Work in progress dungeon sprint map that could use feedback


If you are interested in helping with tiles, vaults, patches or documentation, this is the place for that.

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Monday, 23rd December 2013, 02:11

Work in progress dungeon sprint map that could use feedback

  Code:
{{
--seals off the exit as soon as the player picks up the orb
--also opening up the paths to the rest of the level
--unseals the exit once the player has enough runes
function seal_door(data, triggerable, triggerer, marker, ev)
   local m = dgn.find_marker_positions_by_prop("slave_name", "exit")[1]
   if m ~= nil then
   _x, _y = m:xy()
   if you.have_orb() and you.num_runes() < 4 then
         --TODO: make this stop going off after it's triggered once
         --also, figure out why it dosn't change both tiles at the same time
         if data.triggered == nill then
            data.triggered = true
            dgn.grid(_x, _y, "stone_arch")
            for slave in iter.slave_iterator("sealed_room", 1) do
               dgn.grid(slave.x, slave.y, "floor")
            end
             crawl.mpr("The exit has sealed! Only 4 runes of zot will open it again", "warning")
         end
         
         return
      end
   end
   dgn.grid(_x, _y, "exit_dungeon")
end
function setup(e)
   e.kitem("$ = gold q:4750")
   e.subvault("E : sprint_shop")
   e.subvault("D : sprint_shop")
end
}}
NAME:   dungeon_sprint_orb
TAGS:   sprint no_item_gen no_trap_gen no_pool_fixup no_rotate no_hmirror no_vmirror
DESC:   Unfinished sprint of mine
:set_random_mon_list("place:Abyss / place:Zot")
ORIENT: encompass   
SUBVAULT: S : start
SUBVAULT: D : cerebov_sprint
SUBVAULT: E : lom_sprint
SUBVAULT: F : gloorx_sprint
SUBVAULT: G : mnoleg_sprint
SUBST:   SDEFG = .
MAP
XxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxXxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGSSSDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XGGGGGGGGGGGGGGGGGGGGGGGGGSSSSSSSSSSSSSSSSSSSDDDDDDDDDDDDDDDDDDDDDDDDDDX
XXXXXXXXXXXXXXXXXXXXXXXXXXSSSSSSSSSSSSSSSSSSSXXXXXXXXXXXXXXXXXXXXXXXXXXX
XFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEX
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XFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEX
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XFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFXEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEX
XxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxX
ENDMAP
NAME:   mnoleg_land
TAGS:   mnoleg_sprint no_rotate no_hmirror no_vmirror
KITEM:   r = glowing rune of zot
KMONS:   r = patrolling Mnoleg
KMONS:   1 = killer klown patrolling / tentacled monstrosity patrolling /\
         starcursed mass patrolling hd:15 band w:5 / very ugly thing patrolling
KMONS:   2 = giant eyeball w:50 / golden eye band
KMONS:   3 = cacodemon w:20 / neqoxec
KMONS:   4 = brain worm patrolling / apocalypse crab patrolling
KMONS:   5 = glowing shapeshifter patrolling hd:22
KMONS:   7 = chaos spawn / large abomination
KMONS:   8 = giant orange brain
KMONS:   9 = wretched star patrolling name:vortex_of_eyes  n_rpl n_des n_spe \
         col:darkgrey tile:mons_lurking_horror \
         hd:35 spells:drain_life;malmutate;blink;malign_gateway;summon_eyeballs;blink
KMONS:   0 = Tiamat
SUBST:   . = .:100 !
SUBST:   ! = 1:50 2 3:40 4 5:50 7 8
TILE:   c = dngn_stone_wall_yellow
TILE:   X = dngn_stone_wall_yellow
TILE:   x = wall_zot_yellow
FTILE:   cx.wW+r1234567890 = floor_nerves

:setup(_G)
MAP
cccccccccccccccccccccccccccccccccc
c....8.......ccccccccccccccccccccc
c8...r......9......ccccccccccccccc
c.4.1..............ccDD$cccccccccc
c....4.....1.cc...cccDDccccccccccc
c.1....9....cc...cccc=cccccccccccc
c..93......cc.1.cc.1..cccccccccccc
c.4...8.1.cc..9cc9.....ccccccccccc
XXX.1..9..c...cc...0..5.cc..cccccc
xwX.......c..cc...1..8.......ccccc
xwXXXooXXXX..c..9.cc5...5.....cccc
xwwwwwwwwwX......cccc..........ccc
xxwwwwwwwwX.....cccccc5.........cc
xxxwwwwwxxXXXXXXXXXXXXX.....3....c
xxxw....xxxxxxxxxxxxx.........3...
xxx......xxxxxxxxxxxxxx......9....
xxx..xxxx..xxxxxxxxxxxxx..........
xxx...xxxx......xx3...xxx......3..
xxx...xxcccc..xx..xxxx.x.........
xxx..xxxcEEcx.xxxx.3xxx.........
xxx...xxcEEcx.xxxxxx...........
xxx....xc=ccxx.x..3.x.xxxx....
xxxx.3xx.3xccxx.xxxx.xxcccc...
xxx...xx.xxxccxx..x3xxcc..cccc
xxx3.9.x.xxxxcxxxx.xxxc..
xxxx....xxxxxcccxxxxxcc.x
xxxxxx....xxxxxccccccc.xx
xxxxxxx.....xxxxc$=...xxx
xxxxxxxxxx....xxccc.9.xxx
xxxxxxxxxxx....xxxx..xxxx
xxxxxxxxxxxxx...+.+.xxxxx
xxxxxxxxxxxxxxx.+.+xxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME:   cerebov_land
TAGS:   cerebov_sprint no_rotate no_hmirror no_vmirror
TILE:   x = wall_zot_red
COLOUR:   x = red
TILE:   c = dngn_stone_wall_brown
FTILE:   x123456789.vr+ = floor_volcanic
KITEM:   r = fiery rune of zot
KMONS:   r = patrolling Cerebov
KMONS:   1 = patrolling Geryon
KMONS:   2 = patrolling Margery / patrolling Azrael
KMONS:   3 = patrolling hell knight hd:16 / patrolling red draconian knight w:5 /\
         patrolling red draconian monk w:5
KMONS:   4 = Xtahua patrolling generate_awake
KMONS:   5 = golden dragon patrolling generate_awake w:3 /\
         fire dragon patrolling generate_awake hd:20
KMONS:   6 = brimstone fiend patrolling / hell sentinel patrolling w:5
KMONS:   7 = balrug patrolling
KMONS:   8 = hellion patrolling / red draconian scorcher patrolling w:5
KMONS:   9 = orb of fire patrolling
KMONS:   . = red devil / orange demon / efreet / sun demon / smoke demon /\
         hell hound / hell hog / fire bat / nothing w:550
KFEAT:   l = lava
KMONS:   l = salamander / lava fish / lava snake / nothing w:400
TILE:   v = dngn_metal_wall_brown
TILE:   X = dngn_metal_wall_brown
MARKER: = = lua:restrict_door()
:setup(_G)
MAP
xxxxxxxxxxxllllllvvvvvvvvvvvvvvxxxx
xxxxxxxxxxllllll.v.3.3..vlll.8vvxxx
xxxxxxxxxll5....vv..3.8.vll.vv.vvxx
xxvvvvv........vvv3.3...vl8vvvv8vxx
xxvEE$=........+....6...vl8vvvv.vxx
xxvEEvv....9...+..3.1.89vll.vv.lvxx
xxvvvv.........+....6...vlll88l.vxx
xxxxxx.6..8..8.vvv3.3...v.lllll.vxx
xxxxx.....llll..vv..3.8.+..llll.vxx
xxxxx....llllll8.v.3.3..v......lvxx
xxxx....8lllllll.vvvvvvvv+++vvvvvxx
xxx..8lllllllllll.8.vXXXX7.7XXXXXXX
xxx..lllllllll.lll..vX.........Xvlx
xx.lllllllll5.x.lll8vX7.7...7.7Xvlx
lx.llll.5ll..xx..lllvXXXX...XXXXvlx
lxx.ll.x..ll..l.llllvvvvXXrXXvvvvlx
llxx.l.l.llll.l.lllllllvvXXXvvllllx
xllx.l5l4....xll..llllllvvvvvlllllx
 xxl.l.l..8..x.8.5.lll.lllllllllllx
  xxl.lll...lxxxxx........xxxxxxxxx
   xx8.lll..xxxxxx.lxxxxxx.lxxxxxxx
    x...lll6xxxxxxxxllllll.llxxxxxx
    x..8.ll.xxxxxxxll.l.....llxxxxx
    cccccccccccccccll.....5..llxxxx
         .........cll....385..llxxx
         x......l.cl.....vvvv3.llxx
         x....lll.cl.....vDD=..lllx
         x..llll..cl.ll..vDDv...llx
         x.llll...cl..l..vvvv3.lllx
         vvvll....c...ll.....8.llxx
         v$vl.....c....l....lllxxxx
         vv=..2...+..llxxxllllxxxxx
         xxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP
NAME:   lom_land
TAGS:   lom_sprint no_rotate no_hmirror no_vmirror
FTILE:   tb.r123456789efg0+ = floor_rough_lightgray
TILE:   X = wall_hall_white
KITEM:   r = magical rune of zot
KMONS:   r = patrolling lom lobon
KMONS:   1 = purple draconian annihilator patrolling / deep elf annihilator patrolling
KMONS:   2 = electric golem patrolling
KMONS:   3 = deep elf demonologist patrolling / purple draconian caller patrolling / shadow demon patrolling
KMONS:   4 = blizzard demon patrolling    
KMONS:   5 = Arachne patrolling
KMONS:   6 = Nikola patrolling
KMONS:   7 = Ilsuiw patrolling
KMONS:   8 = Lamia patrolling
KMONS:   9 = Mara patrolling
KMONS:   e = crystal golem patrolling / titan patrolling
SHUFFLE:5678
KMONS:   . = wizard patrolling w:20 / naga mage patrolling / orc sorcerer patrolling /\
         ogre mage patrolling / rakshasa patrolling /\
         merfolk aquamancer patrolling / spriggan air mage band patrolling /\
         blizzard demon patrolling / nothing w:450
MARKER: + = lua:restrict_door()
:setup(_G)
MAP
         XXXXXXXXXXXXXXXXXXXXXXXXXX
         XXXXXXWWWWWXXXX..........X
         XXXX...WWW...XX..t.t.t.t.X
         ..+...........+........e.X
         ..+..........5+.t.t.t.t..X
         ..XX...WWW...XX........e.X
         ..XXXXWWWWWX=XX..t.t.t.t.X
         ..XbbXXXXXXX$bb..........X
         ..Xbbbbbbbbbbb..t.t.t.t..X
    XXXXXXXXwwwwwww..........1.2..X
    Xwwwwwwwwwwwww..t.t..b==b.6.t.X
    Xwwwwwwwwwwwww......bbDDbb.1..X
   XXwwwwwwwwwwwwbb..t..bbDDbb3t..X
  XXXXXXXwwwwwwwbbbb.....bbbb.....X
 XXw...wXXXwwwwbbwwbb.t...bb..t.t.X
XXw...444wXXwwwbbwwbb.............X
Xww..44r44wXXwwwbbbb...t.t.t.t.t..X
Xww...4.4..wXXww.bb...............X
Xwww.ww.....wXww....t.t.....t.t.t.X
Xwwwwww......XXw........bb........X
Xwwwwwww.....wXw.t.t...bbbb..t.t..X
Xwwwwwwww....wXw......bbwwbb......X
Xwwwwwwww....wbw..t.t.bbwwbb..t.t.X
Xwwwwwww.....wbw...e...bbbb.......X
Xwwwwww......bbw1t.t.te.bb2..tet..X
Xwww1ww.....wbww........e...3..e..X
Xwww..1....wbbw..1.2.....228......X
Xww...3.3.wbbww1.....191.e..1....1X
Xww......wbbww.....1...7.......3bbX
Xww....bbbbww1......3....1....1bbbb
Xwwww..........1.1..b==bwwwwwwbbwwb
Xwwww......3.......bbEEbbwwwwwbbwwb
Xwwwww.............bbEE$bwwwwwwbbbb
XXXXXXXXXXXXXXXXXXXXbbbbbXXXXXXXbbX
ENDMAP
NAME:   gloorx_land
TAGS:   gloorx_sprint no_rotate no_hmirror no_vmirror
TILE:   X = wall_hall_darkgray
COLOUR:   X = blue
FTILE:   . = floor_grey_dirt
TILE:   c = dngn_stone_wall_darkgray
KITEM:   r = dark rune of zot
KMONS:   r = patrolling Gloorx Vloq
KMONS:   1 = curse skull patrolling
KMONS:   2 = Ignacio patrolling
KMONS:   3 = Khufu patrolling
KMONS:   4 = bone dragon patrolling hd:20 / shadow dragon patrolling hd:20
KMONS:   5 = unborn patrolling / lich patrolling /\
         vampire mage patrolling hd:15 / ancient champion patrolling hd:20
KMONS:   6 = greater mummy patrolling / ancient lich patrolling
KMONS:   7 = executioner patrolling
KMONS:   8 = mummy priest patrolling / shadow fiend patrolling
KMONS:   9 = revenant patrolling / deep elf death mage patrolling
KMONS:   . = demonic crawler patrolling / place:Zot:5 zombie patrolling /\
         shadow wraith patrolling w:3 / place:Zot:5 spectre patrolling /\
         place:Zot:5 patrolling simulacrum / lorocyproca w:3 patrolling /\
         soul eater patrolling / rotting devil patrolling / nothing w:500
:setup(_G)
MAP
ccccXXXXXXXXXXXXXXXXXXXXX
cDDcX.5..........XXXXXXXX
cDD=.............XXXXXX$X
cccc.98..........XXXXX=XX
XX....4.4........XX...XXX
XX6.5.8..........XX....XX
XX......4........++.....X
XX...4...........XX1.....
XX...............++......
XX...............XX......XXXXX
XXXXXXXX+++XXXXXXXXXXXXXXXXXXX
XXXX...........XXXXXXXXXXXXXXX
XXX.............XXXXXXXXXXXXXXX
XX...X...X...X...XXX.X9Y8Y9X.XXX
XXX.XXX.XXX.XXX.XXX.X..8r8..X.XXX
XX...X...X...X...XXX.X9Y8Y9X.XXXX
XXX....X...X....XXX...X...X...XXXX
XX....XXX.XXX....XXX.X.X9X.X.XXXXX
XXX....X...X....XXX.X...X...X.XXXX
XX..4.4.4.4.4.4..XXX.X.X.X.X.XXXXX
XXX.............XXX.7.X...X...XXXX
XX....7.Y.Y.7....XXX.X.X.X.X.XXXXX
XXX......8......XXXXX.7.X...XXXXXX
XX......5.5......XXX.X.X.X.X.XXXXX
XXX9.8..Y2Y..8.9XXXX..X.7.X..XXXXX
XX..7.5.989.5.7..XXX.X.X.X.X.XXXXX
XXX6.9.6.3.6.9.6XXXXX...X.7.XXXXXX
XXXXX8..Y9Y..8XXXXXXXX.X.X.XXXXXXX
XXXXXXXcc=c..XXXXXXXXXX...XXXXXXXX
XXXXXXccEEc6.XXXXXXXXXX+X+XXXXXXXX
XXXXXXc$EEc...XXXXXXX..6.6..XXXXXX
XXXXXXccccc.............6....XXXXX
XXXXXXXXXXX..................XXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
ENDMAP
#legend for the shops:
#   A = +9+9 weapons
#   B = dragon armour
#   C = mundane, non-bodyarmor defensive things
#   D = cure mutation, mutation
#   E = various helpful consumables
#   F = unrandart rings
#   G = octopus king's rings
#   H = starter spellbooks
#   I = other, better spellbooks
#   J = staffs
#   K = rods
#   L = unrandart armour
#   M = unrandart hats, cloaks and gloves
#   N = unrandart weapons
#   O = bread
#   P = ranged weapons
#   Q = branded ammo
#   R = needles
#   S = scroll of recharging
NAME:   orb_start_area
TAGS:   start no_rotate no_hmirror no_vmirror
KITEM:  Z = Orb of Zot
{{
local tm = TriggerableFunction:new {
    func = "seal_door",
    repeated = true,
    data = { spawn_count = 0 }
    }
   tm:add_triggerer(DgnTriggerer:new{type="player_los"})
   lua_marker('Z', tm)
   _G.lua_marker("o", props_marker { sealed_room = 1})
}}
MARKER: { = lua:portal_desc {slave_name="exit"}
FTILE:  .Zoabcdefghijklmnopqrstuvw+{ = floor_hall
KITEM:   w = wand of heal wounds charges:9 ident:all, \
         potion of heal wounds q:9, \
         potion of resistance q:3 ident:all, scroll of blinking q:3 ident:all, \
         potion of berserk rage q:5, potion of speed q:3, \
         scroll of holy word q:3 ident:all, scroll of summoning q:2 ident:all, \
         amulet of conservation ident:all, potion of might ident:all q:3, \
         robe race:none mundane not_cursed ident:all plus:2, \
         leather armour race:none mundane not_cursed ident:all plus:2, \
         plate armour race:none mundane not_cursed ident:all plus:2, \
         broad axe race:none mundane not_cursed ident:all plus:5 plus2:5, \
            executioner's axe race:none mundane not_cursed ident:all plus:5 plus2:5, \
            demon trident mundane not_cursed ident:all plus:5 plus2:5, \
            bardiche race:none mundane not_cursed ident:all plus:5 plus2:5, \
            demon whip mundane not_cursed ident:all plus:5 plus2:5, \
            great mace race:none mundane not_cursed ident:all plus:5 plus2:5, \
            giant spiked club mundane not_cursed ident:all plus:5 plus2:5, \
            quick blade race:none mundane not_cursed ident:all plus:5 plus2:5, \
            double sword mundane not_cursed ident:all plus:5 plus2:5, \
         demon blade mundane not_cursed ident:all plus:5 plus2:5, \
         triple sword race:none mundane not_cursed ident:all plus:5 plus2:5, \
         lajatang race:none mundane not_cursed ident:all plus:9 plus2:9
KFEAT:  A = weapon shop greed:20 name:Little_Margery type:Large suffix:Armoury use_all ; \
            broad axe race:none mundane not_cursed ident:all plus:9 plus2:9 |\
            executioner's axe race:none mundane not_cursed ident:all plus:9 plus2:9 |\
            demon trident mundane not_cursed ident:all plus:9 plus2:9 |\
            bardiche race:none mundane not_cursed ident:all plus:9 plus2:9 |\
            demon whip mundane not_cursed ident:all plus:9 plus2:9 |\
            great mace race:none mundane not_cursed ident:all plus:9 plus2:9 |\
            giant spiked club mundane not_cursed ident:all plus:9 plus2:9 |\
            quick blade race:none mundane not_cursed ident:all plus:9 plus2:9 |\
            double sword mundane not_cursed ident:all plus:9 plus2:9 |\
         demon blade mundane not_cursed ident:all plus:9 plus2:9 |\
         triple sword race:none mundane not_cursed ident:all plus:9 plus2:9 |\
         lajatang race:none mundane not_cursed ident:all plus:9 plus2:9
KFEAT:   B = armour shop greed:20 name:Big_Jim type:Dragon_Skin suffix:Emporium_And_Warehouse count:7 use_all ; \
         fire dragon armour mundane not_cursed ident:all plus:3 |\
         ice dragon armour mundane not_cursed ident:all plus:3 |\
         storm dragon armour mundane not_cursed ident:all plus:3 |\
         gold dragon armour mundane not_cursed ident:all plus:3 |\
         mottled dragon armour mundane not_cursed ident:all plus:3 |\
         steam dragon armour mundane not_cursed ident:all plus:3 |\
         pearl dragon armour mundane not_cursed ident:all plus:3         
KFEAT:   C = armour shop greed:20 name:Brock type:Generic suffix:Defenses use_all ; \
         buckler race:none mundane not_cursed ident:all plus:2 |\
         shield race:none mundane not_cursed ident:all plus:2 |\
         large shield race:none mundane not_cursed ident:all plus:2 |\
         cap race:none mundane not_cursed ident:all plus:2 |\
         helmet race:none mundane not_cursed ident:all plus:2 |\
         pair of boots race:none mundane not_cursed ident:all plus:2 |\
         pair of gloves race:none mundane not_cursed ident:all plus:2 |\
         cloak race:none mundane not_cursed ident:all plus:2 |\
         naga barding race:none mundane not_cursed ident:all plus:2 |\
         centaur barding race:none mundane not_cursed ident:all plus:2
KFEAT:   D = distillery shop greed:20 name:Jiyva type:Transitory suffix:Fluids use_all ; \
         potion of cure mutation q:2 | potion of cure mutation q:2 |\
         potion of cure mutation q:2 | potion of cure mutation q:2 |\
         potion of mutation q:5 | potion of mutation q:5 |\
         potion of mutation q:5 ident:all |\
         potion of beneficial mutation q:5
KFEAT:   E = general shop greed:10 name:Elyvilon type:Healthy suffix:Accessories use_all ; \
         potion of restore abilities q:5 |\
         potion of restore abilities q:5 |\
         potion of restore abilities q:5 |\
         potion of restore abilities q:5 |\
         potion of curing q:5 |\
         potion of curing q:5 |\
         potion of curing q:5 |\
         potion of curing q:5 |\
         potion of curing q:5 |\
         potion of curing q:5 |\
         potion of heal wounds q:10 |\
         scroll of remove curse q:3 |\
         scroll of remove curse q:3
KFEAT:   S = general shop greed:10 name:Dr_Urist type:Wand_Recharging suffix:Station count:30 ; \
         scroll of recharging q:3
KFEAT:   F = general shop greed:50 name:Fenton type:Fine suffix:Fineries use_all ; \
         ring of wizardry unrand:ring_of_the_mage |\
         ring of protection unrand:ring_of_robustness |\
         ring of evasion unrand:ring_of_shaolin |\
         ring of invisibility unrand:ring_of_shadows |\
         ring of regeneration unrand:ring_of_vitality |\
         amulet of warding unrand:brooch_of_shielding |\
         amulet of rage unrand:necklace_of_bloodlust |\
         amulet of clarity unrand:amulet_of_cekugob |\
         amulet of inaccuracy unrand:amulet_of_the_air
KFEAT:   G = general shop greed:20 name:The_Octopus_King type:Bargan suffix:Basement use_all ; \
         ring of sustenance unrand:ring_of_the_octopus_king |\
         ring of wizardry unrand:ring_of_the_octopus_king |\
         ring of positive energy unrand:ring_of_the_octopus_king |\
         ring of protection from fire unrand:ring_of_the_octopus_king |\
         ring of protection from cold unrand:ring_of_the_octopus_king |\
         ring of sustain abilities unrand:ring_of_the_octopus_king |\
         ring of magical power unrand:ring_of_the_octopus_king |\
         ring of regeneration unrand:ring_of_the_octopus_king
KFEAT:   H = book shop greed:30 name:Teedle_Tiller type:Library suffix:of_Beginer_Spellbooks count:13 use_all ; \
         book of minor magic | book of conjurations |\
         book of spatial translocations | young poisoner's handbook |\
         book of changes | book of necromancy |\
         book of callings | book of maledictions |\
         book of flames | book of frost |\
         book of air | book of geomancy | book of battle
KFEAT:   I = book shop greed:30 name:Nell type:School suffix:of_Advanced_Magical_Lore count:13 use_all ; \
         book of annihilations | grand grimoire | necronomicon |\
         book of death | book of ice | book of fire | book of party tricks |\
         book of war chants | book of the warp | book of wizardry |\
         book of the sky | book of the earth | book of enchantments
KFEAT:   J = weapon shop greed:30 name:Jeremy type:Stick suffix:Shop count:11 use_all ; \
         staff of fire not_cursed | staff of cold not_cursed | staff of earth not_cursed |\
         staff of air not_cursed | staff of poison not_cursed | staff of death not_cursed |\
         staff of conjuration not_cursed | staff of summoning not_cursed |\
         staff of wizardry not_cursed | staff of energy not_cursed | staff of power not_cursed
#todo: find a way to set all rods to have 17 charges by default
KFEAT:   K = general shop greed:30 name:Rad_Chad type:Rockin suffix:Rods count:10 use_all ; \
         rod of the swarm good_item not_cursed | lightning rod good_item not_cursed |\
         rod of inaccuracy good_item not_cursed | rod of warding good_item not_cursed |\
         rod of demonology good_item not_cursed | rod of striking good_item not_cursed |\
         rod of venom good_item not_cursed | rod of fiery destruction good_item not_cursed |\
         rod of frigid destruction good_item not_cursed | rod of destruction good_item not_cursed
KFEAT:   L = armour shop greed:25 name:One_Eyed_Sam type:Legendary suffix:Armours count:12 use_all ; \
         robe unrand:robe_of_folly | robe unrand:robe_of_night |\
         leather armour unrand:salamander_hide_armour |\
         animal skin unrand:skin_of_zhor | chain mail unrand:lears_hauberk |\
         plate armour unrand:maxwells_patent_armour |\
         gold dragon armour unrand:armour_of_the_dragon_king |\
         shield unrand:shield_of_resistance |\
         shield unrand:shield_of_the_gong |\
         large shield unrand:large_shield_of_ignorance |\
         naga barding unrand:lightning_scales |\
         centaur barding unrand:black_knights_horse_barding   
KFEAT:   M = armour shop greed:60 name:Jenny type:Legendary suffix:Apparel count:9 use_all ; \         
         cloak unrand:ratskin_cloak | cloak unrand:cloak_of_starlight |\
         cloak unrand:dragonskin_cloak | cap unrand:mask_of_the_dragon |\
         cap unrand:hat_of_the_alchemist | cap unrand:hat_of_the_bear_spirit |\
         cap unrand:crown_of_dyrovepreva |\
         pair of gloves unrand:gauntlets_of_war |\
         pair of gloves unrand:fencers_gloves
KFEAT:   N = weapon shop greed:30 name:Ben type:Advanced suffix:Weaponry count:12 use_all ; \
         dagger unrand:morg | dagger unrand:dagger_of_chilly_death |\
         eudemon blade unrand:sword_of_jihad |\
         triple sword unrand:plutonium_sword |\
         staff of poison unrand:staff_of_olgreb |\
         staff of energy unrand:staff_of_wucad_mu |\
         battleaxe unrand:wrath_of_trog | broad axe unrand:obsidian_axe |\
         glaive unrand:glaive_of_the_guard | scythe unrand:scythe_of_curses |\
         morningstar unrand:eos | giant club unrand:skullcrusher
KFEAT:   O = general shop greed:10 name:Zin type:Manna suffix:Shack count:18 ;\
         bread ration | bread ration q:3 | bread ration q:5
KFEAT:   P = weapon shop greed:20 name:Ricky_Glyger type:Practical suffix:Physics count:12 use_all ; \
         large rock q:7 | large rock q:7 |\
         arrow mundane q:150 | arrow mundane q:150 |\
         bolt mundane q:150 | bolt mundane q:150 |\
         sling bullet mundane q:75 | sling bullet mundane q:75 |\
         longbow mundane race:none not_cursed plus:5 plus2:5 |\
         crossbow mundane race:none not_cursed plus:5 plus2:5 |\
         sling mundane race:none not_cursed plus:5 plus2:5 |\
         blowgun mundane race:none not_cursed plus:5 plus2:5
KFEAT:   Q = weapon shop greed:20 name:Aaron_Bryson type:Branded suffix:Ammo use_all ; \
         arrow ego:steel q:50 | arrow ego:dispersal q:50 |\
         bolt ego:steel q:50 | bolt ego:penetration q:50 |\
         sling bullet ego:steel q:25 | sling bullet ego:silver q:25 |\
         javelin ego:steel q:10 | javelin ego:penetration q:10 | javelin ego:returning q:10 |\
         large rock ego:returning q:7
KFEAT:   R = weapon shop greed:20 name:Ellen type:Needle suffix:Exchange use_all ; \
         needle ego:poisoned q:75 | needle ego:poisoned q:75 |\
         needle ego:sleep q:50 | needle ego:confusion q:50 |\
         needle ego:paralysis q:50 |\
         needle ego:wrath q:50 | needle ego:curare q:10
KFEAT:  a = altar_the_shining_one
KFEAT:  b = altar_zin
KFEAT:  c = altar_elyvilon
KFEAT:  d = altar_kikubaaqudgha
KFEAT:  e = altar_yredelemnul
KFEAT:  f = altar_xom
KFEAT:  g = altar_vehumet
KFEAT:  h = altar_okawaru
KFEAT:  i = altar_makhleb
KFEAT:  j = altar_sif_muna
KFEAT:  k = altar_trog
KFEAT:  l = altar_nemelex_xobeh
KFEAT:  m = altar_ashenzari
KFEAT:  n = altar_lugonu
KFEAT:  v = altar_beogh
KFEAT:  p = altar_jiyva
KFEAT:  q = altar_fedhas
KFEAT:  r = altar_cheibriados
KMONS:   u = training dummy hp:1 hd:15000
TILE:   X = wall_zot_blue
MAP
        XXX
       XXXXX
      XX..HXX
     XX....IXX
     XQ......X
     X.R.....X
+XXXXXP.....JXXXXX+
X..X.XX....KXX.X..X
X..X+XXX...XXX+X..X
X..XX+.......+XX..X
X..XXA.......FXX..X
X.XX...........XX.X
X.XN.....u.....GX.X
X.X....u.u.u....X.X
X.o......u......o.X
XXX...uu.S.uu...XXX
X.o....u.u.u....o.X
X.X......Z......X.X
X.XB............X.X
X.XXL.........EXX.X
X..XXM...a...DXX..X
X..XX+C.....O+XX..X
X..X+XXXbwcXXX+X..X
X..X.XXd...kXX.X..X
+XXXXXe.....jXXXXX+
     Xm..{..nX
     Xf.....iX
     XXgv.phXX
      XXqlrXX
       XXXXX
        XXX
ENDMAP
NAME: sprint_shop
TAGS: sprint_shop allow_dup
KFEAT:   A = armour shop greed:15 count:16 ; \
      robe race:none randart not_cursed ident:all plus:2 |\
      crystal plate armour race:none randart not_cursed ident:all |\
      fire dragon armour randart not_cursed ident:all |\
      ice dragon armour randart not_cursed ident:all |\
      storm dragon armour randart not_cursed ident:all |\
      gold dragon armour randart not_cursed ident:all |\
      mottled dragon armour randart not_cursed ident:all |\
      steam dragon armour randart not_cursed ident:all |\
      pearl dragon armour randart not_cursed ident:all
KFEAT:   B = weapon shop greed:15 count:16 ; \
      broad axe race:none randart good_item ident:all not_cursed|\
        executioner's axe race:none randart good_item ident:all not_cursed |\
        demon trident randart good_item ident:all not_cursed |\
        bardiche race:none randart good_item ident:all not_cursed |\
        demon whip randart good_item ident:all not_cursed |\
        great mace randart good_item ident:all not_cursed|\
        giant spiked club randart good_item ident:all not_cursed |\
        quick blade race:none randart good_item ident:all not_cursed |\
        double sword randart good_item ident:all not_cursed |\
      demon blade randart good_item ident:all not_cursed |\
      triple sword race:none randart good_item ident:all not_cursed |\
      lajatang race:none randart good_item ident:all not_cursed |\
      longbow randart race:none not_cursed |\
      crossbow randart race:none not_cursed |\
      sling randart race:none not_cursed |\
      blowgun randart not_cursed |\
      any weapon randart good_item ident:all not_cursed
KFEAT:   C = general shop greed:15 count:16 ; \
      any ring randart good_item ident:all not_cursed
KFEAT:   D = armour shop greed:15 count:16 ; \
      buckler race:none randart not_cursed ident:all |\
      shield race:none randart not_cursed ident:all |\
      large shield race:none randart not_cursed ident:all |\
      cap race:none randart not_cursed ident:all |\
      helmet race:none randart not_cursed ident:all |\
      pair of boots race:none randart not_cursed ident:all |\
      pair of gloves race:none randart not_cursed ident:all |\
      cloak race:none randart not_cursed ident:all |\
      naga barding race:none randart not_cursed ident:all |\
      centaur barding race:none randart not_cursed ident:all
MAP
AB
CD
ENDMAP


I've been working on this on and off for a while now. This is orbsprint, intended to give the player all the fun of chopping a path through crawl's lategame with none of the bothersome training to get there. I could use feedback on the balance of this, and also if the beginning of the map is too tedious or not. Plus any other complaints you good people may have that I can fix.

Edit: Attached the .txt of the map, since it seems to go through some changes being copy and pasted into the forum and back to a .des file
Attachments
orbsprint.txt
(29.9 KiB) Downloaded 7 times

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Thursday, 26th December 2013, 07:34

Re: Work in progress dungeon sprint map that could use feedb

I'm going to keep using this thread as a dev log of building this thing. Most of the changes between this version and the last one have been balance tweaks in the all of the branches of the map.

Each branch is made up of four main fights, I've been trying to get each one of these fights to be roughly the same difficulty between each branch (assuming the player is a melee focused worshiper of the shining one, the entire map is catering to TSO worshipers and some branches being easier or harder based on alternative god choices is expected). This is still going to take more work to get exactly right, and unfortunately I'm not the best crawl player so I may not be judging things correctly. I do feel that I'm a little closer to having the difficulty balanced than I was last version at least, and if nothing else Lom Lobon's domain now looks quite a bit nicer.

I'm going to start addressing the problem with the map's beginning, namely that the game starts with choosing a god, picking up the starting gear, hitting a training dummy and leveling up 14-ish times then grabbing the orb before any gameplay really happens. Considering the game could then immediately end with the orb spawning a pack of pan lords this probably needs fixing, although imho this is only a slightly more infuriating start to a sprint than zigsprint currently has.

I have 8 more tiles lengthwise to work with, more than enough to add a lowlevel branch to the game to let the player start fighting things immediately. This should be more fun to need to restart constantly, but considering that the map as it is now takes some trial and error to plan out a rout it may be more frustrating in the long run when the player needs to slowly level up to where the game currently starts them, only to wander too far into a branch and get slaughtered. Hopefully I can set up the starting branch to be roughly the same as the others in terms of difficulty/loot progression to give players a helpful hit about how they're meant to travel through the rest of the game once they've finally picked up the orb but I'll need to find a beta tester willing to do a few blind runs for me to make sure they actually get the message.
Attachments
orbsprint_v2.txt
(29.46 KiB) Downloaded 4 times
User avatar

Swamp Slogger

Posts: 143

Joined: Wednesday, 23rd October 2013, 02:30

Post Friday, 27th December 2013, 16:00

Re: Work in progress dungeon sprint map that could use feedb

KennySheep wrote:I'm going to keep using this thread as a dev log of building this thing. Most of the changes between this version and the last one have been balance tweaks in the all of the branches of the map.

Each branch is made up of four main fights, I've been trying to get each one of these fights to be roughly the same difficulty between each branch (assuming the player is a melee focused worshiper of the shining one, the entire map is catering to TSO worshipers and some branches being easier or harder based on alternative god choices is expected). This is still going to take more work to get exactly right, and unfortunately I'm not the best crawl player so I may not be judging things correctly. I do feel that I'm a little closer to having the difficulty balanced than I was last version at least, and if nothing else Lom Lobon's domain now looks quite a bit nicer.

I'm going to start addressing the problem with the map's beginning, namely that the game starts with choosing a god, picking up the starting gear, hitting a training dummy and leveling up 14-ish times then grabbing the orb before any gameplay really happens. Considering the game could then immediately end with the orb spawning a pack of pan lords this probably needs fixing, although imho this is only a slightly more infuriating start to a sprint than zigsprint currently has.

I have 8 more tiles lengthwise to work with, more than enough to add a lowlevel branch to the game to let the player start fighting things immediately. This should be more fun to need to restart constantly, but considering that the map as it is now takes some trial and error to plan out a rout it may be more frustrating in the long run when the player needs to slowly level up to where the game currently starts them, only to wander too far into a branch and get slaughtered. Hopefully I can set up the starting branch to be roughly the same as the others in terms of difficulty/loot progression to give players a helpful hit about how they're meant to travel through the rest of the game once they've finally picked up the orb but I'll need to find a beta tester willing to do a few blind runs for me to make sure they actually get the message.


Perhaps you could simply include a boatload of XP potions at the start? Though it'd get tedious to choose which skills to level up, over and over and over again...

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Friday, 27th December 2013, 20:16

Re: Work in progress dungeon sprint map that could use feedb

That's pretty much what I have now, only instead of needing to drink a potion over and over again you need to kill a few 1hp training dummies. If there was a good way to set the amount of xp a potion gives through lua script the potion would be a good way to go, but I don't think that's possible. As it stands getting to level 15 with potions alone is way too tedious.

I'm toying around with making a starting area right now, mostly filed with humans due to their ridiculous xp value. I'm not very happy with it yet though, and will probably bring back the training dummy room if I continue to be unhappy with it.

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Saturday, 28th December 2013, 10:09

Re: Work in progress dungeon sprint map that could use feedb

The next major leg of construction is complete. A starting area has been added for the player to grind up levels against a horde of humans and draconians while being aided by a few zot creatures courtesy of a scroll of summoning. It's fun enough that I haven't come to hate it after a few rounds of testing, so I'm calling this an improvement over the old training dummy grinding system. The player gets far more gear from this branch than they previously had starting the game, which should lesson the tedium of figuring out a rout through the rest of the map since the first few fights after the starting branch are way easier now. I also added an optional battle against all the archdemons of hell at once, so on the off chance I made things too easy there's still a challenge in there somewhere.

Only a few odds and ends are left now. I need to find a better way to let the player heal during the orb run than near-unlimited charges of a wand of healing (probably a guaranteed ring of regeneration will fix that), and I'd like to fiddle with the mid-branch shops so they have less useless crap.
Attachments
orbsprint_v3.txt
(31.46 KiB) Downloaded 6 times

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Tuesday, 31st December 2013, 01:48

Re: Work in progress dungeon sprint map that could use feedb

I'm back to another round of balance testing, to try to ensure the game is still possible. I've made the first set of shops in each branch only have regular, non-randart equipment and removed the artifact shops from the starting area. This keeps the player from being omni-resistant until much later into the game, leaving the constant stream of pan lords during the orb run much more terrifying. It also forces the player to take on one of the harder fights guarding the second set of shops before they get any artifact equipment at all beyond octopus king rings. I'll probably add boots/cloaks/hats of resistance to the first set of branch shops if I keep struggling to beat my own game, and may also need to severely nerf the fights defending said shops.

Other than balance testing this map is pretty much done, other than renaming the clear block in front of the hell branch and giving it a description to let players know they need a rune of zot to enter. For some reason just using : set_feature_name("clear_permarock_wall", "rune-covered translucent block") doesn't seem to be working.
Attachments
orbsprint_v4.txt
(33.9 KiB) Downloaded 4 times

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Friday, 3rd January 2014, 02:14

Re: Work in progress dungeon sprint map that could use feedb

I've removed the no_uniq tags from the first shop's merchandise so they have some artifacts again, the player can usually get a full set of resistances after visiting all of them and then use the second set of shops mostly to build up their slaying bonus. This is assuming the random number generator doesn't hate them, of course.

There have also been changes to most of the enemy sets in the game and some tweaks to the map's layout.

The very last thing I need to do is write some descriptions for the vault-defined enemies and this will be completely done, unless I find something horribly wrong in the next few rounds of testing.
Attachments
orbsprint_v5.txt
(33.34 KiB) Downloaded 5 times

Halls Hopper

Posts: 69

Joined: Monday, 20th February 2012, 10:43

Post Sunday, 5th January 2014, 14:43

Re: Work in progress dungeon sprint map that could use feedb

Trying it with the last trunck version :

  Code:
Regenerating des: e:/DCSSCODE/crawl/crawl-ref/source/dat/des/sprint/orbsprint.des
e:/DCSSCODE/crawl/crawl-ref/source/dat/des/sprint/orbsprint.des:420: Bad item name: 'double sword'


so remember to adjust words name for double sword and triple sword (bastard sword and claymore).

Halls Hopper

Posts: 89

Joined: Thursday, 30th May 2013, 18:35

Post Sunday, 5th January 2014, 20:58

Re: Work in progress dungeon sprint map that could use feedb

Whoops, I've been on heavily capped internet and haven't been keeping up with trunk for a while now.

I've made a couple more small changes anyways, here's the fixed version.
Attachments
orbsprint_v6.txt
(33.79 KiB) Downloaded 8 times

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