|Anonymous | Login | Signup for a new account||2019-07-19 08:51 CEST|
|Main | My View | View Issues | Change Log | Wiki | Tavern | News|
|Viewing Issue Simple Details|
|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0008484||[DCSS] Upload: Maps and Vaults||minor||have not tried||2014-05-02 02:07||2014-05-22 19:24|
|Status||resolved||Product Branch||0.15 ancient branch|
|Summary||0008484: 5 New Sewers|
A handful of new sewer layouts. Loot and weights may all need tweaking.
Pipe Town: It's a lot like Minmay Treatment, only built around a cracked pipe and with less rats.
Door Sewer: A big baddie style map where the player might be able to find some of the loot before opening the door with Purgy behind it.
Eel Sewer: Another big baddie map, this time with an electric eel. I tried to set up the level so that the player is never more than one or two turns from having a wall between them and the eel, so characters that aren't strong enough for this fight have the best possible chance to run away.
Slime Sewer: There's three jellies in this layout, and a Jiyva alter at the beginning. If the player wants the loot but doesn't want all their stuff corroded they can switch gods for it.
Boggart Sewer: It's a big room with boggarts in it. The random monster list is extremely non-threatening and you fight the boggarts one at a time so even low-level characters should have no problems with this.
|Tags||No tags attached.|
|Attached Files||0001-Some-Sewers.patch [^] (9,758 bytes) 2014-05-02 02:07 [Show Content]|
I would change
KMONS: . = plant w:20 / fungus w:20 / nothing w:1600
to the significantly more readable
KMONS: . = plant w:1 / fungus w:1 / nothing w:80
I'm not comfortable making any other comments.
I landed _pipe_town and _door_sewer. My opinion of the other maps:
* eel_sewer: The map's configured such that you either wake up the eel and die immediately to a double-zap or that you wake up the eel, get it to submerge, and get free loot. No matter how I configured the walls, it didn't seem possible to preserve the original intent of never being a turn or two from cover while preventing instant death.
* slime_sewer: early Jiyva altars are officially Frowned Upon(tm) these days, and three jellies is more threat than any other sewer vault (and probably any other vault that can place in D at sewer depths). This might be salvageable, but it would require a lot of effort.
* boggart_sewer: an HD 6 almost-certainly-going-to-be-invisible foe is far, far too lethal this early, never mind two of them.
It's a shame about eel sewer, thanks for trying to make it work though.
I don't think slime is worth saving, it really was nothing but the jiyva altar gimmick.
Boggart was a victim of sitting on the vault waaay to long before submitting and not giving everything a final test run, I thought they were still the 2HD, 1shottable wimps they were in 0.13.
|2014-05-02 02:07||KennySheep||New Issue|
|2014-05-02 02:07||KennySheep||File Added: 0001-Some-Sewers.patch|
|2014-05-02 02:26||Reaver||Note Added: 0026005|
|2014-05-19 20:40||sgrunt||Note Added: 0026214|
|2014-05-19 20:40||sgrunt||Assigned To||=> sgrunt|
|2014-05-19 20:40||sgrunt||Status||new => resolved|
|2014-05-19 20:40||sgrunt||Resolution||open => done|
|2014-05-19 20:40||sgrunt||Fixed in Branch||=> 0.15 development branch|
|2014-05-22 19:24||KennySheep||Note Added: 0026252|
|Mantis 1.1.8[^] Copyright © 2000 - 2009 Mantis Group|