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ID Category Severity Reproducibility Date Submitted Last Update
0006078 [DCSS] Upload: Maps and Vaults feature N/A 2012-08-16 16:03 2013-12-19 15:12
Reporter nagdon View Status public  
Assigned To evilmike
Priority normal Resolution done  
Status closed   Product Branch 0.11 ancient branch
Summary 0006078: two new entry vaults
Description Two relatively large (17 x 17 and 17 x 34) entry vaults with lots of SUBSTing and "if crawl.coinflip() then ... else ..." variations.
nagdon_entry_double_spiral may contain giant newts, bats and rats and undead versions of these monsters; nagdon_entry_zigzag_paths may contain almost useless loot (stones, place:D:1 skeletons, potions of water and other almost-useless potions (confusion, poison, slowing, degeneration)) hidden behind plants/fungi/statues.
Additional Information
Tags No tags attached.
Attached Files ? file icon nagdon_entry_vaults.des [^] (3,204 bytes) 2012-08-16 16:03 [Show Content]
? file icon nagdon_entry_vaults_modified.des [^] (3,299 bytes) 2012-08-17 11:58 [Show Content]

- Relationships

-  Notes
(0019566)
Claws (developer)
2012-08-16 21:25

* Not sure how to feel about rare first-enemy simulacra in the first vault, or idiosyncratic flavour features in entry vaults in both.

  * In the second vault, mostly useless hidden potions are obvious spoiler issues for pointless efforts to get them and/or a vague identification of bad potions, even if (especially if) they're rare but recognizable placements.

  * Standards wise the second vault's map should be rotated since it's much more tall then wide, and with both vaults there should be some indentations with the nested : if statements.

The layout randomizations are nice, though.
(0019581)
nagdon (reporter)
2012-08-17 11:57

I uploaded a modified version of the vault.

* I think simulacra can be interesting for players who usually don't see simulacra in their games, I lowered the chance of generating abandoned shops and empty stone arches.

* I removed the chance for hidden potions, the items behind the plants/fungi are now always skeletons.

* I rotated the second vault and added indentation in it, the first vault doesn't have so deeply nested if statements and I think it isn't more readable with indentations.
(0019847)
evilmike (developer)
2012-09-02 11:35

Thank you.

I have added both of these, with edits. I fixed a problem with certain features not being applied properly (this led to a nasty issue where the first vault got spammed with altars), and removed all monsters.

The latter change affects the first vault somewhat heavily, but I believe it is a bad idea to place monsters in an entry vault when there is only one, narrow path.

- Issue History
Date Modified Username Field Change
2012-08-16 16:03 nagdon New Issue
2012-08-16 16:03 nagdon File Added: nagdon_entry_vaults.des
2012-08-16 21:25 Claws Note Added: 0019566
2012-08-17 11:57 nagdon Note Added: 0019581
2012-08-17 11:58 nagdon File Added: nagdon_entry_vaults_modified.des
2012-09-02 11:35 evilmike Note Added: 0019847
2012-09-02 11:35 evilmike Status new => resolved
2012-09-02 11:35 evilmike Fixed in Branch => 0.11 pre-release branch
2012-09-02 11:35 evilmike Resolution open => done
2012-09-02 11:35 evilmike Assigned To => evilmike
2013-12-19 15:12 nagdon Status resolved => closed


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