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.