Feedback requested : vaults


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

7hm

Snake Sneak

Posts: 109

Joined: Wednesday, 2nd February 2011, 03:20

Post Thursday, 3rd March 2011, 03:08

Feedback requested : vaults

These are a bunch of entry vaults I was working on around a fortress theme. I tried to keep them fairly simple for the most part, some of them are a bit more complicated than the others but I didn't do anything too fancy.

I'm curious to hear any possible feedback (don't worry about my feelings, I'm a big boy and don't get offended easy).

I've posted the maps HERE because I couldn't get them to display properly on this site using the code function.

There are 5 vaults total, 2a and 2b are based off the same design as you can see.

Dungeon Master

Posts: 115

Joined: Thursday, 16th December 2010, 19:43

Location: Oulu, Finland

Post Thursday, 3rd March 2011, 18:31

Re: Feedback requested : vaults

I liked the look of these too. I'm seconding everything minmay said. I also thought they had an unique look which I haven't seen yet before in vaults. If/once you're finished, please post them in the Mantis tracker & they'll get added to the game!

--Eino

7hm

Snake Sneak

Posts: 109

Joined: Wednesday, 2nd February 2011, 03:20

Post Thursday, 3rd March 2011, 18:53

Re: Feedback requested : vaults

Thanks!

Just finishing up some more along the same theme, will post those here as well, and then assuming all looks good put them in Mantis afterwards.

One question - can blink toads warp through trees? I'm concerned about place:lair:8 usage in that case. (not for the stuff I linked above, but for a different one).

7hm

Snake Sneak

Posts: 109

Joined: Wednesday, 2nd February 2011, 03:20

Post Thursday, 3rd March 2011, 19:20

Re: Feedback requested : vaults

e from above: I meant blink frogs of course

now to see if I can get this code function working

  Code:
NAME:    sevenhm_entry_fort_5
TAGS:     entry no_pool_fixup
ORIENT:    float
: if crawl.one_chance_in(2) then
SUBST:    w : x, u : x, z : @
: else
SUBST:    z : x, u : w
NSUBST:    w = 1:@ / *:w
   : if crawl.one_chance_in(3) then
   SUBST: w : tt.
   : end
: end
SUBST:    r : x
SHUFFLE: rz
NSUBST:    y = 1:{ / 1:c / *:.
KMASK:    W = no_monster_gen
MONS:    anaconda / death yak / black mamba / elephant / hydra
MAP
  xxxxxx
 xxccccxx
xxtcyyctxx
xt1cyyc1tx
xtcc..cctx
x.cc++cc.x
r........z
xuwwwwwwux
ENDMAP

7hm

Snake Sneak

Posts: 109

Joined: Wednesday, 2nd February 2011, 03:20

Post Thursday, 3rd March 2011, 21:38

Re: Feedback requested : vaults

And these are the final fortress entry vaults

  Code:
##############################################################################
NAME:    sevenhm_entry_fort_6
TAGS:     entry no_pool_fixup
ORIENT:    float
: if crawl.one_chance_in(4) then
SUBST:    z : @, Z : =, X : x, p : tR, m : c
: else
SUBST:    X : @, Z : c, z : c, p : x, m : .
: end
NSUBST:    { = 1:{ / *:. , y = 1:+ / *:Y, r = 1:+ / *:cc=
SUBST:    G = GGTTU, R : Ltt1Ww, L : tttw1, Y = cc+
MONS:    plant / bush
MAP
xXXxxxxxxxxx
x..........x
x..cyyycL.Lx
x.Rc...cLGLx
x.Rc...cLLLx
xGRc...cxxxx
xxccrrccccx
 pcm..c{{cx
 pccc.+{{cx
  ppcccZccx
   pppczcx 
ENDMAP

  Code:
##############################################################################
NAME:    sevenhm_entry_fort_7
TAGS:     entry
ORIENT:    float
NSUBST:    { = 1:{ / *:. , [ = 1:[ / *:. , @ = 1:@ / *:t
SUBST:    + = ++. , W : WWW. , t = tttW1

MONS:    plant / bush
MAP
ccccccccc
ccc[[[ccc
@tcc.cct@
WWtc+ctWW
WWWWWWWWW
WWtc+ctWW
@tcc.cct@
ccc{{{ccc
ccccccccc
ENDMAP

  Code:
##############################################################################
NAME:    sevenhm_entry_fort_8
TAGS:     entry no_pool_fixup
ORIENT:    float
: if crawl.one_chance_in(2) then
NSUBST:    X = 1:@ / *:@@xx.
SUBST:    Y : x , o : . , p : [
: else
NSUBST:    o = 1:[ / *:.
SUBST:    X : x , Y : @ , p : .
: end
NSUBST:    { = 1:{ / *:. , ( = 1:( / *:. , r = 1:+ / *:+c
: if crawl.one_chance_in(2) then
NSUBST:  R = 1:+ / *:+c , N = 1:n / *:nnc=
SUBST:    z : c
: else
SUBST:    R : c, z : +
: end
NSUBST:    H = 1:G / *=WWW. , J = 1:G / *=WWW.  , K = 1:G / *=WWW.
SUBST:    G = GGGW , N : c
SHUFFLE: ({[
MAP
   xxxxxxxxxxxxx   
  xxtttWWWWttttxx   
  xttWWWHHWWWWttxx 
xxYWWWWJJJJWWWWWtxxx
xtttWWWWKKWWWWWccccx
xtt....WWWW.cccc.{cx
xt...cNNc...np+..{cx
x...cc((cc..ccc..{cx
x...z...(c..+....{cx
xt..cc...c..cccccccx
xt..tccc+c.....ttttx
xxx..ttc.ctt......tx
  x...tc.cccccc....x
  xxx.tc..r...R..ooX
    xxtc..r...R..o.X
     xxcccccccctttxx
      xxxxxxtttttxx
           xxxxxxx
ENDMAP

  Code:
##############################################################################
NAME:    sevenhm_entry_fort_9
TAGS:     entry
ORIENT:    float
NSUBST:    { = 1:{ / *:. , [ = 1:[ / *:.
SHUFFLE: {[ , Cz
KPROP:    z = no_rtele_into
KPROP:    C = no_rtele_into
: if crawl.one_chance_in(5) then
SUBST:    r : + , R : +
: elseif crawl.one_chance_in(4) then
SUBST:    r : c , R : +
: else
SUBST:    r : c
NSUBST:    R = 1:+ / *:c
: end
SUBST:    z : l:40 G , C : C:40 lI
KMASK:    l = no_monster_gen
MAP
     xxxxxxxx
xxxxxxccccccxxxxxx
xcccccc{{[[ccccccx
xc>zll+....+llC>cx
xcccccc....ccccccx
 .ttttc....ctt..
    ..crRRrct.
     .........
ENDMAP


With the second set of 5 I was clearly trying to use some of the lua options (err, just the one option really) to provide additional randomization - but mainly to familiarize myself with how it all worked.

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