Overflow Vaults I: Ready


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

Tartarus Sorceror

Posts: 1737

Joined: Thursday, 31st May 2012, 15:45

Post Tuesday, 13th October 2015, 16:14

Overflow Vaults I: Ready

Recently when I asked what sort of vaults were needed, one of the suggestions that came back was more overflow alter vaults. So I looked at the existing vaults in the altar folder and found that there is indeed a disparity in the number of vaults that explicitly specify a particular god's altar. So I've taken on the task of ensuring that each god has at least 10 such vaults. Since I still very much feel like I don't know what I'm doing, I'll be posted them here for feedback and in some cases with questions. I'm totally open to objections to geometry or balance since I'm not familiar with all the vault shapes made previously and not expereinced enough to know when something is too dangerous or too unbalancing loot-wise.

Here are the vaults I intend to make:
  Code:
Ash   5 new  10 total
Chei  3 new  10 total
Dith  4 new  10 total
Ely   4 new  10 total
Goz   3 new  10 total
Kiku  2 new  10 total
Qaz   4 new  10 total
Ru    4 new  10 total
Sif   5 new  10 total
Veh   3 new  10 total
Yred  4 new  10 total
Fedh  1 new  11 total
Makh  1 new  10 total
Nem   1 new  10 total
Oka   1 new  10 total
Trog  1 new  12 total
Xom   0 new  11 total
Zin   0 new  10 total
TSO   1 new  10 total

This is a total of 33 vaults, 13 of which are done and in this post and two more in another thread with questions. I have provisional maps for all 33, it's just taking time to get the des fragments fleshed out and tested.

Several of these follow a theme I'm calling "Rivals" where two gods that have opposing goals or effects are paired with one another in a vault having geometry that emphasizes the contrast. These are Ash/Nem (foreknowledge), Fedh/Yred (fate of corpses), Dith/Qaz (noise, also fire), Ely/Kiku (succor/torment), Goz/Ru (avarice/sacrifice), Sif/Trog (magic), Chei/Oka (combat speed), TSO/Makh (angel/demon summons), Ely/Yred (life/death). This reduced the total number of vaults needed, and also contributed to the few that already had 10 but I'm giving more to. Zin/Xom (mutations, also order/chaos) is another rival pair, but a vault already exists for those two gods and they both had 10 already.

The following 13 vaults are as far as I can tell ready to go. I've tested them in trunk with square LOS. One thing to mention: I'm not sure of the purpose of the ": interest_check(_G)" line so I just left it in from the existing vaults from the overflow folder which I was using as a template.

Here are Rivals vaults:

Fedhas and Yred
  Code:
# Fedhas wants corpses to have a natural end,
# Yred wants them to have an unnatural end
NAME:  mainiacjoe_yred_fedhas_diamonds
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_fedhas
TAGS:  temple_overflow_yredelemnul
TAGS:  uniq_altar_yredelemnul uniq_altar_fedhas
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_fedhas
KFEAT: B = altar_yredelemnul
TAGS:  no_pool_fixup
KMASK: wW = no_monster_gen
FTILE: 'A = floor_grass
FTILE: "B = floor_marble
: interest_check(_G)
MAP
      cccccccc
     cc.cccc.cc
    cc...cc...cc
   cc..'...."..cc
  cc..'''.."""..cc
 cc..'''''"""""..cc
cc..'''''"'"""""..cc
c..'''''"WW'"""""..c
+.'''A'"WwwW'"B""".+
c..'''''"WW'"""""..c
cc..'''''"'"""""..cc
 cc..'''''"""""..cc
  cc..'''.."""..cc
   cc..'...."..cc
    cc...cc...cc
     cc.cccc.cc
      cccccccc
ENDMAP

Makh and TSO
  Code:
# Mahkleb summons demons to help worshippers,
# TSO summons angels to help worshippers
NAME:  mainiacjoe_makh_tso_bowtie
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_makhleb
TAGS:  temple_overflow_the_shining_one
TAGS:  transparent decor
TAGS:  uniq_altar_the_shining_one uniq_altar_makhleb
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_the_shining_one
KFEAT: B = altar_makhleb
MONS:  angel, reaper
FTILE: .ABTY12 = floor_sandstone
: interest_check(_G)
MAP
c+c           c+c
c.cc         cc.c
c..cc       cc..c
c...cc     cc...c
c.T..cc   cc..Y.c
c.....ccccc.....c     
c...A.n1n2n.B...c
c.....ccccc.....c
c.T..cc   cc..Y.c
c...cc     cc...c
c..cc       cc..c
c.cc         cc.c
c+c           c+c
ENDMAP

Gozag and Ru
  Code:
# Ru wants worshippers who sacrifice,
# Gozag wants worshippers who are greedy
NAME:  mainiacjoe_goz_ruh_rams_horns
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_ru
TAGS:  temple_overflow_gozag
TAGS:  transparent decor
TAGS:  uniq_altar_gozag uniq_altar_ru
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_ru
KFEAT: B = altar_gozag
SUBST: G : Gt12Tbv$
MONS: plant
MONS: bush
: interest_check(_G)
MAP
   ccccc...ccccc
  cc...cc cc...cc
 cc..G..ccc..G..cc
 c.......c.......c
cc..cc...c...cc..cc
c..cccc.....cccc..c
c.cc  c..G..c  cc.c
c.cc  cc...cc  cc.c
ccAc   c.G.c   cBcc
 ccc   c...c   ccc
       c.G.c
       c...c
       c.G.c
       c...c
       c.G.c
       c...c
       c+++c
ENDMAP

Ashenzari & Nemelex
  Code:
# Ashenzari gives worshippers knowledge,
# Nemelex worshipper don't know what's coming
# Both give a little gift to get you started
NAME:  mainiacjoe_ash_nem_sprials
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_ashenzari
TAGS:  temple_overflow_nemelex_xobeh
TAGS:  transparent decor
TAGS:  uniq_altar_nemelex_xobeh uniq_altar_ashenzari
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_nemelex_xobeh
KFEAT: B = altar_ashenzari
KITEM: A = plain deck
KITEM: B = scroll of curse jewellery ident:type / \
           scroll of curse weapon ident:type /    \
           scroll of curse armour ident:type
: interest_check(_G)
MAP
xxxxxxxxxxxxx+x
x...........x.x
x.xcccccccc.x.x
x.x.......c.x.x
x.x.ccccc.c.x.x
x.x.c..Ac.c.x.x
x.x.c.cnc.c.x.x
x.x.c.cB..c.x.x
x.x.c.ccccc.x.x
x.x.c.......x.x
x.x.ccccccccx.x
x.x...........x
x+xxxxxxxxxxxxx
ENDMAP

Another Gozag and Ru. I used a runed door because I was concerned that the welcoming committee might be too strong. UPDATE: fixed below after feedback from wheals, runed door to plain and 8 monsters in entry chamber to 5.
  Code:
# Another Ru/Gozag rivals altar
# This one has a big welcoming committee
NAME:  mainiacjoe_ru_gozag_curved_hallways
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_ru
TAGS:  temple_overflow_gozag
TAGS:  transparent decor
TAGS:  uniq_altar_gozag uniq_altar_ru
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_ru
KFEAT: B = altar_gozag
SUBST: $ = .:40 $
FTILE: .ABGT$ = floor_sandstone
: interest_check(_G)
MAP
        cccccc
     cccc$$..cc
    cc$$$$$G..ccc
   cc$$$$$$..0..cc
  cc$$$ccccc.....cc
 cc$$ccc...ccc....cc
 c$$cc...0...cc....cc
 c$cc.........cc.G..c
cc$c..0..G..0..c....c
cBcc...........cc...c
cnc.................c
+.=.0.G..T..G.0...G.c
cnc.................c
cAcc...........cc...c
cc.c..0..G..0..c....c
 c.cc.........cc.G..c
 c..cc...0...cc....cc
 cc..ccc...ccc....cc
  cc...ccccc.....cc
   cc........0..cc
    cc.....G..ccc
     cccc....cc
        cccccc
ENDMAP

Dith and Qaz. This one is my favorite thematically. I think I've figured out how to keep the steam from hitting the altars or the doors.
  Code:
# Dithmenos hates fire, Qazlal loves it
# At the magical interface between Qazlal's lava
# and Dithmenos' water trying to quench it, steam
# continuously erupts as the gods struggle
NAME:  mainiacjoe_qaz_dith_steam
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_qazlal
TAGS:  temple_overflow_dithmenos
TAGS:  transparent decor
TAGS:  uniq_altar_dithmenos uniq_altar_qazlal
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_dithmenos
KFEAT: B = altar_qazlal
KFEAT: s = deep_water
KFEAT: S = lava
KPROP: lS = no_cloud_gen
MARKER: s = lua:fog_machine { cloud_type="steam", \
            pow_min = 2, pow_max = 5, delay = 25, \
            size = 1, walk_dist = 1, spread_rate= 4 }
MARKER: S = lua:fog_machine { cloud_type="steam", \
            pow_min = 2, pow_max = 5, delay = 25, \
            size = 1, walk_dist = 1, spread_rate= 4 }
: interest_check(_G)
MAP
cccccccccc++cccccccccc
c....................c
c.wwwwwwwwwlllllllll.c
c.wwwwwwwwwlllllllll.c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwsSllllllll.c
c......AwwwlllB......c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwsSllllllll.c
c.wwwwwwwwwlllllllll.c
c.wwwwwwwwwlllllllll.c
c....................c
cccccccccc++cccccccccc
ENDMAP

Oka and Chei. The altars are visible from the neck of the hourglass. Even though it is a downstairs closet I think the "transparent" tag is correct so the builder can join the empty floor around it to the rest of the level?
  Code:
# Okawaru gives worshippers speed in combat,
# Chei slows them down
NAME:  mainiacjoe_oka_chei_hourglass
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_okawaru
TAGS:  temple_overflow_cheibriados
TAGS:  transparent decor
TAGS:  uniq_altar_okawaru uniq_altar_cheibriados
TAGS:  uniq_rivals_overflow
KFEAT: A = altar_okawaru
KFEAT: B = altar_cheibriados
FTILE: sB} = floor_sand
FTILE: 'A = floor_marble
SUBST: } = })]
: interest_check(_G)
MAP
...................
.ccccccccccccccccc.
..n'''''''''''''n..
..n''''''A''''''n..
..n'''''sss'''''n..
..nn''sssssss''nn..
...nsssssssssssn...
...nnsssssssssnn...
....nnsssssssnn....
.....nnnsssnnn.....
.......nn}nn.......
.....nnn's'nnn.....
....nn'''s'''nn....
...nn''''s''''nn...
...n'''''s'''''n...
..nn''''sss''''nn..
..n'''sssssss'''n..
..n''ssssBssss''n..
..n'sssssssssss'n..
.ccccccccccccccccc.
...................
ENDMAP


Vaults that aren't Rivals theme

Sif and Veh. I was tempted to nerf the bookstore to only carry a few low-level books but decided against it, so it can be useful to magicians all game. UPDATE: fixed below after feedback from wheals, changed book shop into two spellbooks.
  Code:
# The magic gods want you to get a good start on your career
NAME:  mainiacjoe_sif_veh_bookstore
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_sif_muna
TAGS:  temple_overflow_vehumet no_pool_fixup
TAGS:  transparent decor
SUBST: G : GTt1
SUBST: H : GTt1
SUBST: c : cxtnbvl
MONS: plant
KFEAT: A = altar_sif_muna
KFEAT: B = altar_vehumet
KFEAT: S = book shop
KMASK: wl = no_monster_gen
: interest_check(_G)
MAP
  ccccc
 cc...cc
cc..G..cc
c.......c
c.G.A.G.c
c.......c@
cc..G....cccc
 cc....S....cc
  cccc....H..cc
     @c.......c
      c.H.B.H.c
      c.......c
      cc..H..cc
       cc...cc
        ccccc
ENDMAP

Even Ashenzari's altar is shackled
  Code:
# Since you need to find a consumable to get at the altar,
# Ashenzari will give you compensation for your late start
DEPTH:   D:2-9
NAME:    mainiacjoe_ashenzari_jail_gifts
TAGS:    temple_overflow_1 temple_overflow_ashenzari
TAGS:    uniq_altar_ashenzari
TAGS:    transparent decor
KFEAT:   _ = altar_ashenzari
KFEAT:   # = iron_grate
ITEM:    scroll of curse armour ident:type
ITEM:    scroll of curse weapon ident:type
ITEM:    scroll of curse jewellery ident:type
SHUFFLE: def?
SUBST:   ? = def
SUBST:   v : vcbltGTw
: interest_check(_G)
MAP
  .....
 .......
..v###v..
..##d##..
..#e_f#..
..##?##..
..v###v..
 .......
  .....
ENDMAP

A Dith altar that focuses on quiet instead of smoke
  Code:
# Way too many smoky Dith altar vaults, this one emphasizes
# his stealthiness and antipathy to noise.
NAME:    mainiacjoe_dithmenos_silent_spectre
DEPTH:   D:2-9
TAGS:    temple_overflow_1 temple_overflow_dithmenos
TAGS:    uniq_altar_dithmenos
TAGS:    transparent decor
KFEAT:   _ = altar_dithmenos
SUBST:   x : xcvb
SUBST:   G : GTVAWt23
SUBST:   T : GTVAWt23
SUBST:   V : GTVAWt23
NSUBST:  0 = 8:0 / *:.
MONS: silent spectre, plant, bush
: interest_check(_G)
MAP
xxxxxxxxxxx+xxxxxxxxxxx
x.....................x
x.V....0.......0....V.x
x...xxxxxxxxxxxxxxx...x
x..x.......0.......x..x
x..x..T.........T..x..x
x..x.....xx+xx.....x..x
x.0x....xx...xx....x0.x
x..x...xx..G..xx...x..x
x..x..xx.0...0.xx..x..x
x..x..x...ooo...x..x..x
+..x0.+._.o1o.G.+.0x..+
x..x..x...ooo...x..x..x
x..x..xx.0...0.xx..x..x
x..x...xx..G..xx...x..x
x.0x....xx...xx....x0.x
x..x.....xx+xx.....x..x
x..x..T.........T..x..x
x..x.......0.......x..x
x...xxxxxxxxxxxxxxx...x
x.V....0.......0....V.x
x.....................x
xxxxxxxxxxx+xxxxxxxxxxx
ENDMAP

Another Dith altar, this one subtly changes the geometry of the whole level.
  Code:
# A river highway leads from far off on the level to a smoky altar
NAME:    mainiacjoe_dithmenos_river_promenade
DEPTH:   D:2-9
TAGS:    temple_overflow_1 temple_overflow_dithmenos
TAGS:    uniq_altar_dithmenos no_monster_gen
TAGS:    transparent decor
KFEAT:   _ = altar_dithmenos
KFEAT:  ' = shallow_water
MARKER: ' = lua:fog_machine { cloud_type = "black smoke", \
                              pow_min = 10, pow_max = 20, \
                              delay = 100, size = 1, walk_dist = 1 }
: interest_check(_G)
MAP
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                      W'W
                     WW.WW
WWWWWWWWWWWWWWWWWWWWW'._.'WWWWWWWWWWWWWWWWWWWWWWWWWW
                     WW.WW
                      W'W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
                       W
ENDMAP

A different configuration for Qazlal and elementals. Too bad the fire elementals kill the water ones, the partition kinda kills the crescent moon I was going for.
  Code:
# had to separate the fire and water elementals alas
NAME:  mainiacjoe_qaz_moon_chamber
DEPTH: D:2-9
TAGS:  temple_overflow_1 temple_overflow_qazlal
TAGS:  transparent decor
TAGS:  uniq_altar_qazlal
TAGS:  no_monster_gen
KFEAT: _ = altar_qazlal
NSUBST: ' = 3:1 / 3:3 / *:'
NSUBST: ` = 3:2 / 3:4 / *:'
KMASK:  1234' = no_item_gen
KMASK:  . = !no_monster_gen
KPROP:  1234' = no_tele_into
MONS: earth elemental, air elemental, fire elemental, water elemental
: interest_check(_G)
MAP
    ccccc
  ccc'n`ccc
 cc'''n```cc
cc''nnnnn``cc
c''nn...nn``c
c'nn.....nn`c
c'n.......n`c
c'n..._...n`c
ccn.......ncc
 ccc.....ccc
   cc...cc
    cc+cc
ENDMAP

Yred's altar in the middle of a catacombs chamber. I placed the monsters far enough from the central corridor that you can run away and close the door if they are too dangerous on shallower dungeon levels.
  Code:
# The catacombs are full of Yred's restless dead,
# but you can always just close the door
NAME:  mainiacjoe_yred_catacombs
DEPTH: D:2-9
TAGS:  temple_overflow_1 temple_overflow_yredelemnul
TAGS:  transparent decor
TAGS:  uniq_altar_yredelemnul
KFEAT: _ = altar_yredelemnul
FTILE: _. = floor_marble
TILE: x = wall_brick_darkgray
SUBST: ? = 12
MONS: zombie, skeleton
: interest_check(_G)
MAP
xxxxxxxxxxxxxxxxx
x?.............?x
xxxxxxx...xxxxxxx
x?.............?x
xxxxxxx...xxxxxxx
x?......_......?x
xxxxxxx...xxxxxxx
x?.............?x
xxxxxxx...xxxxxxx
x?.............?x
xxxxxxx...xxxxxxx
      x...x
      xx+xx
ENDMAP
Last edited by MainiacJoe on Tuesday, 13th October 2015, 18:19, edited 1 time in total.
Won (28): Ce, DD, Dg, Ds, Dr, Gr, Gh, Ha, HE, HO, Ko, Mf, Mi, oldOg, Sp, Tr, Vp, VS; Fi, Gl, Mo, Hu, As, Be, AK, En, Cj, FE, IE, EE, Ar; Beo, Dith, Fed, Goz, Hepl, Kiku, Lug, Makh, Nem, Oka, Pak, Trog, Veh, Zin

For this message the author MainiacJoe has received thanks: 3
chequers, dpeg, Velikolepni

Pandemonium Purger

Posts: 1403

Joined: Monday, 21st November 2011, 07:40

Post Tuesday, 13th October 2015, 16:30

Re: Overflow Vaults I: Ready

I like a lot of these. The dith silence one particularly sounds interesting and spooky.
Usual account; pblur on akrasiac

Tartarus Sorceror

Posts: 1737

Joined: Thursday, 31st May 2012, 15:45

Post Tuesday, 13th October 2015, 16:42

Re: Overflow Vaults I: Ready

I'm kinda worried that the silent spectre one will be too-easy XP for melee brutes. Orc priests and wizards, and any spellcasting unique, are nerfed. Great place to meet Sigmund or Grinder, wouldn't you say? Spellcasting PCs on the other hand can just not go in (and hope they didn't want to worship Dith that game).
Won (28): Ce, DD, Dg, Ds, Dr, Gr, Gh, Ha, HE, HO, Ko, Mf, Mi, oldOg, Sp, Tr, Vp, VS; Fi, Gl, Mo, Hu, As, Be, AK, En, Cj, FE, IE, EE, Ar; Beo, Dith, Fed, Goz, Hepl, Kiku, Lug, Makh, Nem, Oka, Pak, Trog, Veh, Zin

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Posts: 1403

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Post Tuesday, 13th October 2015, 16:48

Re: Overflow Vaults I: Ready

They have decent damage and a lot of HP for that point too... Maybe make a 'flickering silent spectre' like the decaying bog bodies, etc.? Easier to kill, less xp.
Usual account; pblur on akrasiac

Tartarus Sorceror

Posts: 1737

Joined: Thursday, 31st May 2012, 15:45

Post Tuesday, 13th October 2015, 17:03

Re: Overflow Vaults I: Ready

Well the silent spectre itself is behind indestructible glass and I don't intend the PC to evr interact with it. It's the random monsters that I'm worried might be XP gifts.
Won (28): Ce, DD, Dg, Ds, Dr, Gr, Gh, Ha, HE, HO, Ko, Mf, Mi, oldOg, Sp, Tr, Vp, VS; Fi, Gl, Mo, Hu, As, Be, AK, En, Cj, FE, IE, EE, Ar; Beo, Dith, Fed, Goz, Hepl, Kiku, Lug, Makh, Nem, Oka, Pak, Trog, Veh, Zin

Pandemonium Purger

Posts: 1403

Joined: Monday, 21st November 2011, 07:40

Post Tuesday, 13th October 2015, 17:05

Re: Overflow Vaults I: Ready

Oh, OK. I'm not great at reading these. I don't think random monsters will generally be nerfed more than players. Yeah, Orc priests will be easier, but you don't have access to scrolls and god powers. Like, you can't even trog berserk when silenced.
Usual account; pblur on akrasiac

Dungeon Master

Posts: 634

Joined: Sunday, 22nd September 2013, 14:46

Post Tuesday, 13th October 2015, 17:35

Re: Overflow Vaults I: Ready

Awesome-looking vaults! Always great to see new contributors with cool ideas :)

MainiacJoe wrote:Another Gozag and Ru. I used a runed door because I was concerned that the welcoming committee might be too strong.

I think it would be better to reduce the number of monsters slightly in the central chamber than to have a runed door here; a runed door should be reserved for something more important than a big bunch of monsters sitting around.
MainiacJoe wrote:Oka and Chei. The altars are visible from the neck of the hourglass. Even though it is a downstairs closet I think the "transparent" tag is correct so the builder can join the empty floor around it to the rest of the level?

Yep, "transparent" just means that the level builder looks at the inside of the vault to do connectivity. It should properly realise that the part inside is cut off, but that the outside doesn't block anything.
MainiacJoe wrote:Sif and Veh. I was tempted to nerf the bookstore to only carry a few low-level books but decided against it, so it can be useful to magicians all game.

I'm dubious about this... at the very least, there shouldn't be shops above D:4. It could have lower weight so it's not much more common than a random shop, or you can add `count:X` to the shop definition to only have a X items (like the Zin shop vault does).

Tartarus Sorceror

Posts: 1737

Joined: Thursday, 31st May 2012, 15:45

Post Tuesday, 13th October 2015, 18:06

Re: Overflow Vaults I: Ready

wheals wrote:
MainiacJoe wrote:Sif and Veh. I was tempted to nerf the bookstore to only carry a few low-level books but decided against it, so it can be useful to magicians all game.
I'm dubious about this... at the very least, there shouldn't be shops above D:4. It could have lower weight so it's not much more common than a random shop, or you can add `count:X` to the shop definition to only have a X items (like the Zin shop vault does).
Thanks for the note about no shops above D:4, that was the sort of convention I was expecting was out there that I am ignorant of. How about instead of a shop, just a couple books?
  Code:
KFEAT: S = book shop

becomes

KITEM: S = any fixed theme book slevels:5, any fixed level book slevels:5
The theme book is likely to get at least one conjuration and/or elemental spell to make it Vehumet-appropriate. Having two low slevel books instead of one higher slevel book makes it more likely that the books together will contain several low-level spells instead of a small number of mid-level spells.
Won (28): Ce, DD, Dg, Ds, Dr, Gr, Gh, Ha, HE, HO, Ko, Mf, Mi, oldOg, Sp, Tr, Vp, VS; Fi, Gl, Mo, Hu, As, Be, AK, En, Cj, FE, IE, EE, Ar; Beo, Dith, Fed, Goz, Hepl, Kiku, Lug, Makh, Nem, Oka, Pak, Trog, Veh, Zin

Tartarus Sorceror

Posts: 1737

Joined: Thursday, 31st May 2012, 15:45

Post Tuesday, 13th October 2015, 18:11

Re: Overflow Vaults I: Ready

wheals wrote:
MainiacJoe wrote:Another Gozag and Ru. I used a runed door because I was concerned that the welcoming committee might be too strong.

I think it would be better to reduce the number of monsters slightly in the central chamber than to have a runed door here; a runed door should be reserved for something more important than a big bunch of monsters sitting around.

New version. I changed the door to plain, and changed the welcome committee to 5 of 8.
  Code:
# Another Ru/Gozag rivals altar
# This one has a welcoming committee
NAME:  mainiacjoe_ru_gozag_curved_hallways
DEPTH: D:2-9
TAGS:  temple_overflow_2 temple_overflow_ru
TAGS:  temple_overflow_gozag
TAGS:  transparent decor
TAGS:  uniq_altar_gozag uniq_altar_ru
TAGS:  uniq_rivals_overflow
NSUBST: ? = 5:0 / *:.
KFEAT: A = altar_ru
KFEAT: B = altar_gozag
SUBST: $ = .:40 $
FTILE: .ABGT$ = floor_sandstone
: interest_check(_G)
MAP
        cccccc
     cccc$$..cc
    cc$$$$$G..ccc
   cc$$$$$$..0..cc
  cc$$$ccccc.....cc
 cc$$ccc...ccc....cc
 c$$cc...?...cc....cc
 c$cc.........cc.G..c
cc$c..?..G..?..c....c
cBcc...........cc...c
cnc.................c
+.+.?.G..T..G.?...G.c
cnc.................c
cAcc...........cc...c
cc.c..?..G..?..c....c
 c.cc.........cc.G..c
 c..cc...?...cc....cc
 cc..ccc...ccc....cc
  cc...ccccc.....cc
   cc........0..cc
    cc.....G..ccc
     cccc....cc
        cccccc
ENDMAP
NB that I've not tested this one or the Sif/Veh change above, but I think these changes are simple enough that I got the syntax right.
Won (28): Ce, DD, Dg, Ds, Dr, Gr, Gh, Ha, HE, HO, Ko, Mf, Mi, oldOg, Sp, Tr, Vp, VS; Fi, Gl, Mo, Hu, As, Be, AK, En, Cj, FE, IE, EE, Ar; Beo, Dith, Fed, Goz, Hepl, Kiku, Lug, Makh, Nem, Oka, Pak, Trog, Veh, Zin

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