Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Overflow Vaults I: Ready
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
- For this message the author MainiacJoe has received thanks: 4
- chequers, dpeg, MisterPersonMan, Velikolepni