Spider Vault WIP - Feedback


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

Dungeon Master

Posts: 1531

Joined: Saturday, 5th March 2011, 06:29

Post Tuesday, 28th June 2011, 21:33

Spider Vault WIP - Feedback

Galehar asked for Spiders Nest portal vaults and I started making one. I feel it's far from usable right now but could be quite interesting with some tweaking.

I wanted to create a map that was like a giant spider web. So there's a main spiral path that you can follow to the center, and lateral narrow "spoke" tunnels filled with deep water; so spiders can potentially cling thru those tunnels, but you can't unless you have lev, cling or some other water ability.

Right now I feel the randomisation kind of makes things too messy, and it's not really helped by the slanted corridors. It just ends up a bit annoying and awkward to navigate. Although it looks nice on the minimap.

I haven't spent too long on monster placement, since if I change the layout significantly I'd need to redo them all anyway. There are a couple of little bubble rooms off the main corridor and I'll add more of these, having some rooms open up based on triggers.

What I want to create are a few points on the junctions where spiders can swarm out of the spokes and have a chance of surrounding you; you can't back up against many walls or into hollows since there's mostly deep water on both sides of the tunnel. But the randomness will hopefully create the odd tactical position you can use.

I think the hard bit to balance is that I want a few monsters to wake up when you hit a junction, especially if you're using noisy weapons; but not have the danger of everything from the whole level rushing in at those points.

So if anyone has any tips or ideas on any of this, I'd love some pointers. What I'm thinking about first of all is just making most of the corridors straight lines, and having more patches of non-water in the middle regions of corridors so you're not wading the entire way, and offering some more tactical retreat space. Also it's probably too big, and changing to straight corridors would let me make it a bit smaller.

Something else I thought it'd be nice to use in general in Spiders Nest would be a "spider web" tile - basically a blocking tile that only spiders can walk through and you have to clear out of your way at times. You could have some nice traps where you get penned in by webbing and spiders are released.

  Code:

####################################################################
# Spider Web layout by Mumra
# A main spiral path to follow with randomised walls and pools / deep water.
# Narrow deep water channels (Z) run laterally into the center; hopefully spiders can pathfind these and keep jumping out at the player.
# The player could use them to head straight for the center with levitate or cling, but it could be dangerous getting blocked in.
#
#--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
NAME:    mumra_spider_spiderweb
TAGS:    spiders_nest no_item_gen no_monster_gen no_pool_fixup no_rotate
ORIENT:  encompass
: spiders_nest_colours(_G)
: spiders_nest_random_monster_set(_G)
epilogue{{
spiders_nest_milestone(_G)
}}
SUBST: . = W w:15 x:4
SUBST: 7 = 7 B:5
SUBST: B = .:6 W
SUBST: D = .
SUBST: Z = W w:35 .:2
NSUBST: s = 2:. / *:*
KMONS: 1 = tarantella
KMONS: 2 = redback
KMONS: 3 = jumping spider
KMONS: 4 = jumping spider / wolf spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
KMONS: 7 = trapdoor spider
KITEM:  t = piece of ambrosia
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxx.........6.....................6xxxxxxxxx..xx
xxxxxxxxDDDDBBBBBBBBBBBBBBBBB........BBBBBBBBB..xxxxxx.5*.x
xxxxxxxDDxDZxxxxxxxxxx.......BBBBBBBB6........BB.xxxxx.B4.x
xxxxxxDDxxZxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxZ..B.xxx.Z5B.x
xxxxxxDxxxxZxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxZZxx.B.xZxZx.xxx
xxxxxDDxxxxZxxxxxxxxxxxxxxxxxxx3xxxxxxxxxxZxxxxx.BZxZxxxxxx
xxxxxDxxxxxxZBB....BBBBBB7B........BBB....Zxxxxx.B.xxxxxxxx
xxxxDxxxx..BBxBBBBB3.......BBBBBBBB...BBB..xxxxxx.B.xxxxxxx
xxxDxxxx..B..B...xxxxxxxxxxxxxxxxxxx...Z.BB.xxxxx.7.xxxxxxx
xxDxxxxx.B.xxxZxxxxxxxxxxxxxxxxxxxxxxxZxxx.B.xxxxx.B.xxxxxx
xxDxxxx.B.xxxxxZxxxxxxxxxxxxxxxxxxxxxZxxxx.B.xxxxx.B.xxxxxx
xAxxxxx.B.xxxxxxZZZxxxxxx..BB.xxxxxxxZxxxxx2B.xxxxx5B.xxxxx
x<xxxx.B.xxxxxxxxxxZx..BBBB..BB7B.x.xxZxxxxx.B.xxxx.B.xxxxx
xxxxxx.B.xxxxxxxxxZ.BBB...xxxxxx.BBBBZxxxxxx.B.xxxxx.B.xxxx
xxxxx.B.xxxxxxxxxx.B.Zxxxxxxxxxxxxx.ZB.xxxxxx.B.xxxx6B.xxxx
xxxxx.B.xxxxxxxxx.B.xxZZx.BBBBB.xxxxZxB.xxxxxx.B5xxxx.B5xxx
xxxx3B.xxxxxxxxx.B2xxxx.BBxx..xB.xxZxxxB.xxxxxx.B.xxx.B.xxx
xxxx.B.xxxxxxxx.B.xxxx.BxxZxxxxxBxZxxxxxB.xxxZZ.B.Zxxx.B.xx
xxxx.Bxxxxxxxx.B.xxxx.BxxxxZxxs327BBxxxxxBZZZx5x.BxZxZZB.xx
xxx.B.xxxxxxx.B.xxxx.Bxx2xZwwwZZZwwwBZZZZ.Bxxxxx.BxxZxx.B.x
xxxB.xxxxxxx.B.xxxx.BxxxxtBwxwwwwwxwBZxxxx.Bxxx.B.xxxxx.B.x
xx.B.xxxxxx.B.xxxx.B.xxxxxBwwwwx1wwwBZ3xxx.Bxxx.B.xxxxx.B.x
xx.Bxxxxxx.B.xxxxxx.BBxxZZZsBBwwwxwBwwwwxxB.xxxB.xxxxxx.B.x
xxB.xZZxx.B.xxxxxxZZZZBBxxx4xtBswwwBwx1wxxB.xx.B3xxxxx5B.xx
x.BZZxxZx.B..xxxZZxxxxx.BB.xxx5xBBBZwwwwxB.xxx.Bxxxxxx.B.xx
xB.xxxxxZZ.BB..ZxxxxxxxxxxBBxxxxxxxZZxxxxB.xx.B.xxxxx.B.xxx
x.B.xxxxxx...BBB...xxxxxxxx.BB.xxxxxZxxxB.xxxB.xxxxxx.B.xxx
xx.Bxxxxxxxxx...BBB...xxxxxxxxBBxxxxxZxxB.xx.B.xxxxx.B.xxxx
x3x.Bxxxxxxxxxxx...BBB...xxxxxx.BB.xxZxB.xxxB..xxxxx.B.xxxx
xxxx.B.xxxxxxxxxxxx...BBB...xxxxx.B7BBB.xxx4B.xxxxx.B.xxxxx
xxxxxxB7Bxxxxxxxxxxxxx...BBB...xxxxxx..Zxxx.B4xxxxx.B.xxxxx
xxxxxxxx.BB.xxxxxxxxxxxxx...BBBB.xxxxxxZxx.B.xxxxx.B.xxxxxx
xxxxxxxxxx.B7B.xxxxxxxxxxxxx3...BB.xxxxxZx.B.xxxxx.B4xxxxxx
xxxxxxxxxxxx..BB.4xxxxxxxxxxxxx...BB.xxxZx.B.xxxx.B.xxxxxxx
xxxxxxxxxxxxxxx.BB...xxxxxxxxxxxxx..BB.xZ.B.xxxxx.B.xxxxxxx
xxxxxx..xxxxxxxxZZBBB...xxxxxxxxxxxxx.BBBB..xxx4.B.xxxxxxxx
xxxxx..5.xxxxxxxZxx..BBB...xxxxxxxxxxxxx...xxxxx.B.xxxxxxxx
xxxx..BB.xxxxxxZxxxxx...BBB...xxxxxxxxxxxxZxxxx.B.xxxxxxxxx
xxx..5BB3..xxxxZxxxxxxxx5..BBB...xxxxxxxxxxZxxx.7.xxxxxxxxx
xxx.BBBB*B...xxxZxxxxxxxxxx...BBB...xxxxxxxZxx.B.xxxxxxxxxx
xxx.B2B3BBBB7ZxxZxxxxxxxxxxxxx...BBB...xxxxxZx.B.xxxxxxxxxx
xx...BB*B4BB.xZZxxxxxxxxxxxxxxxxx...BBB...xxxZB.xxxxxxxxxxx
xx....BBBB..xxxxxxxxxxxxxxxxxxxxxxxx...BBB....B.xxxxxxxxxxx
xxxxx..4BB.xxxxxxxxxxxxxxxxxxxxxxxxxxxx...BBBB.xxxxxxxxxxxx
xxxxxxx..B.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxxxxxxx
xxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP


For this message the author mumra has received thanks:
galehar
User avatar

Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Tuesday, 28th June 2011, 22:56

Re: Spider Vault WIP - Feedback

Thanks! There's still work to do, but it's promising. The layout is really perfect for showcasing clinging. Just on the very day when I fixed a nasty bug which made spiders drown themselves :)
It seems like it might be a bit repetitive and claustrophobic. Probably either add some variety, or reduce the size. I'm not sure if that can be done while preserving the web shape which is pretty cool.
Anyway, good work and keep it up!
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Dungeon Master

Posts: 1531

Joined: Saturday, 5th March 2011, 06:29

Post Wednesday, 29th June 2011, 02:16

Re: Spider Vault WIP - Feedback

So; I tried the layout with straight corridors, slightly smaller, with one less spiral loop. The straight corridors weren't very interesting, so I tried mixing things up a bit with subvaults. I ended up with this fairly ridiculous thing with most segments getting completely randomised.

I haven't made enough of the subvaults to keep things varied enough, but it's actually quite fun how it stands. Although I can't help wondering if it's just a bit overblown, and maybe I should just go back to the original and simplify / clean that up a bit.

Anyway, here is the entire thing as it currently stands:

Edit: The forum messed up some of the formatting, it doesn't like spaces at the start of lines. I've attached a zip file with correct version.

  Code:

####################################################################
# Spider Web layout by Mumra
# A main spiral path to follow with randomised walls and pools / deep water.
# Narrow deep water channels (Z) run laterally into the center; hopefully spiders can pathfind these and keep jumping out at the player.
# The player could use them to head straight for the center with levitate or cling, but it could be dangerous getting blocked in.
#
#--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
NAME:    mumra_spider_spiderweb
TAGS:    spiders_nest no_item_gen no_monster_gen no_pool_fixup no_rotate
ORIENT:  encompass
: spiders_nest_colours(_G)
: spiders_nest_random_monster_set(_G)
epilogue{{
spiders_nest_milestone(_G)
}}
SUBVAULT: B : spiders_nest_web_room_final
SUBVAULT: C : spiders_nest_web_room_corner
SUBVAULT: G : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:1
SUBVAULT: H : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:1
SUBVAULT: I : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:3
SUBVAULT: J : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:2
SUBVAULT: K : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:5
SUBVAULT: L : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:2
SUBVAULT: M : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:1
SUBVAULT: N : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:20
SUBVAULT: O : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:15
SUBVAULT: P : spiders_nest_web_corridor / spiders_nest_web_corridor_tough:10
SUBVAULT: Q : spiders_nest_web_corridor_tough
SUBVAULT: 0 : spiders_nest_web_bulb_blank:20 / spiders_nest_web_bulb / spiders_nest_web_bulb_tough:1
SUBVAULT: 9 : spiders_nest_web_bulb_blank:20 / spiders_nest_web_bulb / spiders_nest_web_bulb_tough:2
SUBVAULT: 7 : spiders_nest_web_bulb_blank:40 / spiders_nest_web_bulb / spiders_nest_web_bulb_tough:2
SUBVAULT: 2 : spiders_nest_web_bulb_blank:10 / spiders_nest_web_bulb / spiders_nest_web_bulb_tough / spiders_nest_web_bulb_prize:5
SUBVAULT: 1 : spiders_nest_web_bulb_blank:5 / spiders_nest_web_bulb / spiders_nest_web_bulb_tough:5 / spiders_nest_web_bulb_prize:20
SUBVAULT: 8 : spiders_nest_web_corner / spiders_nest_web_corner_tough:2
SUBVAULT: 6 : spiders_nest_web_corner / spiders_nest_web_corner_tough:2
SUBVAULT: 5 : spiders_nest_web_corner / spiders_nest_web_corner_tough:2
SUBVAULT: 4 : spiders_nest_web_corner / spiders_nest_web_corner_tough:2
SUBVAULT: 3 : spiders_nest_web_corner / spiders_nest_web_corner_tough:2
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x

#--|---|---|---|---|---|---|---|---|---|---|---|
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxWxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWwwxx
xWwWxxxWWWWXWGGGGGGGGGGGGWXWHHHHHHHHHHHHWWWwWwwx
xW<A.......WGGGGGGGGGGGGGGWHHHHHHHHHHHHHH....xwx
xWwWxxxxxxW.WGGGGGGGGGGGGW.WHHHHHHHHHHHHWWWww.Wx
xxWxxxxxxxx0xxxxxxxxxxxxxx9xxxxxxxxxxxxxxxxxw.Wx
xxxxxxxxx00000xxxxxxxxxx99999xxxx8888888888wW.Wx
xxxxxxxx0000000xxxxxxxx9999999xxx8888888888xW.Wx
xxxxxxxxx00000xxxxxxxxxx99999xxxx8888888888xW.Wx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx888888xW.Wx
xWWWWWWLLLLLLLLLLLLWxWNNNNNNNNNNNNWWWW88888xW.Wx
xW....LLLLLLLLLLLLLLWNNNNNNNNNNNNNN..OW8888xW.Wx
xW.WWWWLLLLLLLLLLLLW.WNNNNNNNNNNNNWWOOOx888xW.Wx
xW.Wwxxxxxxxxxxxxxxx2xxxxxxxxxxxxxxwOOOx888xW.Wx
xWMWx5555555555xxx22222xx3333333333xOOOx888xWWWx
xMMMx5555555555xx2222222x3333333333xOOOx888xWIWx
xMMMx5555555555xxx22222xx3333333333xOOOxxxxxIIIx
xMMMx555555xxxxxxxxxxxxxxxxxx333333xOOOxxxxxIIIx
xMMMx55555WWRRRRRRRRRRRRWWxxxx33333xOOOxxxxxIIIx
xMMMx5555W.RRRRRRRRRRRRRRWxxxwx3333xOOOxxxxxIIIx
xMMMx555xW.WRRRRRRRRRRRR.Wxxwxxx333xOOOxxxxxIIIx
xMMMx555xW.WxxwwxxxxxxxW.Wxxwxxx333xOOOxxxxxIIIx
xMMMx555xW.WxxxxwBBBBBBB.BBwxxxx333xOOOxxxxxIIIx
xMMMx555xW.WxxxxBBBBBBBBBBBBxxxx333xOOOxxxxxIIIx
xMMMxxxxxW.WxxxxBBBBBBBBBBBBxxxxxxxxWOWxxxxxIIIx
xMMMxxxxxW.WxxxxBBBBBBBBBBBBxxxxxxxxWPWxxxxxIIIx
xMMMxxxxxW.WxxwwBBBBBBBBBBBBxxxx444xPPPxx7xxIIIx
xWMWxxxxxW.WwwxxwBBBBBBBBBBBxxxx444xPPPx777xIIIx
xW.WxxxwwW.WxxxxBBBBBBBBBBBBxxxx444xPPPx777xWIWx
xW.WwwwxxxW.WxxxBBBwBBBBBBBwxxxx444xPPPx7777.WXx
xCW.WxxxxxW.Wxxxxxxwxxxxxxxxwwx4444xPPPx777xWJWx
xCCW.WxxxxxW.Wxxxxxwxxxxxxxxxx44444xPPPx777xJJJx
xCCCW.WxxxxxW.Wxxxxwxxxxxxxxx444444xPPPxx7xxJJJx
xCCCCW.WxxxxxW.Wxxxwxxxxx4444444444xPPPxxxxxJJJx
xCCCCCW.WxxxxxW.Wxxwxxxxx4444444444xPPPx666xJJJx
xCCCCCCW.WxxxxxW.Wxwxxxxx4444444444xPPPx666xJJJx
xCCCCCCCW.WxxxxxW.WwxxxxxxxxxxxxxxxwPPPx666xJJJx
xCCCCCCCCW.WxxxxxW.wWWQQQQQQQQQQQQWWPPPx666xJJJx
xCCCCCCCCCW.WxxxxxW..QQQQQQQQQQQQQQ..PW6666xJJJx
xCCCCCCCCCCW.WxxxxxwWWQQQQQQQQQQQQWWWW66666xJJJx
xCCCCCCCCCCCW.Wxxxxwxxxxxxxxxxxxxxxxx666666xJJJx
xCCCCCCCCCCCCW.Wxxxwxx11111xxxxxx6666666666xJJJx
xCCCCCCCCCCCCCW.Wxxwx1111111xxxxx6666666666xJJJx
xCCCCCCCCCCCCCCW.Wxwxx11111xxxxxx6666666666xWJWx
xCCCCCCCCCCCCCCCW.Wwxxxx1xxxxxxxxxxxxxxxxxxwW.Wx
xCCCCCCCCCCCCCCCCW.wWWWW.WKKKKKKKKKKKKWWWWWWw.Wx
xCCCCCCCCCCCCCCCCCW.....WKKKKKKKKKKKKKK.......Wx
xCCCCCCCCCCCCCCCCCCWWWWWXWKKKKKKKKKKKKWWWWWWWWWx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

#############################################################
# Test map / plain template for a corridor segment
NAME:    mumra_spider_spiderweb_corridor_template
TAGS:    spiders_nest_web_corridor_template
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWWWWWWWWWW
..............
 WWWWWWWWWWWW
ENDMAP

#############################################################
# Wiggly path
NAME:    mumra_spider_spiderweb_corridor_2
TAGS:    spiders_nest_web_corridor allow_dup
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 ..WXxW..WxXW
.WW.WW.WW.WW..
 xXW..WxXW..W
ENDMAP

#############################################################
# Wiggly path 2
NAME:    mumra_spider_spiderweb_corridor_3
TAGS:    spiders_nest_web_corridor allow_dup
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 ...WWWxWWW.W
.WWW..W.W..W..
 xxxWW.W.WWxW
ENDMAP

#############################################################
# Wiggly path 3
NAME:    mumra_spider_spiderweb_corridor_4
TAGS:    spiders_nest_web_corridor allow_dup
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 W...WXxXW...
..WWW.WWW.WWW.
 WXxXW...WXxX
ENDMAP

#############################################################
# Wiggly path 4
NAME:    mumra_spider_spiderweb_corridor_5
TAGS:    spiders_nest_web_corridor allow_dup
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWxXxXxWW.W
...WWWWWWW.W..
 WW.......WWW
ENDMAP

#############################################################
# Easy path w/Trap Door
NAME:    mumra_spider_spiderweb_corridor_6
TAGS:    spiders_nest_web_corridor allow_dup
NSUBST:  T = 1:7 / *:.
KMONS: 7 = trapdoor spider
KMONS: 2 = redback
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWWWWWWWWWW
..TTTTTTTTTT..
 WWWWWWWWWWWW
ENDMAP

#############################################################
# Tough
NAME:    mumra_spider_spiderweb_corridor_tough_1
TAGS:    spiders_nest_web_corridor_tough allow_dup
KMONS: 7 = trapdoor spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWWWWWWW2WW
...........7..
 WWWWWWWW2WWW
ENDMAP

#############################################################
# Tough path with alarm
NAME:    mumra_spider_spiderweb_corridor_tough_2
TAGS:    spiders_nest_web_corridor_tough allow_dup
NSUBST:  T = 1:T / *:.
KFEAT:    T = alarm trap
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWWWWWWWWWW
..TTTTTTTTTT..
 WWWWWWWWWWWW
ENDMAP

#############################################################
# Monster + prize bulbs
NAME:   mumra_spider_spiderweb_bulb_template
TAGS:    spiders_nest_web_bulb_template
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
   .
 .....
.......
 .....
ENDMAP
#############################################################
# Monster + prize bulbs
NAME:   mumra_spider_spiderweb_bulb_blank
TAGS:    spiders_nest_web_bulb spiders_nest_web_bulb_tough spiders_nest_web_bulb_blank allow_dup
MAP
   x
 xxxxx
xxxxxxx
 xxxxx
ENDMAP
#############################################################
# Trapdoor spider + standard prize
NAME:   mumra_spider_spiderweb_bulb_1
TAGS:    spiders_nest_web_bulb allow_dup
KMONS: 7 = trapdoor spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
   w
 xxwxx
xx7xxxx
 x*xxx
ENDMAP
#############################################################
# Trapdoor spider + standard prize
NAME:   mumra_spider_spiderweb_bulb_2
TAGS:    spiders_nest_web_bulb_tough allow_dup
KMONS: 3 = jumping spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
   w
 xxwxx
xx333xx
 x$$$x
ENDMAP

############################################################
# Spider web corners
NAME:    mumra_spider_spiderweb_corner_template
TAGS:    spiders_nest_web_corner_template
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
.........w
........w.
.......w..
    ..w...
     w....
      ....
       ...
       ...
       ...
       ...
ENDMAP

############################################################
# Spider web blank corner
NAME:    mumra_spider_spiderweb_corner_blank
TAGS:    spiders_nest_web_corner spiders_nest_web_corner_blank spiders_nest_web_corner_tough allow_dup
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
xxxxxxxxxw
xxxxxxxxwx
xxxxxxxwxx
    xxwxxx
     wxxxx
      xxxx
       xxx
       xxx
       xxx
       xxx
ENDMAP

############################################################
# Spider web - easyish corner monsters
NAME:    mumra_spider_spiderweb_corner_1
TAGS:    spiders_nest_web_corner allow_dup
KMONS: 1 = tarantella
KMONS: 2 = redback
KMONS: 3 = jumping spider
KMONS: 4 = jumping spider / wolf spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
xx*x5x6wWw
xxx3x6xxwW
xxxxxxxxwx
    xxxwx6
     wwx6x
      xxx5
       x3x
       xx*
       xxx
       xxx
ENDMAP

############################################################
# Spider web - easyish corner monsters
NAME:    mumra_spider_spiderweb_corner_2
TAGS:    spiders_nest_web_corner allow_dup
KMONS: 1 = tarantella
KMONS: 2 = redback
KMONS: 3 = jumping spider
KMONS: 4 = jumping spider / wolf spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
xx*x5x3xxw
xxx2x3wwwx
xxxxxwxwxx
    xwxxw3
     wxx3x
      xxx*
       x2x
       xx*
       xxx
       xxx
ENDMAP

############################################################
# Spider web - easyish corner monsters
NAME:    mumra_spider_spiderweb_corner_3
TAGS:    spiders_nest_web_corner allow_dup
KMONS: 1 = tarantella
KMONS: 2 = redback
KMONS: 3 = jumping spider
KMONS: 4 = jumping spider / wolf spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
xxxxx$555w
xxxxx$55w5
xxxxxxxw55
    xxxw55
     xxw$$
      wxxx
       xxx
       xxx
       xxx
       xxx
ENDMAP

############################################################
# Spider end vaults
NAME:    mumra_spider_spiderweb_room_final_template
TAGS:    spiders_nest_web_room_final_template allow_dup
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWWWWW WW
WW........WW
W..........W
W..........W
W..........W
 W.........W
W.........WW
WWW WWWWWWW
ENDMAP

############################################################
# Spider end vaults
NAME:    mumra_spider_spiderweb_room_final_1
TAGS:    spiders_nest_web_room_final allow_dup
NSUBST: s = 2:. / *:*
KMONS: 1 = tarantella
KMONS: 2 = redback
KMONS: 3 = jumping spider
KMONS: 4 = jumping spider / wolf spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
KMONS: 7 = trapdoor spider
KITEM:  t = piece of ambrosia
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
 WWWWWWW WW
WWww.x..wwWW
Ww.....x.wwW
W..x1t*...wW
w...*1t...wW
 Ww...x..wWW
WWwwx..wwwWW
WWW WWWWWWW
ENDMAP

############################################################
# Spider end vaults
# TODO: Some sort of trigger release instead of the alarm trap (they might already have woken up!
NAME:    mumra_spider_spiderweb_room_final_2
TAGS:    spiders_nest_web_room_final allow_dup
NSUBST: s = 2:. / *:*
KMONS: 1 = emperor scorpion
KMONS: 2 = redback
KMONS: 3 = tarantella
KITEM: 3 = piece of ambrosia
KITEM: 1 = any good ring
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
SUBST: T = T .
KFEAT: T = alarm trap
MAP
 xxxxxxx xx
xxxxxx..xxxx
x1wwxx.xxw2x
xxxx.xT..xxx
xx2w.TTxxx3x
 xx2w.x.xxwx
xxxxxxxxwwxx
xxx xxxxxxx
ENDMAP

############################################################
# Spider corner vaults
NAME:    mumra_spider_spiderweb_room_corner_template
TAGS:    spiders_nest_web_room_corner_template
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
x
xx
.xx
..xx
...xx
....xx
.....xx
......xx
.......xx
........xx
.........xx
..........xx
...........xx
............xx
.............xx
..............xx
...............xx
................xx
ENDMAP

############################################################
# Spider corner vaults
NAME:    mumra_spider_spiderweb_room_corner_1
TAGS:    spiders_nest_web_room_corner allow_dup
KMONS: 1 = tarantella
KMONS: 2 = redback
KMONS: 3 = jumping spider
KMONS: 4 = jumping spider / wolf spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
KMONS: 7 = trapdoor spider
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
MAP
x
xx
xxx
xxxx
xxxxx
xxxxxx
xxxxxxx
xxxxWWxx
xxxWW5Wxx
xxWW..Wxxx
xWW5..3WWxx
xW..x.*.WWxx
xW.2.3.x..Wxx
WW.x.*.4.w7xxx
WWW...x.WWwwxxw
xxxWW4.WWxxwwxww
xxxxxWWWWxxxwwwwx
xxxxxxWWxxxxxwwxxx
ENDMAP

Attachments
spiderweb.zip
(2.32 KiB) Downloaded 9 times

Dungeon Master

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Joined: Saturday, 5th March 2011, 06:29

Post Wednesday, 29th June 2011, 14:00

Re: Spider Vault WIP - Feedback

Slight update; fixed a couple of issues and added some additional subvaults.

I started experimenting with LUA to add some spidery flavour in one or two places. It's quite nice, but I'm thinking Spider vaults in general could be more interesting with some themed environmental or just plain decorative cobwebs :) I added some ideas about this to the wiki page.

Still not sure if the whole subvault system is the way to go, it seems perhaps more suited for a huge branch end than just a portal. But a few ideas from it can perhaps be reused elsewhere or as floating spider vaults; and the overall layout is really good for getting a feel of the clinging mechanic in action.
Attachments
spiderweb.zip
Spiderweb vault v3
(3.3 KiB) Downloaded 2 times
User avatar

Dungeon Master

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Location: France

Post Wednesday, 29th June 2011, 14:38

Re: Spider Vault WIP - Feedback

I'll test it later. But keep in mind that ultimately, the goal is to have a spider branch. So if you have some ideas or maps for floating vaults or branch end vaults, you can submit them too. Thanks!
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Dungeon Master

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Joined: Saturday, 5th March 2011, 06:29

Post Wednesday, 29th June 2011, 15:11

Re: Spider Vault WIP - Feedback

galehar wrote:I'll test it later. But keep in mind that ultimately, the goal is to have a spider branch. So if you have some ideas or maps for floating vaults or branch end vaults, you can submit them too. Thanks!


That's what I was thinking really. Because the subvaults stated getting so intricate, I've been putting lots of smaller ideas into some of the rooms and corridors that can randomly show up. So some of those could actually be developed into nice floating vaults for the rest of spider (an example, there's a small room you can get littered with silk-wrapped corpses).

On the other hand, this map itself could have the right sort of size and challenge to become a full branch end. It's got a central chamber (which could be made bigger) which could accommodate a rune and some end-of-branch nasties; and all the corridors and encounters along the way are randomised from various pools, tweaked so tougher ones are more likely to get selected the further you get to the middle, and relatively rare "prize" rooms. So it can be drastically different each time with some more variations.
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Snake Sneak

Posts: 128

Joined: Friday, 13th May 2011, 12:06

Post Wednesday, 29th June 2011, 15:31

Re: Spider Vault WIP - Feedback

What about a slow moving monster with lots of hit points, that has a very noisy (but very weak) attack that slows or freezes. Could actually be a whole series of separate monsters (shrieker spider, glue spiders, frozen spiders) fine to deal with separately, but once you start to go down....

That gives the feeling of getting stuck in a web, and knowing that the big spiders are coming, and trying to break free before they do.
A troll caster is a hybrid

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Wednesday, 29th June 2011, 15:36

Re: Spider Vault WIP - Feedback

No time to test, just a general comment: in my experience, many portal vault levels are too big. (You can see this nicely with Sewers: they started out likeably small and became bigger and bigger.) So in your case, I'd suggest to keep the idea of water tunnels, but reduce the size.
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Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Wednesday, 29th June 2011, 15:52

Re: Spider Vault WIP - Feedback

Also, the branch stuff can be evaluated later. If you want your portal vault to make it into 0.9, focus on it. The code freeze date has been set to july the 13th, and we need some time to test it and polish it.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Dungeon Master

Posts: 1531

Joined: Saturday, 5th March 2011, 06:29

Post Wednesday, 29th June 2011, 17:51

Re: Spider Vault WIP - Feedback

This is a cleaned-up, smaller and simpler version of the original. The structure is still recognisable but I made the corridors better defined by removing a loop. I'm reasonably happy with this now; although I placed the monsters quite quickly and there are probably way too many of them for not enough loot :) I had a couple of plays through and it achieved a nice effect of getting swarmed by progressively bigger waves of spiders, the closer you get to the central chamber. The size doesn't feel too big to me now, and it'd be very hard to reduce it much more without losing the overall layout, but that could still be done; making it fun to play is more important than how the map looks :)

The other concept with random corridors/subvaults I'm separating into a second and completely different map, which will have a random overall corridor layout.

So this is the improved spiderweb:
  Code:

# Flavour text functions ##########################################

{{
function callback.spiders_nest_cobweb_light(data, triggerable, triggerer, marker, ev)
    crawl.mpr("Something lightly touches your face!",1)
    crawl.more()
    crawl.mpr("Realising it was only a light strand of cobweb, you brush it aside and calm your nerves." , "talk_visual")
end
}}

{{
function callback.spiders_nest_web_lair(data, triggerable, triggerer, marker, ev)
    crawl.mpr("The chamber up ahead is thickly strewn with cobwebs. You hear a scritching noise." , "talk_visual")
end
}}

####################################################################
# Spider Web final by Mumra
# A main spiral path to follow with randomised walls and pools / deep water.
# Narrow deep water channels run laterally into the center; hopefully spiders can pathfind these and keep jumping out at the player.
# The player could use them to head straight for the center with levitate or cling, but it could be dangerous getting blocked in.
#
#--|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
NAME:    mumra_spider_spiderweb
TAGS:    spiders_nest no_pool_fixup no_rotate
ORIENT:  encompass
NSUBST: y = 1:y / *:.
{{
 local ym = TriggerableFunction:new{func="callback.spiders_nest_cobweb_light"}
 ym:add_triggerer(DgnTriggerer:new{type="player_move"})
 lua_marker('y', ym)
 local vm = TriggerableFunction:new{func="callback.spiders_nest_web_lair"}
 vm:add_triggerer(DgnTriggerer:new{type="player_move"})
 lua_marker('v', vm)
}}
SUBST: y = .
SUBST: v = .
# Monster randomise
SUBST: 7 = 7 .:5
# Water etc.
SUBST: w = z
SUBST: W = W w:15 x:4
SUBST: . = .:6 W
SUBST: z = W w:50 .:2
SUBST: X = w x
# Items + monsters
NSUBST: s = 2:. / *:*
KMONS: 1 = ghost moth
KMONS: 2 = tarantella
KMONS: 3 = redback
KMONS: 4 = jumping spider
KMONS: 5 = wolf spider
KMONS: 6 = spider
KMONS: 7 = trapdoor spider
KITEM:  t = piece of ambrosia
: spiders_nest_colours(_G)
: spiders_nest_random_monster_set(_G)
epilogue{{
spiders_nest_milestone(_G)
}}
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxw6xxxxxxxxxxxxxxxxxxxxxxxxxxxxx6wwxx
xxxxxxxxxxxwxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxwx6xx
xxxxxxxxxxxxw..WWWW......7.WWWWWWWW...WWWWwxxxx
xxxxxxxxxWWyyx......WWWWWWW........WWW...WWxxxx
xxxxxxxxWWyWW.WWWxxxxxxxxxxxxxxxxxxxWWWwW..Wxxx
xxxxxxxxWAWxxxwxxxx6*xxxxxxxxxxxxxxxxxwxxxW.Wxx
xxxxxxxW<Wxxxxxwxx56xxxxxxxWWxxxxxx**wxxxxW.Wxx
xxxxxxxW.Wxxxx*xwwwxxxxxxWW..WWWxxxxxw66xxxW.Wxx
xxxxxxxwWxxxxxxxxxxwxWW....WW..7.WWWxxwxxxxxW.Wx
xxxxxxwwwxxxxxxxxxwW...WWWxxxxWWW....wxxxxxxW.Wxxxxx
xxxxxxwwxxxxxxxxxxW.WwxxxxxxxxxxxxxWw.WxxxxxxW.Wxxxx
xxxxxxwxxxxxxxxxxW.WxxwwxxxxxxxxxxxxwW.WxxxxxxW.5xxx
xxxxxwxxxxxxxxxxW.2xxxxxwwxxxxxxxxxwxxW.Wxxx6xxW.Wxx
xxxxwxxxxxxxxxxW.WxxxxxxxxwwxxxxxxwxxxxW.WxxxwwW.Wwxx
xxxwxxxxxxx4xxW.Wxxxxxxx3...w.34.wxxxxxxW.wwwx5xW.Wwx
xxxxxxxxxxxxwW.Wxxxxxx2..*|x*w..w5xxxxwwwW.WxxxxW.Wxx
xxxxxxxxxxxxW.Wxxxxx3..*.x*www.w..2wwwxxxW.WxxxW.Wxx
xxxxxxxxxxxW.Wxxxxx5.x...ww1twwxwww5xxxxxW.WxxxW.Wxx
xxxxxxxxxxW.Wxxxxxxx..wwwwwtwwww...2xxxxxW.Wxxx.Wxxx
xxxxxxxxxW.Wxxxxxxwwww.x..www.x.www..xxxxW.WxxW.3xxx
xxxxxxxxxW.WWxxxwwxxxx....x........wxxxxW.WxxxW.xxxx
xxx*xx66wwW.<WWwxxxxxxxxx......xxxxxwxxxW.WxxW.Wxxxx
xxx43wwwxxWWW...WWWxxxxxxxxxxW.WWWWxwxxW.Wxxx.Wxxxxx
xx2ww66xxxxxxWWW...WWWxxxxxxxxW..v.WWwWW.WxxW.Wxxxxx
xxwxxx*xxxxxxxxxWWW...WWWxxxxxxxxWW..<..Wxxx.WWxx
xwxxxxxxxxxxxxxxxxxWWW...WWWxxxxxxxWWWWWxxx4.Wxxx
xxxxxxxxxxxxxxxxxxxxxxWWW...WWWxxxxxxxxwxxxW.4xxx
xxxxxxxxxxxxxxxxxxxxxxwxxWWW....Wxxxx65w3xW.Wxxxx
xxxxxxxxxxxxxxxxxxxxx44xxxxxWWWW..Wxxxx4wxW.Wx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWWW..WxxxwxW.Wx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWW..WxwW.Wxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxW....WWxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxWWWxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxwxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP


For this message the author mumra has received thanks:
evktalo

Dungeon Master

Posts: 3618

Joined: Thursday, 23rd December 2010, 12:43

Post Friday, 1st July 2011, 00:16

Re: Spider Vault WIP - Feedback

In trunk, many thanks. Beautiful map!

In the future, make sure to upload final versions to Mantis. Much easier to find and sort contributions there. (Discussion over here in the Contributions thread is fine.)

Dungeon Master

Posts: 1531

Joined: Saturday, 5th March 2011, 06:29

Post Friday, 1st July 2011, 12:20

Re: Spider Vault WIP - Feedback

Great! I look forward to dying on it ...

Still wanted to make some small visual tweaks and randomise the monsters a bit; and there are a couple of errors with the trunk version. Just getting my head around Git, then I'll submit a patch to Mantis.

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