Overflow Vaults Feedback


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

Dungeon Dilettante

Posts: 4

Joined: Friday, 4th January 2013, 06:03

Post Friday, 4th January 2013, 06:35

Overflow Vaults Feedback

I made a dozen overflow vaults for various gods. I'm interested in getting some feedback on them. Overflow vaults are kind of hard for me to come up with because you can't really use much in the way of monsters or loot and I wanted to keep them at most 11x11 in size. Here's the vaults:

EDIT: code function messed up the vaults, what's with that? These vaults are pretty simple so it should be easy to imagine it the way it should be.

Ashenzari Vaults:

  Code:
NAME: ashenzari_spotlight
TAGS:   uniq_altar_ashenzari temple_overflow_ashenzari
MONS:   ophan
KFEAT:  _ = altar_ashenzari
KPROP:  1' = no_rtele_into
SUBST:  ' = .
DEPTH:  2-10
MAP
   .....
 .........
...........
...........
...........
....cnc....
...cc1cc...
...n'b'n...
...ccccc...
  ..c_c..
   .....
ENDMAP

There's a few of these "holy monsters penned up" vaults but I think this one uses the halo effect in a neat-looking way. I thought about using a monster with a smaller halo but since Ophan was on G I figured it would be better than any other choice.

  Code:
NAME:   ashenzari_conservatory

TAGS:   temple_overflow_ashenzari
KFEAT:   _ = altar_ashenzari
DEPTH:   2-9
MAP
   .....
 .........
 .........
....mmm....
....m_m....
....c+c....
xxxxx.xxxxx
     @
ENDMAP

A smaller form of the above vault, lets you spy on some baddies or something.

Makhleb Vaults:
  Code:
NAME:   makhleb_blood_cavern
TAGS:   uniq_altar_makhleb temple_overflow_makhleb
ITEM:   falchion / war axe / trident / flail / nothing
: if crawl.coinflip() then
KITEM:  e = human corpse
KMONS:  1 = hound
: else
KMONS:  e = necrophage
KMONS:  1 = jackal skeleton
: end
ITEM:   
KFEAT:  _ = altar_makhleb
KPROP:  e'y = bloody
SUBST:  ' = .
SUBST:   y = x
DEPTH:  2-9
MAP
  @@@
 x..'.xxx
 xx...'yxx
 xxxx..'yxx
 xxxxxx.'yx
 xxxxxxy'.x
 xxx.'y'..x
 x..de'..xx
 x._1'.xxx
 xx..xxx
  xxxx
ENDMAP

This one is pretty cool because it's got a story to it; either an adventurer crawled in here to die and he's being guarded by his loyal hound, or it's the lair of an undead baddie. Necrophage on d:2 seems like too much, though, so I might replace it with substitutions based on depth.

  Code:
NAME:   makhleb_grotto
TAGS:   no_monster_gen temple_overflow_makhleb
MONS:   white imp w:1 / iron imp w:1 / shadow imp w:1 / crimson imp
KFEAT:  _ = altar_makhleb
COLOUR: c' = darkgrey
TILE:   c = wall_hall
FTILE:  A_'1 = floor_grey_dirt
SUBST:  ' = .
DEPTH:   2-9
MAP
 xxxxx
xxcccxx
xwcAcwx
xww1wwx
xww_wwx
x.w'w.x
xx...xx
 xx+xx
   @
ENDMAP

A small temple with a burned-out portal. Someone summoned the imp, or maybe the imp is trying to open it back up.

  Code:
NAME:   makhleb_heckhound
TAGS:   uniq_altar_makhleb temple_overflow_makhleb no_monster_gen
KFEAT:   _ = altar_makhleb
KMONS:   _ = hound perm_ench:bleeding
COLOUR: c = darkgrey
TILE:   c = wall_hall
SUBST:   y = xx.
DEPTH:   2-9
MAP
 xxxxx
xxcccxx
xycAcyx
x.._..x
xy...yx
 y...y
  @@@
ENDMAP


I associate Makhleb with dogs because they are the right kind of violent and bloody. This hound will make a good bloody mess out of the vault before it dies.

Okawaru Vault:
  Code:
NAME:   okawaru_gym
TAGS:   uniq_altar_okawaru temple_overflow_okawaru no_monster_gen
MONS:   orc band
MONS:   training dummy
KFEAT:   _ = altar_okawaru
DEPTH:   2-9
MAP
   .....
 .........
 .vv...vv.
..v2.1.2v..
....._.....
..v2...2v..
 .vv...vv.
 .........
   .....
ENDMAP

I wanted to generate these guys with just gloves on, but I couldn't make it work. Okawaru has plenty of overflow vaults compared to the other gods but training dummies sound pretty okawaru-ish to me.

Yredelemnul Vault:
  Code:
NAME:   yredelemnul_forgotten_temple
TAGS:   temple_overflow_yredelemnul no_monster_gen no_item_gen
KFEAT:   _ = altar_yredelemnul
KFEAT:   . = $ w:10/ known web trap / .
KMONS:   _ = spectral dwarf
DEPTH:   2-9
MAP
xxxxxxxxx
xcccccccx
xc.._..cx
xcc...ccx
xc.....cx
xcc...ccx
xxcc+ccxx
 xxx@xxx
ENDMAP

A quiet tomb. The dwarf spectre might be hard for d:2 but you can just close the door if you don't want to fight.

Zin Vaults:
  Code:
NAME:   zin_treasury
TAGS:   no_item_gen no_monster_gen temple_overflow_zin
KFEAT:  _ = altar_zin
KFEAT:  m = iron_grate
KPROP:  $ = no_rtele_into
COLOUR: c = white
COLOUR: m = darkgrey
TILE:   c = wall_church
FTILE:   _.m+$ = floor_limestone
DEPTH:  2-9
MAP
  xxxxxxx
  xcccccx
 xxc$$$cxx
xxcc$$$ccxx
xccmm$mmccx
xcc.mmm.ccx
xcc.._..ccx
xxc.....cxx
 xccc+cccx
     @
ENDMAP

Zin has to keep that money somewhere, right?

  Code:
NAME:   zin_purify
TAGS:   no_item_gen no_monster_gen temple_overflow_zin
KFEAT:  _ = altar_zin
KFEAT:   v = general shop name:Zin type:Purification suffix:Station count:1 greed:30 ; \
   potion of curing | potion of restore abilities w:1 | potion of cure mutation w:1
COLOUR: c = white
COLOUR: ' = white
TILE:   c = wall_church
FTILE:  Td'_ = floor_limestone
SUBST:  ' = .
DEPTH:   2-9
MAP
 .....
..ccc..
.ccTcc.
..c_c..
 .....
...'...
..'v'..
 ..'..
  ...
ENDMAP

A useful potion available for a *modest* donation.

  Code:
NAME:   zin_scriptorium
TAGS:   no_item_gen no_monster_gen temple_overflow_zin
ITEM:   nothing w:3 / any scroll w:1
KFEAT:  _ = altar_zin
KFEAT:  m = iron_grate
KPROP:  d = no_rtele_into
COLOUR: m = darkgrey
COLOUR: c = white
TILE:   c = wall_church
FTILE:   _.m+d = floor_limestone
DEPTH:  2-9
MAP
  xxxxxxx
  xcccccx
 xxcdddcxx
 xccdddccx
xxcccmcccxx
xcc.....ccx
xcc.._..ccx
xxc.....cxx
 xccc+cccx
     @
ENDMAP

If you can bust down that grate you can get some stuff. It's probably not worth coming back for, though.

  Code:
NAME:   zin_academy
TAGS:   no_item_gen no_monster_gen temple_overflow_zin
KFEAT:  _ = altar_zin
COLOUR: c = white
COLOUR: ' = white
TILE:   c = wall_church
FTILE:  _' = floor_limestone
SUBST:  ' = .
DEPTH:  2-9
MAP
  ccccccc
ccc.ttttccc
c.tt'_'t..c
....'''....
...........
...'''''...
 .........
   ..... 
ENDMAP

Not much to say for this one. A place to hear a lecture.

  Code:
NAME:   zin_statuary
TAGS:   no_item_gen no_monster_gen temple_overflow_zin
KFEAT:  _ = altar_zin
COLOUR: c = white
TILE:   c = wall_church
FTILE:  _'+ = floor_limestone
SUBST:  ' = .
DEPTH:  2-9
MAP
 .......
..ccccc..
.cc'_'cc.
..cc+cc..
...'''...
.G.....G.
 ..G.G..
  .....
ENDMAP

I tried to make all the Zin vault buildings look kind of like his altar.

Dungeon Master

Posts: 3618

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

Post Friday, 4th January 2013, 12:08

Re: Overflow Vaults Feedback

Very nice! I like the vaults and how you go about creating theme.

In my opinion, they're ready to be uploaded to Mantis (please do, whatever happens -- in the forum they might just rot, and that'd be a pity). I haven't done vault work in quite a while but I'd either lobby for them to get committed or do it myself.

Many thanks for the cool stuff!

Dungeon Master

Posts: 1613

Joined: Thursday, 16th December 2010, 21:54

Post Friday, 4th January 2013, 13:09

Re: Overflow Vaults Feedback

Ashenzari isn't one of the good gods - ophans don't really seem appropriate there since they're tied to TSO.

There are a couple of existing exceptions (and personally I'm not keen on them) but for the most part overflow altars don't give out good loot - I'd change the weapons in the Makhleb vault to falchion / hand axe / spear / mace (the same as okawaru_ov_weapons_minmay), and either remove the free gold from yredelemnul_forgotten_temple or reduce it to q:1 stacks. The Zin vaults I guess are somewhat more reasonable since the loot isn't quite as free. As far as D:2 necrophages go, I think they can actually spawn there if you're particularly (un)lucky but I'd agree that it might be pushing it a bit (a couple of existing overflows place necrophages but don't do so until D:6, for comparison).

Dungeon Dilettante

Posts: 4

Joined: Friday, 4th January 2013, 06:03

Post Saturday, 5th January 2013, 01:38

Re: Overflow Vaults Feedback

I submitted the Zin ones with a little bit of revision and I think I might sit on the others until later.

For this message the author helsbecter has received thanks:
dpeg

Dungeon Dilettante

Posts: 4

Joined: Friday, 4th January 2013, 06:03

Post Wednesday, 23rd January 2013, 07:08

Re: Overflow Vaults Feedback

http://paste.ubuntu.com/1561815/

19 more overflow vaults! This gives a total of 24 with the five Zin ones that I have not reposted. Looking for feedback; below are notes on each:


NAME: ashenzari_conservatory_becter
NAME: ashenzari_observation_deck_becter

With these two I wanted to allow the player to get some vision and see stuff in relative safety. There's probably some cool stuff you can do with Ashenzari in lua but there's no reason to make it complicated with so few altars for him, I think.


NAME: chei_snail_safe_becter

If you take the time to kill the snail or get it to leave the shell, your patience pays off and it makes an excellent hidey-hole for your dude.


NAME: kiku_gazebo_garden_becter
NAME: kiku_gazebo_pond_becter

I felt like Kiku and Yred's vaults look too much alike, so I went off in a different direction with these and made them really loud. Kiku's described as a demon god of necromancy, which sounds a lot flashier than Yred, who as a god of death is probably more sedate. I went with a pyramid type shape because that's how Kiku's altar tile looks and also because he's associated with Mummies and Tomb.


NAME: makhleb_blood_cavern_becter
NAME: makhleb_heckhound_becter
NAME: makhleb_grotto_becter

These vaults are mostly the same as last time I posted them, but blood_cavern has been simplified a bit, removing the loot and preventing a necrophage from spawning before dl:5.


NAME: nemelex_dance_club_becter
NAME: nemelex_diamond_rough_becter
NAME: nemelex_lonely_heart_becter
NAME: nemelex_spade_bored_becter

A set of four card-based vaults. I wanted to make vaults for the minor arcana, swords, pentacles, wands, and cups, but I couldn't think of a good wands vault that was both suitable for d:2 and didn't have a stupid gimmick. My swords idea was kind of sketchy as well.

dance_club was originally going to have dancing clubs but they proved to be too badass to be usable. Instead it has an ogre with a club and an ooze because they like to jiggle.
diamond_rough was originally cooler but try as I might I couldn't figure out how to get a trigger to place an altar, so I scotched it. Originally you'd see something cool through a window into the center, then after rounding the corner see something weird through the next window, and finally see an altar of nemelex on opening the door. I don't think you can place an altar with a trigger, though.
lonely_heart sometimes features Jessica because maybe she's just lonely. I don't think she'd want to hang out with Ijyb or Sigmund.
spade_bored will eventually get someone killed, but if you go poking around a vault shaped like a spade where a bunch of shafts have been dug, you deserve what you get.


NAME: okawaru_gym_becter

The training dummies are now armed with clubs so they can beat you up.


NAME: trog_butcher_becter
NAME: trog_hazing_becter
NAME: trog_three_pillars_becter

The first vault is a butcher, supplying meat for the Orc mines. He dumps all the giblets down the shaft when he's done. The second vault, if you run straight to the altar, is pretty funny looking - your character gets pelted with a storm of thrown stones. Cool guys enjoy the show and kill the popcorn, losers and felids draw them out into the corridor.


NAME: tso_oasis_becter

A quiet place for a TSO worshiper to take a breather. Most people who switch to TSO are about to do the Crypt and then extended endgame, so your character deserves a short break first.


NAME: yredelemnul_forgotten_temple_becter

I got rid of the loot and put in an elf spectre for lower dlevels.


NAME: tso_jericho_becter_ft_grunt

This vault took me way too long to make; I cobbled it together out of a bunch of code I found and got some help from grunt to address the question of timing. The player is presented with a really obvious place to step, which has an alarm trap and a trigger. When the alarm goes off, the noise causes the walls surrounding the altar to crumble a few turns later and reveal it. It makes smoke clouds and lots of noise and I'm really happy with it.

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