Dungeon Dilettante
Posts: 4
Joined: Friday, 4th January 2013, 06:03
Overflow Vaults Feedback
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:
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.
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.
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:
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:
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.
Not much to say for this one. A place to hear a lecture.
I tried to make all the Zin vault buildings look kind of like his altar.