generally be of a confusing layout.
##############################################################################

##############################################################################
# Tomb:1
#
NAME:    tomb_1
PLACE:   Tomb:1

# The whole branch starts off with teleport control prevention.
BFLAGS:  no_tele_control

ORIENT:  encompass
#
SHUFFLE: ([{, AB), ]}, FIJKL/fijkl, _-
SUBST:   A=|*, B=|*
SUBST:   f = F, i = G, j = G, k = G, l = F
SUBST:   I = G:900 6
SUBST:   J = G:750 6
SUBST:   K = G:550 6
SUBST:   L = G:300 6
SUBST:   - = T
SUBST:   _ = F 6 ^:30 .:30
SUBST:   T = ^ .
SUBST:   t = ~ .:50
SUBST:   ' = ^ ':200
SUBST:   ' = 5 .:100  
SUBST:   2 = 2 1:2 .
SUBST:   1 = 1 2:3 .
SUBST:   3 = 3., 4 = 4., 5 = 5.
#
MONS:    mummy, guardian mummy, mummy priest, sphinx, greater mummy
MONS:    silver statue / orange crystal statue / ice statue
#
MAP
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xxxxxxxxx..........ccccccccccccccccccccccccccccccccccccccccccc.........xxxxxxxxx
xxxxxxxxx..........ccccccccccccccccccccccccccccccccccccccccccc.........xxxxxxxxx
xxxxxxxxx..........cc'''''''''''''''''''''''''''''''''''''''cc.........xxxxxxxxx
xxxxxxxxx..........cc'''''''''''''''''''''''''''''''''''''''cc.........xxxxxxxxx
xxxxxxxxx..........cc''ccccccccccccccccccccccccccccccccccc''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ttttttttttc................ctt)c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ccccccccctc..3..........2..ct-tc''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..cA22c111ctc....3..........5c_ttc''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..c2c222ctttc......2.........+cccc''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ccccccccccc.5........3...3..5..c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c.................................c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c............3.............3....2.c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''cccccccccccccc.......2...2........c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c............c....................c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c............c.................3..c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..cccccccc..c..........2..2......c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ctttc1Bc..c....................c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ctctc11c..c...3.......3........c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ctct11cc..c..............2.....c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ctcccccc..c.......2............c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..cttttttt..c.3...............2..c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c..ccccccccccc....2.....3.........c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c.......5.........................c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c.................................c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''ccccccccccccccTTTTTTTcccccccccccccc''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c'''''''''''ccc+++++ccc'''''''''''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c'''''''''''cc.2...2.cc'''''''''''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c''ccccccc''cc.L...L.cc''ccccccc''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c''cc.322c''cc.......cc''c22.'cc''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c''c]'c22c''cc.2...2.cc''c22c.}c''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c''cccc''c''cc.K...K.cc''c3'cccc''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c''''''''c''cc.......cc''c''''''''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''c''''''''c''cc.2...2.cc''c''''''''c''cc.........xxxxxxxxx
xxxxxxxxx..........cc''cccccccccc''cc.J...J.cc''cccccccccc''cc.........xxxxxxxxx
xxxxxxxxx..........cc''''''''''''''cc.......cc''''''''''''''cc.........xxxxxxxxx
xxxxxxxxx..........cc''''''''''''''cc.......cc''''''''''''''cc.........xxxxxxxxx
xxxxxxxxx..........cccccccccccccccccc.I...I.cccccccccccccccccc.........xxxxxxxxx
xxxxxxxxx..........cccccccccccccccccc.......cccccccccccccccccc.........xxxxxxxxx
xxxxxxxxx.............................4...4............................xxxxxxxxx
xxxxxxxxx.............................F...F............................xxxxxxxxx
xxxxxxxxx...........................4.4...4.4..........................xxxxxxxxx
xxxxxxxxx..............................................................xxxxxxxxx
xxxxxxxxx..............................................................xxxxxxxxx
xxxxxxxxx...........................4..V.V..4..........................xxxxxxxxx
xxxxxxxxx..............................................................xxxxxxxxx
xxxxxxxxx.............................4...4............................xxxxxxxxx
xxxxxxxxx..............................................................xxxxxxxxx
xxxxxxxxx...........................4.......4..........................xxxxxxxxx
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ENDMAP

###############################################################################
# Tomb:2
#
NAME:    tomb_2
PLACE:   Tomb:2
# Can be rotated!
ORIENT:  encompass
#
NSUBST:  A = [ / '
SHUFFLE: Ww/Yy/Zz, Uu/Vv, Qq/Rr/Ss
SUBST:   W=', w=c, Y=T, y=+, Z=T, z=+
SUBST:   U=', u=c, V=T, v=+
SUBST:   Q=', q=c, R=T, r=+, S=T, s=+
#
SHUFFLE: ])}def
SUBST:   d=", e=", f="
#
SUBST:   T = ^ .
SUBST:   ' = ^ ':100
SUBST:   ' = 1:5 2:5 3:1 .:89
SUBST:   " = ^ ":50
SUBST:   " = 2:3 3:1 .:96
#
# Number of ' symbols is 211+3=214, hence statistically in the lower 
# circumference we'll have 10.7 mummies, another 10.7 guardian mummies
# and 2.1 mummy priests.
# Number of " symbols is 205+3=208, hence the upper circumference
# has in mean 4.0 mummy priests and 8.3 guardian mummies.
#
# Perhaps to do: use KFEAT to make mummies possibly appear at T spots.
#                have clustering of 1, 2 in the lower area as before?
#
MONS: mummy, guardian mummy, mummy priest, greater mummy
#
MAP
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xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c""""""c"""""{""""c""""""""c"""""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c"""""TcT""""""""TcT""""""TcT""""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c"""2"T+T""""""""T+T""2"""T+T""""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc"""TcT""""TcT""""""""TcT""""""TcT""""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""TT+T"""""c""""""""""c""""""""c"""""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccc+ccccccccccccccccccccccccccccccc""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""TTc.............................c"3""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c.............................c""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""3"c..ccc4.................4ccc..c"""fccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c..ccc...................ccc..c""""ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c..ccc.........1.........ccc..c)""}ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c..ccc.....2.......2.....ccc..cccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c.............................c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcce"""c.............................cT'''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc""""c........c...........c........+T'''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc]""dc.............................cT'''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccccc.....3........(........3.....c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc''''c.............................c'QQQccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'''Tc........c...........c........cccqcccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'''T+.............................c'QQQccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'''Tc.............................c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'ZZZc..ccc.....2.......2.....ccc..c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccczcc..ccc.........1.........ccc..c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'ZZZc..ccc...................ccc..c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccA'''c..ccc4.................4ccc..c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'YYYc.............................c''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccycc.............................cRRRAccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'YYYc.............................ccrccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc''''ccccc+ccccccccccccccc+cccccccccRRR'ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc''''''c'TTTc''''''''''''cTT''''''c'''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'''''WcW''UcU''''''''''VcV''''''ScS''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'''''WwW''UuU''''''''''VvV''''''SsS''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc'''''WcW''UcU''''''''''VcV''''''ScS''''ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccA'''''c''''cA'''''''''''c''''''''c''''Accxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
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ENDMAP


#############################################################################
# Tomb:3
#
NAME:    tomb_3
PLACE:   Tomb:3
ORIENT:  encompass
TAGS:    no_rotate
#
SUBST:   ' : " $ ':80
SUBST:   ' = " $
SUBST:   " = ^:1 .
SUBST:   $ = *:2 |:1 $:17
#
MONS:    mummy, guardian mummy, mummy priest, greater mummy
#
MARKER:  O = lua:item_pickup_change_flags { \
            branch_flags="!no_tele_control", item="golden rune of Zot" \
         }
MAP
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xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccccc.............................cccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccc...............cccccc..............ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc...............cccccccc..............cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc.......4......ccccO4cccc......4......cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc............cccc......cccc...........cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc............cccc........cccc...........ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc............cccc........cccc...........ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc...........cccc..444444..cccc..........ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc.......................................ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc.......................................ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcc.................222222................ccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc................223322...............cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc...3............223322............3..cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccc...............222222..............ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccc....2..........................2...ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccc....2......................2....cccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccc............................cccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccccccc+ccc..................ccc+ccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccc""""cc................cc""""cccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccc"""""""cc22222222222222cc"""""'$cccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccc""""""""""cc............cc"""""""'$ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccc'""""""""""cc..........cc""""""""'$ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc$''""""""""""cc........cc"""""""""'$$cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc$$$'""""""""""cc222222cc""""""""''$$$cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc|$$$''"""""""""c......c"""""""''$$$$$cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc||$$$$'""""""""c......c""""""'$$$$$$$cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccc|||||$$'"""""""c......c"""""'$$$$$$$$cccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccc|||||$'"""""""c......c""""'$$$$$$$$ccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccc||||$$'""""""c......c""""'$$$$$$$cccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccc||||$'""""""c......c""""'$$$$$$ccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccccc|||$$'"""""c......c"""'$$$$$$cccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccc|||$'""""cc..{...cc""'$$$$$ccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxccccccccc||$'""""cc...(..cc"'$$$$$cccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccc|$'""cccc..[...cccc$$$$ccccccccccxxxxxxxxxxxxx
xxxxxxxxxxxxxxcccccccccccccccccccccccccccccccccccccccccccxxxxxxxxxxxxx
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ENDMAP