Viewing Issue Simple Details Jump to Notes ] Wiki ] View Advanced ] Issue History ] Print ]
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
Reporter KennySheep View Status public  
Assigned To sgrunt
Priority normal Resolution done  
Status resolved   Product Branch 0.15 ancient branch
Summary 0008484: 5 New Sewers
Description 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.
Additional Information
Tags No tags attached.
Attached Files ? file icon 0001-Some-Sewers.patch [^] (9,758 bytes) 2014-05-02 02:07 [Show Content]

- Relationships

-  Notes
Reaver (developer)
2014-05-02 02:26

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.
sgrunt (administrator)
2014-05-19 20:40

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.
KennySheep (reporter)
2014-05-22 19:24

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.

- Issue History
Date Modified Username Field Change
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
Powered by Mantis Bugtracker