A Couple New Vaults


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

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Halls Hopper

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Post Wednesday, 27th March 2019, 16:19

A Couple New Vaults

  Code:
NAME: goblin_village
ORIENT: float

MONS: goblin, hobgoblin
DEPTH: 2-5
MAP
..............
.cccc..cccccc.
.c1.+..c.12%c.
.c%2c..+..1.c.
.cccc..cccccc.
..............
...ccc+c.cc+c.
...c.1.c.c1.c.
...c1%1c.c%2c.
...ccccc.cccc.
..............
.ccccccc+cccc.
.c%21.1...1%c.
.cccccccccccc.
..............
ENDMAP


  Code:
NAME: small_orc_temple
ORIENT: float

MONS: orc, orc_priest
KFEAT: 0 = altar_beogh
DEPTH: 3-7
MAP
.....I..I.....
.ccccc++ccccc.
.c%1.c..c.1%c.
.c1I1+..+.01c.
.c%1.c..c.2%c.
.ccccc++ccccc.
.....I..I.....
ENDMAP


I most likely did something wrong, but here they are anyway. Let me know if I need to change something to make them work.
Relatively new to Crawl, and willing to help development in any way I can.

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Zot Zealot

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Post Wednesday, 27th March 2019, 22:04

Re: A Couple New Vaults

There are a couple of changes I'd suggest:
* Depth needs a branch as well, for example DEPTH: D:2-5

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Zot Zealot

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Post Thursday, 28th March 2019, 06:02

Re: A Couple New Vaults

I turned these into a pull request for you: https://github.com/crawl/crawl/pull/1021

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Halls Hopper

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Post Thursday, 28th March 2019, 12:49

Re: A Couple New Vaults

chequers wrote:I turned these into a pull request for you: https://github.com/crawl/crawl/pull/1021


Thank you!
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Halls Hopper

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Post Thursday, 28th March 2019, 17:45

Re: A Couple New Vaults

I made a few more for Orc, and I'm currently working on some for lair. Here they are:

  Code:
NAME: orc_shrine_1
MONS: orc_priest, orc_warrior
KFEAT: 0 = altar_beogh
DEPTH: O:1-2
MAP
.......
.ccccc.
.c.1.c.
.cI0Ic.
.c2.2c.
.cc+cc.
.......
ENDMAP


NAME: orc_shrine_2
MONS: orc_priest, orc_wizard
KFEAT: 0 = altar_beogh
DEPTH: O:1-2
MAP
......
.cccc.
.cI0c.
.c21c.
.c++c.
......
ENDMAP


NAME: orc_barracks_1
ORIENT: float
MONS: orc_warrior, orc_knight
DEPTH: O:2
MAP
.........
.ccccccc.
.cI%*%Ic.
.c2...1c.
.c2...2c.
.c.....c.
.c2...2c.
.c1...2c.
.cI...Ic.
.ccc+ccc.
ENDMAP


NAME: orc_gathering_1
MONS: orc_wizard, orc_sorcerer
DEPTH: O:2
MAP
1..1..1
..2I2..
1..1..1
ENDMAP


NAME: orc_dwellings_1
ORIENT: float
MONS: orc, orc_wizard, orc_priest, orc_warrior
DEPTH: O:1-2
MAP
................
.cccc.cccc.cccc.
.c11c.c%4c.c1.c.
.c..c.c4.c.c.2c.
.cc+c.cc+c.cc+c.
................
................
.c+cc.c+cc.c+cc.
.c..c.c4.c.c.1c.
.c22c.c%1c.c3%c.
.cccc.cccc.cccc.
................
ENDMAP
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Halls Hopper

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Post Thursday, 28th March 2019, 18:51

Re: A Couple New Vaults

Here's the start of the ones for Lair.

  Code:
NAME: lair_entrance_bees
TAGS: lair_entry
MONS: killer_bee
MAP
.........
..xxxxx..
.xx1}1xx.
xx1.x.1xx
xx1.x.1xx
.xx1.1xx.
..xx.xx..
ENDMAP


NAME: lair_anthill_large
ORIENT: float
MONS: worker_ant, soldier_ant, queen_ant
ITEM: ration
DEPTH: L:4-6
MAP
................
..1...xxxxx..1...
.....xxd*dxx.....
..1.xx2d3d2xx....
...xx1xxd22dxx...
..xxxd.121dd.xx1.
.xx.12.xxx.21.xx.
.xx.11.xxx.21.xx.
..xxxx..1.xx.xx..
..1xx.12....xx...
....xx.111.xx....
..1..xx...xx...1.
................
ENDMAP



NAME: lair_anthill_small
ORIENT: float
MONS: worker_ant, soldier_ant, queen_ant
ITEM: ration
DEPTH: L:2-4
MAP
...1.......
.1xxxxxxx..
.xx%d3ddxx.
xx.2dxd2.xx
xx11xxx11xx
.xx1.x.1xx.
.xx..1..xx.
..xx...xx1.
...........
ENDMAP


NAME: lair_beehive_small
ORIENT: float
MONS: killer_bee, queen_bee
ITEM: ration
DEPTH: L:2-4
MAP
...1.......
.1xxxxxxx..
.xx%x3xdxx.
xx11dxd1.xx
xx.1x.x.1xx
.xx1.x.1xx.
.xxdx1xdxx.
..xxx.xxx1.
...1.......
ENDMAP
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Dungeon Master

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Post Friday, 29th March 2019, 03:10

Re: A Couple New Vaults

Thank you for the submission. chequers has been kind enough to transfer these to GitHub, but in the future it would be better for you to submit them either there or [on mantis](https://crawl.develz.org/mantis/view_all_bug_page.php) (your tavern login works for Mantis).

I don't have time to give a detailed review, but after a quick read there's something that all of them are missing: randomization!

Make use of the SHUFFLE:, SUBST:, and NSUBST: directives to make sure that your vaults have replay value and come up differently each time they spawn. Look at the new ghost vaults for some detailed examples of how this is used and how it is varied by depth using conditional lua.

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Halls Hopper

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Post Friday, 29th March 2019, 13:11

Re: A Couple New Vaults

ebering wrote:Thank you for the submission. chequers has been kind enough to transfer these to GitHub, but in the future it would be better for you to submit them either there or [on mantis](https://crawl.develz.org/mantis/view_all_bug_page.php) (your tavern login works for Mantis).

I don't have time to give a detailed review, but after a quick read there's something that all of them are missing: randomization!

Make use of the SHUFFLE:, SUBST:, and NSUBST: directives to make sure that your vaults have replay value and come up differently each time they spawn. Look at the new ghost vaults for some detailed examples of how this is used and how it is varied by depth using conditional lua.


Thanks for the advice. I'll change these all to be randomized.

As for GitHub and Mantis, I'm not quite sure how to use them. New to this whole thing, you see. I'm also currently using a Chromebook with restrictions on it, so I will probably find it hard to do stuff with them on the weekdays. (I'm able to use a regular desktop computer on the weekends, don't ask why.) Do I have to download the files for the game and edit them, or can I just submit the code that I wrote?
Relatively new to Crawl, and willing to help development in any way I can.
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Halls Hopper

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Post Friday, 29th March 2019, 16:12

Re: A Couple New Vaults

Here are the Orc vaults. with randomization now. I don't know if I did it right, or if it was the most efficient way to do things, but here they are.

  Code:
NAME: orc_shrine_1
MONS: orc_priest, orc_warrior, orc_wizard
KFEAT: 0 = altar_beogh
NSUBST: ? = 2= 1:5 2:15 3
FTILE: . = floor_dungeon
DEPTH: O:1-2
MAP
ccccc
c.1.c
cI0Ic
c2.2c
cc+cc
 ...
ENDMAP


NAME: orc_shrine_2
MONS: orc_priest, orc_wizard, orc_warrior
KFEAT: 0 = altar_beogh
NSUBST: ? = 1= 1:5 2:15 3
FTILE: . = floor_dungeon
DEPTH: O:1-2
MAP
cccc
cI0c
c21c
c++c
 ..
ENDMAP


NAME: orc_barracks_1
ORIENT: float
MONS: orc_warrior, orc_knight
NSUBST: ? = 4= 1 2:5
NSUBST: Z = 4= 1:5 2
NSUBST: A = 2= % *:5
NSUBST: B = 1= %:5 * |:2
FTILE: . = floor_dungeon
DEPTH: O:2
MAP
ccccccc
cIABAIc
cZ...Zc
cZ...Zc
c.....c
c?...?c
c?...?c
cI...Ic
ccc+ccc
  ... 
ENDMAP


NAME: orc_gathering_1
MONS: orc_wizard, orc_sorcerer
NSUBST: ? = 6= 1 2:2
NSUBST: Z = 2= 1:2 2
DEPTH: O:2
MAP
1..1..1
..2I2..
1..1..1
ENDMAP


NAME: orc_dwellings_1
ORIENT: float
MONS: orc, orc_wizard, orc_priest, orc_warrior
NSUBST: A = 6= %:15 *:5 none:5
NSUBST: Z = 4= 1 2:5 3:5 4:15
NSUBST: Y = 4= 1:5 2 3 4:5
NSUBST: X = 4= 1:5 2:5 3 4
NSUBST: ? = 12= Z Y X
DEPTH: O:1-2
MAP
................
.cccc.cccc.cccc.
.c??c.cA?c.c?Ac.
.cA.c.c?.c.c.?c.
.cc+c.cc+c.cc+c.
................
................
.c+cc.c+cc.c+cc.
.c?.c.c?.c.c.?c.
.cA?c.cA?c.c?Ac.
.cccc.cccc.cccc.
................
ENDMAP



And the ones for Lair.


  Code:
NAME: lair_entrance_bees
TAGS: lair_entry
MONS: killer_bee, hornet
FTILE: . = floor_hive
RTILE: x = wall_hive
NSUBST: ? = 8= 1:15 none:5 2:5
MAP
  xxxxx
 xx?}?xx
xx?.x.?xx
xx?.x.?xx
 xx?.?xx
  xx.xx
ENDMAP


NAME: lair_anthill_large
ORIENT: float
MONS: worker_ant, soldier_ant, queen_ant
ITEM: ration
FTILE: . = floor_dirt
COLOUR: x : brown
NSUBST: ? = 22= 1:25 2 none:2
NSUBST: A = 15= none:5 d
DEPTH: L:4-6
MAP
      xxxxx
     xxA*Axx
    xx2A3A2xx
   xx?xxA??Axx
  xxxAA???AA.xx
 xxA??.xxx.??Axx
 xx.??.xxxA??.xx
  xxxxA.?.xx.xx
   xx.??...Axx
    xx.???.xx
     xx...xx
ENDMAP



NAME: lair_anthill_small
ORIENT: float
MONS: worker_ant, soldier_ant, queen_ant
ITEM: ration
FTILE: . = floor_dirt
NSUBST: ? = 9=1:25 2 none:2
NSUBST: A = 6= none:5 d
COLOUR: x : brown
DEPTH: L:2-4
MAP
  xxxxxxx
 xx%A3AAxx
xxA?AxA?Axx
xx??xxx??xx
 xx?.x.?xx
 xx..?..xx
  xx...xx
ENDMAP


NAME: lair_beehive_small
ORIENT: float
MONS: killer_bee, hornet, queen_bee
ITEM: ration
FTILE: . = floor_hive
RTILE: x = wall_hive
NSUBST: ? = 8= 1:25 2 none:2
NSUBST: A = 6= none:5 d
DEPTH: L:2-4
MAP
  xxxxxxx 
 xx%x3xAxx
xx??AxA?.xx
xx.?xAx.?xx
 xx?.x.?xx
 xxAx?xAxx
  xxx.xxx
ENDMAP
Relatively new to Crawl, and willing to help development in any way I can.

Tomb Titivator

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Joined: Wednesday, 19th June 2013, 09:31

Post Thursday, 11th April 2019, 23:51

Re: A Couple New Vaults

I love the enthusiasm and contributions you are making Mrpersonman! Keep up the good work. I hope to play some of your ideas soon.

re: the bee's vault though, if thats an entrance vault for the lair then I think 8 killer bee's is quite strong. Most of my characters struggle to take on 3-4 killer bees at around lair 3-4... so 8 as soon as you enter is going to be tricky I think!

Aside from that, I don't really know enough to comment really. But keep up the good work!

Dungeon Master

Posts: 250

Joined: Thursday, 27th November 2014, 19:12

Post Friday, 12th April 2019, 03:31

Re: A Couple New Vaults

When it comes to working with git: you can fork the repo, create a branch, and edit the appropriate .des files in the web interface; however, it's important to test your vaults, both that they compile and load correctly and to get a feel for how they play.

For the names, the naming convention is yourname_vault_name where yourname is your contribution username; for example my vaults all start ebering_.

With your NSUBST lines, they're an improvement! Current vault coding convention is to prefer using specific numbers instead of weights, and achieve nothing by substituting floor, for example

  Code:
NSUBST: ? = 5:1 / 2:2 / *:.
NSUBST: ? = 5=11. / 2:2.1 / *:.


The second line achieves weights by repeating 1's, so that 5 ? get replaced with 1's with a 2/3 chance. This is preferred to using the w:n syntax because it make the ratios and rates easier to read at a glance. The longer and more complex the NSUBST line, the harder it is to read with weights.

You've randomized your monster sets, and the use of the = substitution will randomize their placement somewhat, but you can get even more by using the idiom I suggested above, and using an NSUBST on a single glyph that is the "inside" floor of your vault, as in this example (abridged from ebering_ghost_inner_flame), which mixes up the placement of loot and monsters inside a small room.

  Code:
NSUBST: ' = |* / |*$ / 2=998 / % / 3=%. / .
MAP
 ccccc
.n'''c
@='''c
.n'''c
 ccccc
ENDMAP


Specifically regarding the hive and anthills; we already have several of those vaults, so (when I have more time I'll do this, but you can do it now) it will need to be checked that yours are sufficiently different.

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Halls Hopper

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Post Monday, 15th April 2019, 15:46

Re: A Couple New Vaults

ebering wrote:Current vault coding convention is to prefer using specific numbers instead of weights, and achieve nothing by substituting floor, for example

  Code:
NSUBST: ? = 5:1 / 2:2 / *:.
NSUBST: ? = 5=11. / 2:2.1 / *:.


The second line achieves weights by repeating 1's, so that 5 ? get replaced with 1's with a 2/3 chance. This is preferred to using the w:n syntax because it make the ratios and rates easier to read at a glance.


I'm a bit confused on how this works. Is there somewhere I can get a more in-depth explanation on how this works, so I can use it properly? Pretty sure the guide only mentions using weights.

ebering wrote:When it comes to working with git: you can fork the repo, create a branch, and edit the appropriate .des files in the web interface; however, it's important to test your vaults, both that they compile and load correctly and to get a feel for how they play.


I'm glad that there's a way to do it just on the website, but if testing is important, then I'll be fooling around on my desktop for a while before I get used to thing and get rolling. Thank you.
Relatively new to Crawl, and willing to help development in any way I can.

Dungeon Master

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Joined: Thursday, 27th November 2014, 19:12

Post Tuesday, 16th April 2019, 00:59

Re: A Couple New Vaults

The default weight is 10; the roll for any weighted SUBST will pick the choice weight/(total weight) times. So, instead of specifying

  Code:
SUBST: W = w l:5


to get deep water 2/3rds of the time and lava 1/3rd of the time, you can write

  Code:
SUBST: W = wwl


The latter is preferred since you can easily see (without needing to do some arithmetic) that you get deep water twice as often as lava.

You can get more subtle control over the distribution by using an NSUBST. For example if I want to place 3 + binomial(3, 1/3) depth appropriate monsters on the - glyph, I could write

  Code:
NSUBST: - = 3:0 / 3=0..

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Halls Hopper

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Post Wednesday, 17th April 2019, 15:18

Re: A Couple New Vaults

That makes sense. I'll start drawing up some vaults, and hopefully I can test them soon. I'm glad I found a good way to contribute.
Relatively new to Crawl, and willing to help development in any way I can.

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