Blades Runner
Posts: 568
Joined: Wednesday, 5th March 2014, 03:52
Least Favorite Vaults
Second: I don't even know. Compared to ants all other vaults are great!
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Blades Runner
Posts: 568
Joined: Wednesday, 5th March 2014, 03:52
Spider Stomper
Posts: 216
Joined: Monday, 1st April 2013, 04:41
Location: TX
NAME: bh_autumn_forest_stairs
TAGS: extra luniq_staircase decor
ORIENT: float
DEPTH: Lair
WEIGHT: 5
COLOUR: t = lightred / red w:3
SHUFFLE: Aaq / Bbr / Ccs
SUBST: q = @
SUBST: A = ., bBcCdDrs = t
COLOUR: t = lightred / red w:3 / green w:3 / lightgreen w:1
TILE: t = dngn_tree_lightred / dngn_tree_red w:4 / dngn_tree_yellow w:4
COLOUR: a = lightred / red / green / lightgreen
TILE: a = dngn_tree_lightred / dngn_tree_red / dngn_tree_yellow / dngn_tree
SUBST: a = t
MAP
aaaa qqq aaaa
caaaaaAAAaaaaab
cccaaaaAAAaaaabbb
ccc...........bbb
ccc...........bbb
cc..xxxxxxx..bb
sCC..x.....x..BBr
sCC..x..{..x..BBr
sCC..x.....x..BBr
cc..xV...Vx..bb
ccc..xx+++xx..bbb
ccc...........bbb
ccc...........bbb
ccctttttttttttbbb
cctttttttttttbb
ctttt tttb
ENDMAP
NAME: hangedman_crystal_crosses_colossus
TAGS: no_monster_gen no_item_gen no_pool_fixup uniq_d_encompass
ORIENT: encompass
MONS: deep elf conjurer / deep elf knight w:7 / wizard / ogre mage / \
centaur warrior w:8 ; shortbow ego:flaming | shortbow ego:freezing . arrow / \
two-headed ogre w:5 ; great mace ego:freezing ident:type . \
great mace ego:flaming ident:type / efreet w:5 / \
rakshasa w:5 ; wand of flame | wand of frost . whip . robe
MONS: ugly thing w:15 / shapeshifter / unseen horror w:15 / \
chaos spawn / fire elemental / water elemental w:5 / \
air elemental / earth elemental w:5 / mana viper w:5 / \
insubstantial wisp / gargoyle w:5 / wolf spider simulacrum w:3 / \
elephant simulacrum w:3 / deep troll simulacrum w:3 / \
lindwurm perm_ench:shapeshifter w:7 / lindwurm w:3 / \
dancing weapon w:5 ; trident ego:flaming | trident ego:freezing | \
war axe ego:flaming | war axe w:15 ego:freezing | \
scimitar w:15 ego:freezing | scimitar ego:flaming | \
dire flail w:5 ego:flaming | dire flail w:5 ego:freezing
MONS: frost giant w:5 / fire giant w:5 / naga mage w:15 / hell knight w:5 / \
salamander mystic w:5 / spriggan air mage / deep troll earth mage / \
yaktaur captain ; arbalest ego:flaming | arbalest ego:freezing . bolt / \
rakshasa w:5 ; robe . wand of fire | wand of cold . \
glaive w:2 ego:flaming | glaive w:2 ego:freezing
MONS: lorocyproca w:5 / fire dragon perm_ench:shapeshifter w:12 / fire dragon w:3 / \
ice dragon perm_ench:shapeshifter w:12 / ice dragon w:3 / \
war gargoyle w:5 / glowing shapeshifter / ghost moth w:1 / \
boulder beetle / anaconda simulacrum w:4 / harpy simulacrum w:4 / \
hydra simulacrum w:4 / fire dragon simulacrum w:3 / fire crab w:5 / \
dancing weapon w:15 ; glaive ego:flaming | glaive ego:freezing | \
battleaxe w:5 ego:flaming | battleaxe ego:freezing | \
great sword ego:flaming | great sword w:5 ego:freezing | \
great mace ego:flaming | great mace ego:freezing
KMONS: A = fire giant ; battleaxe ego:freezing ident:type
KMONS: B = frost giant ; great sword ego:flaming ident:type
KMONS: C = rakshasa ; robe good_item . wand of cold | wand of fire | \
wand of lightning . \
glaive ego:freezing | glaive ego:flaming . \
potion of heal wounds | potion of might | \
potion of haste | nothing w:20
KMONS: D = ettin ; great mace ego:flaming ident:type . \
great mace ego:freezing ident:type
KMONS: E = deep elf annihilator ; robe randart | mundane ice dragon armour | \
mundane fire dragon armour | robe w:1 . \
scimitar ego:flaming | scimitar ego:freezing
KMONS: F = tengu reaver
KMONS: G = deep elf blademaster ; mundane crystal plate armour . \
rapier ego:flaming ident:type . \
rapier ego:freezing ident:type
KMONS: H = ancient lich w:5 / lich
KMONS: I = titan
KMONS: J = golden dragon w:19 / golden dragon perm_ench:shapeshifter w:1 / \
quicksilver dragon w:14 / \
quicksilver dragon perm_ench:shapeshifter w:1
KMONS: K = glowing shapeshifter hd:16 / glowing shapeshifter hd:15
KMONS: L = crystal guardian
SHUFFLE: ABCD
NSUBST: "~ = 1:{ / 1:[ / 1:( / 1:} / 1:] / 1:) / 1:<<. / 1:>>. / 4:T
NSUBST: A = 1:A / 1:F / *:1, B = 1:B / 1:G / *:1
NSUBST: C = 1:CC1 / 1:H / *:1, D = 1:D / 1:II1 / *:1
SHUFFLE: ABCDEF, GHIJKL, "X / ~Y / ^Z, +-=
SUBST: "X = bX..., ~Y = bbY.., ^Z = b., v : v:3 b:2, c : c:3 b:2, d = c
SUBST: + = +:14 .:1, - = +:4 .:1, = = +:2 .:3, * = *:9 |:1, % = %:14 *:5 .:1
SHUFFLE: XY
SUBST: X : w:60 l., Y : l:40 w., l = lll., 1 : 1:99 .:1
KPROP: l = no_cloud_gen
: local Z = you.absdepth()
: if you.absdepth() * 4 - 74 <= 0 then
: subst("1 = 1:" .. math.max(72 - Z * 3, 3) ..
: " 2:" .. math.max(52 - Z * 2, 3))
: elseif you.absdepth() * 4 - 78 <= 0 then
: subst("1 = 1:" .. math.max(72 - Z * 3, 3) ..
: " 2:" .. math.max(52 - Z * 2, 3) ..
: " 3:" .. Z * 4 - 74)
: else
: subst("1 = 1:" .. math.max(72 - Z * 3, 3) ..
: " 2:" .. math.max(52 - Z * 2, 3) ..
: " 3:" .. Z * 4 - 74 .. " 4:" .. Z * 4 - 78)
: end
MARKER: T = lua:props_marker { portal=1 }
: _G.set_random_mon_list("place:" .. you.where() .. " w:150 / " ..
: "fire giant / frost giant / rakshasa w:5 / deep elf knight w:5 / " ..
: "glowing shapeshifter w:8 / simulacrum w:5 / dancing weapon w:2 / " ..
: "fire crab w:5 / boulder beetle / mana viper w:5 / ugly thing band w:5")
TILE: b = wall_emerald
TILE: c = wall_crystal_squares
TILE: v = dngn_metal_wall_darkgray
LFLOORTILE: floor_pebble_green
LFLOORCOL: white
MAP
bbb
bbYbb
b.%.b
b.Y.b
bbb b.B.b bbb
bbXbb bbbbc...cbbbbbYbb
b.%.b bb...........b...b
b.X.b bY.Y...Y...Y.-.Y.b
b.A.b bbb bb...........b...b
bbbbc...cbbbbbXbb bb-bb...bbbbb...cbbbb
bb...........b...b b...b.1.b...........bb
bX.X...X...X.-.X.b b.Y.b.Y.b%Y1..Y..BY%Yb
bb...........b...b bbb b...b.%.b...........bb
bb-bb...bbbbb...bbbbbbXbb bbbbb...bbbbvbbbb...cbbbb
b...b.1.b....1......b...b bb......1....b.%.b...b
b.X.b.X.b%"...X...X.-.X.b bY.Y...Y...~%b.~.b.Y.b
b...b.%.b......1....b...b bb....1......b...b...b
bbbbc...bbbbvbbbb...bbbbb...bbbbbb-bb...bbbbb...bb-bb
bb...........b.%.b...b....1......b...b...b......1....bb
bX%XA..X..1X%b.".b.".b%"...X...X.+.Z.b.~.b%~...Y...Y.Yb
bb...........b...b.%.b......1....b...b.%.b....1......bb
bbbbc...bbbbb...bbbbvbbbb...bbbbb...bbbbvbbbb...bbbbb
b...b....1......b.%.b...b......1....b.%.b...b
b.X.-.X...X..."%b.Z.b.".b.Z...Z...Z%b.~.b.Y.b
b...b......1....b...b.%.b....B......b...b...b
bbXbbbbbb...bbbbb...bbbbv+d+b...bbbbb...bb-bb
bbb b...b....1......b...b...b......1....bb
b.X.-.Z...Z...Z%b.Z.b.Z.b%~...Y...Y.Yb
b...b......A....b...b.%.b....1......bb
bbXbbb+bb...bbbbb...bbbbvbbbb...bbbbb
bbbb...b...+....A*B....+...b...b
b.Y.b.Z.d.Z..*Z*..Z.d.Z.b.Y.b
b...b...+....C*D....+...b...bbbb
bbbbb...bbbbvbbbb...bbbbb...bb+bbbXbb
bb......1....b.%.b...b....D......b...b
bY.Y...Y...~%b.Z.b.Z.b%Z...Z...Z.=.X.b
bb....1......b...b...b......1....b...b bbb
bb=bb...bbbbb...b+d+vbbbb...bbbbb...bbbbbbXbb
b...b...b......C....b.%.b...b....1......b...b
b.Y.b.~.b%Z...Z...Z.b.".b.Z.b%"...X...X.=.X.b
b...b.%.b....1......b...b.%.b......1....b...b
bbbbb...bbbbvbbbb...bbbbb...bbbbvbbbb...bbbbb...cbbbb
bb......1....b.%.b...b....1......b.%.b...b...........bb
bY.Y...Y...~%b.Y.b.Z.+.X...X..."%b.".b.".b%X1..X..DX%Xb
bb....1......b...b...b......1....b...b.%.b...........bb
bb=bb...bbbbb...bb=bbbbbb...bbbbb...bbbbvbbbb...cbbbb
b...b...b......1....bb b...b....1......b.%.b...b
b.Y.b.~.b%~...Y...~.Yb b.X.=.X...X..."%b.X.b.X.b
b...b.%.b....1......bb b...b......1....b.1.b...b
bbbbc...bbbbvbbbb...bbbbb bbXbbbbbb...bbbbb...bb=bb
bb...........b.%.b...b bbb b...b...........bb
bY%YC..Y..1Y%b.Y.b.Y.b b.X.=.X...X...X.Xb
bb...........b.1.b...b b...b...........bb
bbbbc...bbbbb...bb=bb bbXbbbbbc...cbbbb
b...b...........bb bbb b.D.b
b.Y.=.Y...Y...Y.Yb b.X.b
b...b...........bb b.%.b
bbYbbbbbc...cbbbb bbXbb
bbb b.C.b bbb
b.Y.b
b.%.b
bbYbb
bbb
ENDMAP
NAME: metal_show
TAGS: vaults_room vaults_orient_e
TAGS: no_monster_gen no_item_gen no_wall_fixup
WEIGHT: 2
COLOUR: M = magenta
COLOUR: K = magenta
FTILE: M = floor_rough_red, K = floor_rough_red, # = floor_rough_red
MARKER: # = lua:fog_machine{\
pow_max = 15, delay_min = 100, delay_max = 150, \
size = 2, size_buildup_amnt = 10, \
size_buildup_time = 1000 }
KFEAT: # = fountain_blood
# the talent:
: if crawl.one_chance_in(10) then
NSUBST: M = M / K.
: else
SUBST: M = .
: end
KMONS: K = patrolling hell knight
KMONS: M = patrolling Margery
# the staff-- manager and bartender:
KMONS: S = human; robe
# the bouncers:
KMONS: B: iron troll / cyclops / stone giant / minotaur / vault guard
# the fans:
SUBST: F = 011112223334455679.........
SUBST: F = 011112223333344569.........
MONS: human; leather armour|ring mail . dagger|club|whip|nothing
MONS: ghoul / necrophage / vampire
MONS: wizard / necromancer
MONS: big kobold / kobold demonologist
MONS: deep elf fighter / w:5 deep elf knight / w:3 deep elf mage /\
w:2 deep elf priest
MONS: Ijyb / Blork the orc / Urug / Erolcha / Snorg / Terence / Jessica /\
Sigmund / Psyche / Erica / Agnes / Maud / Louise / Rupert /\
Wiglaf / Norris / goblin
KITEM: ! = any potion / potion of mutation, \
any potion / potion of poison, any potion
KITEM: $ = q:132 gold / q:66 gold / q:33 gold
MAP
vvvvvvvvvvvvv....
v!+.MMMM.+S$v....
v!v.KKKK.v$$vF...
vvvv#MM#vvvvvFF..
v..FFFFFFvFFvFF..
v!mFvFFvFvFF+BF..
v!mFFFFFFvFFvFF..
v!mFFFFFFvFF+BF..
v!mFvFFvFvFFvFF..
v!mFFFFFFvFF+BF..
vSmFFFFFFvFFvFF..
vvvvvBBvvvFFvFF..
vFFFFFFFFFFFvF...
vvvvvvvvvvvvv....
ENDMAP
NAME: dis_st
ORIENT: encompass
MONS: patrolling Dispater, brimstone fiend, ice fiend, hell sentinel
MONS: iron troll, iron dragon, cacodemon
SUBST: 5=5.,6=6.,7=7.,8=4:15 67...,0=09988...
SHUFFLE: 67
NSUBST: A = 1:+ / *:v, B = 1:+ / *:v
NSUBST: S = 1:( / 1:[ / 1:{ / *:.
# four hell sentinels in Dispater's building
NSUBST: _ = 4:4 / *:.
COLOUR: G = cyan
TILE: G = dngn_statue_iron
KMASK: W = no_monster_gen
: serpent_of_hell_setup(_G)
: dis_setup(_G)
: dis_rune(_G)
: dis_statues(_G)
MAP
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
v...........................v.....v........v.0...v.............v.....v
v....8..vvvvvvvvvvvvv..8....B..0..v.7.vvvvvv.....v....G....G...v..0..v
v.......v___________v.......v.....+...v....v..0..v.6..G....G...+.....v
v....vvvv___________vvvv....v..0..v...+.0..A.....+.............vvvvvvv
v....v__+__vvvvvvv__+__v....vvvvvvv...v....vvvvvvv..............v....v
v....v__v__v$$$$$v__v__v....v.........vvvvvv....v.....G.6..G....+....v
v....v__v__v$|||$v__v__v....vvvvvv..7..v0..A..0.v.....G....G....v.0..v
v....v__v__v$|O|$v__v__v....v....v.....v...v....v..6..........vvvvvvvv
v..8.v__v__v$|||$v__v__v.8..B..0.v.....v+vvvv+vvv.............v......v
v....v__v__v$$$$$v__v__v....v....+.7.......v..........G....G..v......v
v....v__v__vvv+vvv__v__v....v.0..v...vvvvvvv..........G....G..v..0...v
v....v__v____3_2____v__v....vvvvvv...v.....vvv+v..6......6....v......v
v..8.v__v___________v__v.8..v......7.v..0..v...v..............v+vvvvvv
v....v__vvvv__1__vvvv__v....vv+vvv...+.....A0..v......G....G......+..v
v....v_____v_____v_____v....v....v...v..0..vvvvvvv....G....G......v0.v
v....v_____vvvvvvv_____v....B..0.v...v.....v.....v.......6....6.v+vvvv
v....vvvv___________vvvv....v....v.7.vvvvvvv.....v..............v....v
v.......v___________v.......vvvvvv.........v..0..v....G....G....v.0..v
v....8..vvv_______vvv..8....vvvvvvvv...vv+vv.....v.6..G....G....v....v
v.......v___________v.......v......v...v...A0....v............vvvvvvvv
v..8....v++vvvvvvv++v....8..B..0...+.7.v...v.....v.......6....v......v
v.............D.............v......v...v.0.vvvv+vv....G....G..v......v
v...........................vvvvvvvv...v...v..........G....G..+...0..v
vvvBvvvvvvvBvvvvvvvvBvvvvBvvv....v.....vvvvvvv+vv..6..........v......v
v.....v.v....v..v......v..v.v....v...vvvvvvv....v.............vvvvvvvv
v...0.v.v.0..v..v.0....v..+.v.0..+.7.v.....v0...v.....G....G.....v...v
v.....v.v....v..v...0..vvvv.v....v...v.0...v....v.....G.6..G.....+.0.v
v.0...+.vvv+vv..v......v....vvvvvv...v..0..A..0.v...............vvvvvv
v.....v.........vvvv+vvv.............+.....v....v...............v....v
vvvvvvv..............................v.....vvvvvv..6..G....G....v.0..v
v........7....7....7....7....7....7..vvvvvvv00v.......G....G....v....v
v...7..................................v...v..+.................v+vvvv
v......................................+...A..v......................v
v.vv..vv..vv..vv..vv..vv..vv..vv..vv..vv...v..vv..vv..v....v..vv..vv.v
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv
v.vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..vv..v....v..vv..vv.v
v....................................................................v
v..........vvvvv........vvvvvv.........vvvvv.........................v
v...vvvvv..v...v........v...Sv.vvvvvvv.vS..v.vvvvvvvv.......vvvvvv...v
v...v...v..v.S.vvv+vv..5v....v.v.....v.v...v.v.S....v..5WW..v....v...v
v...v.S.+.5v...v....v...v....v.v.....+.vv+vv.v......v...WW..+....v...v
v...v...v..v...v....v...vv+vvv.v.S...v.5....5vvvv+vvv5..WW..v....v...v
v...vvvvv5.vv+vv.S..v.5......5.vvvvvvv+v..5...5....5....WW5.v..S.v...v
v..........5...v....v5vvvv....5..5v....v5.vvvvv..vvvvvv.WW.vvvvvvvv..v
v.....vvvvv....v....v.+..vv+vvv...v.S..v..v...v5.v.S..v.WW5v.S.vS.v..v
v.....v...v..5.vvvvvv.v..v....v.5.v....v..v...+..v....v.WW.+...v..v..v
v.....v...+...5.....5.v.Sv...Sv...vvvvvv..v...v..v....+.WW.v...v..+..v
v.....vS..v...........v..vvvvvv...........vvvvv..v....v.5..v...v..v..v
v.....vvvvv...........vvvv.......................vvvvvv....vvvvvvvv..v
v....................................................................v
v.vv..vv..vv..vv..vv..vv..vv..vv..vv..vv...v..vv..vv..v....v..vv..vv.v
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv++vvvvvvvvvvvv
v.vv..vv..vv..vv..v...vv..vv..v......v....v...v.v.....v....v..vv..vv.v
v.................v.0.v.......v....0.v....v.0.v.v..0..v..............v
v.................v...v.......v.0....vv+vvv...v.v.0...v........vvvvvvv
v..vvvvvvvvvvv....vv+vv.......v......v....vv+vv.v.....v...8....v.....v
v..v%||%v....v................v......v.8........vvv+vvv........v...0.v
v..v%||%v3...v.v..8...........vvv+vvvv......................8..+..0..v
v..v%||%.....+...........................vvvvvv..8......8......v.....v
v..v%||%.....+......vv+vvvv..8.........8.v....v................vvvvvvv
v..v%||%v2...v.v..8.v.....v..8...WWW.....v....+..8.vvvv+vv.......v...v
v..v%||%v....v......v.....v.....WWWWW.v+vv.0..v....v.....v.......+...v
v..vvvvvvvvvvv..vvv+v..0..vv+vv.WWWWW.v..v....vv+vvv.0...v.vvvvvvv.0.v
v...............v...v..0..v...v.WWWWW.v.0v.0..v....v.....v.+.....v...v
v...............v.0.v.....v...v..WWW..v..v....v.0..v..0..v.v..0..v.0.v
v.vv..vv..vv..vvv...v.....v...v.......v..v....v....v.....v.v.....v...v
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP
NAME: cheibrodos_swamp_mausoleum
TAGS: no_item_gen no_monster_gen no_pool_fixup
DEPTH: Swamp:2-, !Swamp:$
ORIENT: south
WEIGHT: 5
MONS: spectral hydra, spectral swamp dragon, death drake, necromancer
MONS: bog body w:8 / w:5 shadow / w:5 wraith / w:3 phantasmal warrior / \
w:1 freezing wraith
KMONS: 6 = bog body / spriggan zombie w:4 / troll zombie w:4
KMONS: 7 = large abomination w:2 / swamp worm zombie / giant leech zombie / \
alligator zombie w:6 / spiny frog zombie w:6
KMONS: q = w:2 col:darkgrey plant name:withered name_adjective \
tile:mons_withered_plant / w:1 col:lightgrey plant name:withered \
name_adjective tile:mons_withered_plant
KFEAT: 67 = W
KPROP: ~ = no_tele_into
SUBST: 1 = 12, " = 6:15 W
SHUFFLE: DE
SUBST: D = W, E = t, W = W:299 .:1, + = ++W, - = +, ~ = W
MARKER: V = lua:fog_machine { cloud_type = "thin mist", pow_min = 1, \
pow_max = 3, delay = 20, start_clouds = 1, size_min = 2, \
size_max = 4, spread_rate = -1 }
SUBST: u = V
MAP
tttttt tttttttttt
ttt..tt t~tt.tt.t.tttt
txxx.Wtttttt.5..u.WWWttt xxxxxx
xxx.WWW..t..5.W..WW7tttttxxx%%xxx
x"+.W-W...u..W7WW7WWWWuttx6+..+6x
xxxWWxW7W...tttWWW7WWWWWDDxx..xxx
x"+WWW7WtWttWxxxxEEEWWW7WDW+..+6x
xxxWWxWxtWWtxxtWtWWEEW..Wxxx..xxx
x"WWW+WxWWWxxDWWWWtWEx..Wx"+.W+"x
xxxWWxxxWttx.DDDWWW7tx.WWxxxWWxxxtt
xxx.WWxxxxxx..WDDW7WtxWWWxxxWWxxxWtW
x....WWWW..+...WDDWWxxtWtt7WWWWWtWW@
x......W...+...WuDWWxxxttWW7WWWWWW..
xxx..xxxxxxx..WW.tDWWxxxxxxxWWxxWtW@
xxx..xxxWWxxWWWt..DDEEtttxxxWWxxxtt
x6+..+6xWWWxxxW....xxEEWWW5-WW-"xt~
xxx..xxxq..qxx.....xxtW5WWxxWWxxxt
x6+..-.q..|..xx...xxttWW5WWWWWW"x
xxx..xxx...qq3x+++xttttWWWWWWWxxx
x6+..+6xq..xxxx...xxxxttWxW..W+"x
xxx%%xxxxxxxx.......xxxxxxxx..xxx
xxxxxxt~xx...1.1.1...xxt~xxxxxx
ttttt~xV....141....Vx~tt~ttt
tttxx%....1....%xx~ttt
tttxxx*.....*xxx~~tt
tttxxxx|W|xxxx~ttt
ttt~xxxxxxx~~tt
tttt~~t~~tttt
ttttttttt
ENDMAP
Tomb Titivator
Posts: 885
Joined: Sunday, 28th June 2015, 14:44
duvessa wrote:all the vaults with runed doors but not with glass to see what's behind them
Swamp Slogger
Posts: 132
Joined: Tuesday, 15th November 2011, 23:26
Slime Squisher
Posts: 386
Joined: Thursday, 26th March 2015, 01:22
Dungeon Master
Posts: 1051
Joined: Thursday, 12th June 2014, 05:19
Xion350 wrote:I don't know the name but there's one vault in Pandamonium that has a ring of Lava with nothing but Hellions in the center. Walking past it means taking 10 hellfires per turn. It nearly killed my 15 rune run because I underestimated how many there were on it...
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PleasingFungus wrote:hellion_island is, canonically, the best vault in the game, though?
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Cheibrodos wrote:2. hangedman's Crystal Crosses Colossus
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duvessa wrote:wizlabs (cloud mage would be ok if the air elementals didn't submerge and it didn't have water in the playable part)
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amalloy wrote:Actually they don't submerge anymore. I believe no monsters ever submerge anymore once they've moved, although a few monsters place submerged, like swamp worms? I dunno, it's a relatively recent change and I never understood the old details, but monster submerge is mostly gone now.
Rast wrote:PleasingFungus wrote:hellion_island is, canonically, the best vault in the game, though?
The best part is how spoily it is to land directly on it when you enter the level.
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ManMan wrote:Back in 0.9 or 0.10, I had managed to get my first successful DECj down to D:20 or so. I can across a ring of lava producing smoke with some imps on the other side and decided to just ignore them and walk around. After I was about halfway past the ring, a demon I'd never seen before emerged from the smoke. It had no rC, so I used freezing cloud. Barely put a dent in it. The noise attracts a second one... then a third. Finally they attack, and BOOM huge bursts of fire and half my HP is gone.
It was a D:20 Hellion island.
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