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Bad Vaults

PostPosted: Saturday, 12th August 2017, 15:31
by amaril
Arguably most vaults are 'bad' in the sense that they encourage accessing spoilers more than any other feature in the game. However, some are particularly egregious and encourage a) metagaming to an obscene degree or b) they impede the playability of the game. ITT, post the vaults that could be removed for the greatest positive impact to the game.

(Feel free to move this to CYC if it is not GDD appropriate. No offense is intended to the creators of these vaults: a lot of bad vaults are good ideas that don't work particularly well within dcss)

Spoiler: show
terrible vault.png
terrible vault.png (265.7 KiB) Viewed 13697 times
X111779993333ing to look for destroyable plants is an unfun minigame; this vault is bad because it rewards the player so heavily with loot for inspecting every plant adjacent to unseen space. If an unspoiled player finds this vault, what will they do next? Use every spare lightning charge to destroy all trees that could be hiding items? Rigorously inspect every other level with plants for 'secrets?'

I would also like to nominate the depths encompass vault composed entirely of winding glass passages and dangerous monsters for removal. At least this vault isn't spoilery (in fact I feel it may have been designed in response to complaints of spoilery vaults), but in this case 'prevents resting/autoexplore' is more problematic than 'encourages metagaming'

edit: All vaults containing submerged swamp worms are pretty bad, especially the swamp entry ones and the ones with a room otherwise full of dart slugs/regular worms

Re: Bad Vaults

PostPosted: Monday, 14th August 2017, 13:18
by le_nerd
I nominate the sewer with multiple(!) areas "hidden" behind plants. Or at least make them runed doors and give them autoexplore autotravel like the elf:2 vault.

Re: Bad Vaults

PostPosted: Tuesday, 15th August 2017, 00:29
by duvessa
I nominate the sewer that requires you to have flight (or swimming or teleportation) in order to get the loot.

Re: Bad Vaults

PostPosted: Tuesday, 15th August 2017, 00:42
by Shtopit
I actually posted this one in CYC. I think it's broken.

Spoiler: show
Image

Re: Bad Vaults

PostPosted: Tuesday, 15th August 2017, 01:17
by duvessa
Believe it or not, that's intentional, but so many people have bug reported it that I think it should be changed anyway (specifically by removing the door).

Re: Bad Vaults

PostPosted: Tuesday, 15th August 2017, 04:06
by Arrhythmia
Shtopit wrote:I actually posted this one in CYC. I think it's broken.

Spoiler: show
Image


Holy shit how big is your monitor dude

Re: Bad Vaults

PostPosted: Tuesday, 15th August 2017, 13:50
by ezero
remove "minmay_the_grid_ultimate". Its just a joke vault in depths that nobody will manually explore and even auto exploring takes a million years to clear.

Re: Bad Vaults

PostPosted: Wednesday, 16th August 2017, 11:30
by Majang
ezero wrote:remove "minmay_the_grid_ultimate". Its just a joke vault in depths that nobody will manually explore and even auto exploring takes a million years to clear.

Absolutely not! I love this vault since the first time I died in it. Yes, it takes a lot of time, but each minute has my adrenaline up! And if you don't explore it manually, you will die.

Re: Bad Vaults

PostPosted: Wednesday, 16th August 2017, 18:19
by duvessa
Majang wrote:Absolutely not! I love this vault since the first time I died in it. Yes, it takes a lot of time, but each minute has my adrenaline up! And if you don't explore it manually, you will die.
This sounds bad to me...

Re: Bad Vaults

PostPosted: Wednesday, 16th August 2017, 19:06
by Majang
duvessa wrote:
Majang wrote:Absolutely not! I love this vault since the first time I died in it. Yes, it takes a lot of time, but each minute has my adrenaline up! And if you don't explore it manually, you will die.
This sounds bad to me...

We may have different ideas as to what constitutes fun...

Re: Bad Vaults

PostPosted: Wednesday, 16th August 2017, 19:09
by VeryAngryFelid
Autoexploring deaths are bad

Re: Bad Vaults

PostPosted: Saturday, 25th August 2018, 22:28
by duvessa
This commit made evilmike_wizard_prison into a ludicrous spoiler trap. The original version did have a pretty bad spoiler trap since there is no prior indication that the silent spectre will get teleported away, but the key that kept it from being a deathtrap was that once the spectre teleported away, the monsters were still behind glass and out of LOS. You're punished for being unspoiled because the monsters become harder to kill, but you're not placed in any actual danger.
The remake, however, in addition to having the silent spectre that teleports with no prior indication, makes the glass walls disappear at the same time with no prior indication. Furthermore, the remade vault is laid out so that this happens in LOS of several of the monsters, so the only apparent escape route is to go further in the vault, where there are two hidden ancient liches. I cannot fathom what purpose this is supposed to have beyond killing as many unspoiled players as possible. It is utterly and completely harmless to anyone who is already familiar with the vault, and stupidly lethal to anyone who isn't.

Re: Bad Vaults

PostPosted: Saturday, 25th August 2018, 22:49
by sundaye
duvessa wrote:so the only apparent escape route is to go further in the vault, where there are two hidden ancient liches.

Or teleport away and come back with the silent spectre(not as spoilery as much as you could just use your brain but yeah, most vaults could be removed for being this type of spoilery). I think the curse skulls inside that vault get more kills than the ambush. Also, if you are deliberately walking into a silence zone you deserve whatever is coming to you.

I wanna know why did you make minmay_temple_entry_oklob and why is it still in the game, or if there are other temple entrances that threaten the player's life.

Re: Bad Vaults

PostPosted: Saturday, 25th August 2018, 23:43
by Arrhythmia
Why are we spawning silent spectres outside of the Abyss again?

Re: Bad Vaults

PostPosted: Sunday, 26th August 2018, 00:58
by duvessa
sundaye wrote:I wanna know why did you make minmay_temple_entry_oklob and why is it still in the game, or if there are other temple entrances that threaten the player's life.
cuz I was stupid enough to like oklobs at the time, same story as every other oklob/statue vault in existence. For the record, it originally had an oklob plant, not an oklob sapling. I don't think there are other temple entrances that place non-firewood monsters.

Re: Bad Vaults

PostPosted: Saturday, 22nd September 2018, 22:18
by duvessa
This vault with electric eels behind plants:
  Code:
NAME: cheibrodos_two_vegetables
DEPTH: D:5-10
TAGS: no_item_gen no_monster_gen no_pool_fixup
ORIENT: float
KMONS: 1 = electric eel
SUBST: ; = .W
NSUBST: - = 3:1 / w, _ = 3:1 / w, A = 3:% / 1:* / 2:. / W
NSUBST: B = 2:% / 1:* / 3:. / W, ` = 7:C / 4:. / W
KFEAT: C = W
KFEAT: 1 = w
KMONS: C = plant
MAP
  xxxxxxxxxx
 xx0..;WWWWxx
xx;xxxxxxxx;xx
xWxx..`BB_xx0x
xWx...``B__x.x
x;x....`BB_m.x
x.x+..``B__x;x
x..x..`BB_xxWxx
xx;xxxxxxxxxxWxx
 xWWxx..`AA-xxWx
 xxWx...``A--x;x
  x;x....`AA-m.x
  x.x+..``A--x.x
  x..x..`AA-xx+x
  xx9xxxxxxxx.@.
   xxx
ENDMAP
No danger whatsoever, but also impossible to do with melee.

Re: Bad Vaults

PostPosted: Sunday, 23rd September 2018, 00:57
by svendre
I hate the freezing ice vault with the two ice statues on either sides. For some characters it is easy if they have fireball, fulminant prism or cloud immunity, but for a lot of other characters it is just a huge tedium fest which isn't especially dangerous - it just forces you to take a million turns to whittle those ice statues down.

Re: Bad Vaults

PostPosted: Sunday, 23rd September 2018, 01:09
by duvessa
That is a vault.

Re: Bad Vaults

PostPosted: Tuesday, 16th October 2018, 04:32
by Rast
nagdon_arrival_double_spiral

Dart slug showed up immediately and pinged me to death.

!lg Rast D:1 -tv:<T0:x0.5

http://crawl.akrasiac.org/rawdata/rast/ ... 042719.txt

Don't think I had any possible way to kill it or escape, besides starting a background with a ranged attack.

Re: Bad Vaults

PostPosted: Tuesday, 16th October 2018, 06:24
by duvessa
I don't know if this qualifies for "bad", but in the course of going through all the minivaults, I found that there are still at least three vaults with hidden areas that have to be dug into, and have no transparent walls to indicate the existence of said hidden areas:
nrook_guardian_serpent_double
minislime_mu (25% of the time)
wad_dig_loot

Re: Bad Vaults

PostPosted: Tuesday, 16th October 2018, 10:09
by Yermak
duvessa wrote:I don't know if this qualifies for "bad", but in the course of going through all the minivaults, I found that there are still at least three vaults with hidden areas that have to be dug into, and have no transparent walls to indicate the existence of said hidden areas:
nrook_guardian_serpent_double
minislime_mu (25% of the time)
wad_dig_loot

I believe all three deserve to live as is. If you don't mindlessly o-tab, you can notice that the first one is quite unique building that clearly has extra space at the back and the second resembles Jiyva vault (there are even slime creatures around!) which hints (to those who were able to recognise it) there is loot inside. The third one also hints there is something going on with the statue and the third metallic square being different from the other two. But to be honest I myself caught this hint only when being backed up by Ash's sense of monsters (or was it antennae?).

Re: Bad Vaults

PostPosted: Tuesday, 6th November 2018, 06:25
by duvessa
  Code:
NAME:   shop_scrolls
TAGS:   allow_dup extra shop transparent
WEIGHT: 1
KFEAT:  O = scroll shop
ITEM:   nothing w:30 / scroll of noise w:2 /\
        scroll of random uselessness w:8
MAP
ddd
dOd
ddd
ENDMAP
this is like the #1 vault that should have ident:type, and it doesn't have it

Re: Bad Vaults

PostPosted: Saturday, 10th November 2018, 02:58
by malacante
In the vein of "autoexplore deaths are bad", I'd like to bring up grunt_ogre_cave and hangedman_pestilent_swarm. Both vaults seem designed to make the player autoexplore adjacent to a dangerous enemy - an ogre, two-headed ogre, or hornet - and appear in Dungeon, where some characters won't have great options to deal with being placed in this situation. ogre_cave has a distinctive leadup, which makes it more spoilery and a "did you remember to stop and shout" test, but I've never really noticed an obvious tell for the latter. I'm not sure they should be removed (especially because I think of ogre cave as pretty iconic) but perhaps they could be modified to not do this?

Re: Bad Vaults

PostPosted: Saturday, 10th November 2018, 04:12
by duvessa
pestilent_swarm is the biggest autoexplore trap vault in the game now, I think. It does have a tell: the fork at the beginning is not terrain that can generate naturally. The worst part is that you could fix it just by slightly moving the monsters.

On another note, why do we even have a guaranteed food vault? Just make them regular random vaults.

Re: Bad Vaults

PostPosted: Saturday, 10th November 2018, 15:41
by Rast
duvessa wrote:why do we even have a guaranteed food vault?


It's relevant with Gozag.

Re: Bad Vaults

PostPosted: Saturday, 10th November 2018, 16:02
by duvessa
Oh no, you might have to buy one more food shop with the strongest god in the game

Re: Bad Vaults

PostPosted: Saturday, 10th November 2018, 18:53
by Airwolf
That vault with the merfolk avatar and miasma clouds is obnoxious (but behind a blue door). I did it recently completely painlessly with a scroll of blinking from the door to a spot adjacent to the merfolk, avoiding all of the miasma.

Re: Bad Vaults

PostPosted: Tuesday, 13th November 2018, 03:40
by gameguard
Yermak wrote:
duvessa wrote:I don't know if this qualifies for "bad", but in the course of going through all the minivaults, I found that there are still at least three vaults with hidden areas that have to be dug into, and have no transparent walls to indicate the existence of said hidden areas:
nrook_guardian_serpent_double
minislime_mu (25% of the time)
wad_dig_loot

I believe all three deserve to live as is. If you don't mindlessly o-tab, you can notice that the first one is quite unique building that clearly has extra space at the back and the second resembles Jiyva vault (there are even slime creatures around!) which hints (to those who were able to recognise it) there is loot inside. The third one also hints there is something going on with the statue and the third metallic square being different from the other two. But to be honest I myself caught this hint only when being backed up by Ash's sense of monsters (or was it antennae?).

I've played my fair share of games but never once dug into vaults to find loot. I do mindlessly o-tab though. This kind of vault design seems decidedly against crawl philosophy though.

Re: Bad Vaults

PostPosted: Tuesday, 13th November 2018, 04:49
by Rast
Airwolf wrote:That vault with the merfolk avatar and miasma clouds is obnoxious (but behind a blue door). I did it recently completely painlessly with a scroll of blinking from the door to a spot adjacent to the merfolk, avoiding all of the miasma.


This is not a defense of bad vaults, but I'd prefer to waste a couple curing than a scroll of blink.

Re: Bad Vaults

PostPosted: Wednesday, 14th November 2018, 01:54
by duvessa
This abomination that places unknown traps on specific squares:
  Code:
##############################################################################
# Lich vault
NAME:  weyrava_lich_vault
DEPTH: Crypt
TAGS:  no_monster_gen no_item_gen
ITEM:  gold
KFEAT: Z = w:5 alarm trap / w:8 zot trap / w:50 floor
KMONS: Y = Boris / ancient lich, ancient lich
MONS:  w:3 zombie / lich / w:3 skeleton / w:3 bone dragon
MONS:  skeleton / zombie
KFEAT: v = .
KITEM: v = $ / %
SUBST: $ = $.*|
MAP
    ccccc
 ccccv.vcccc
 c$.+.Y..+$c
 c.ccv.vcc.c
 c+ccc+ccc+c
 c..$c.c$..c
@n.1.c.c.1.c
 c$.$c.c$.$c
 ccc+c.ccccc
 cccZcZc$c
 c.+.cZczc
 cZcccZc+c
 c.+2+Z+2c
 cccccZccc
     c.c
     c@c
ENDMAP

Re: Bad Vaults

PostPosted: Thursday, 15th November 2018, 16:01
by Rast
minmay_hollow_rounded_squares doesn't have no_tele_into

https://underhound.eu/crawl/morgue/Ge0f ... 133057.txt

Re: Bad Vaults

PostPosted: Sunday, 18th November 2018, 22:06
by duvessa
A vault with a runed door and absolutely no indication of what's behind it:
  Code:
NAME: cheibrodos_body_horror
TAGS: no_item_gen no_monster_gen
DEPTH: D:12-
ORIENT: north
MONS: small abomination, demonic crawler, ugly thing, chaos spawn, neqoxec
MONS: large abomination / very ugly thing
KMONS: _ = tentacled monstrosity
KITEM: _ = |
NSUBST: - = 1:_ / 2=%%* / 3=234 / 2=234... / 1=5. / 2:6 / 1=6. / *:1
MAP
xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxx-xxxxxxxxxxxxxxx
xxxxxx.xxx-xxxxxxxxxxxx
xx-xxx.xxxx.xxx-xxx.xxx
xxx..x.xxx..xxxx...x-xx
xxxxx..xxx.xxx-xx.xxxxx
xxxxx.x....x..xxx.xxxxx
xxxx-xxxxx..xxxxx.xxxxx
xxxxxx-.x....xxx....xxx
x-.xxxxx.........xxx.xx
xxx..xxxx.....xxxxxx.xx
xxxx..........xxxxx.xxx
xxxx.xxx.......xxxx-xxx
xxxx.x-xx.x=x...xxxxxxx
xxxxx.xx..x.xx..xxxx-xx
x-xxxxxx.xx..xx..xxx.xx
x.xxxxxx.x....xx....xxx
xx.x...x.x.....x.xx.xxx
xxx.xxx.xx.....x.xxx.xx
xxxx-xx..xx....xx-xxx-x
xxxxxxxxx-x.....xxxxxxx
xxxxxxxxxxx.@@@..xxxxxx
ENDMAP
It'd be fine if it just had some transparent walls, or no door.

Re: Bad Vaults

PostPosted: Thursday, 22nd November 2018, 23:59
by duvessa
Another runed door vault with no glass:
  Code:
NAME:   mludivico_vault
ORIENT: southwest
DEPTH:  D:12-, !D:$
MONS:   hell hound, necromancer, wizard, orange demon, rust devil
MONS:   hell knight, great orb of eyes
MAP
xx.@.xxxxxxxxxxxxxxxxxxxxxxxxxxx
xxx...xxxxxxxxxxxxxxxxxxxxxxxxxx
xxxx..........................xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxx..xx
x.............................xx
xx...xx+xxxxxxxxxxxxxxxxxxxxxxxx
xxx.....11....xxxxxxxx..xxxxxxxx
xxxx..x.1..6..xxx........xx..xxx
xxxxx.xxxxxxxxx...vvvvv...x...xx
x6..1...x.........+1..v.......xx
x..1....x.........vvvvv........x
x..5...xx......................x
xxxxxx.++...........vvvvvvv....x
xxxxxx.xx...xx=xx...vv$%$vvvvv.x
xxxxxx.x...xxv1vxx...vvv*2...v.x
xxxxxx.x..vvvv7.vvvv...vv.vv+v.x
x..xxx...vvvb....bvvv...vvv....x
x%%.xx..vvvvb....bvvvv.......xxx
xx.....vvbbb......bbbvv.....xxxx
xxx....vvb....66....bvvxxxxxxxxx
xxxxxxvvvb..llllll..bvvvxxxxxxxx
xvvvvvvvvb..ll45ll..bvvvvvvvvxxx
xccc***+.+..l3.2.l..cccccccccxxx
xccc+cccbb....ll....c..$$$$+$*cx
xcc|||cbb...3llll2...cc%*%*c$|cx
xcccccccbbbbbbbbbbbccccccccccccx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

I'm pretty sure this didn't originally have a runed door, did someone add it and if so, why?

edit: and another:
  Code:
NAME:   nicolae_snake_horde_hoard
DEPTH:  Snake
KITEM:  s = $ / nothing w:25 / * w:1
KMONS:  s = adder w:5 / ball python w:5 / black mamba / anaconda / \
           water moccasin / sea snake w:1 / nothing w:20
MAP
 xxxxxxx
xxsssssxxxxxx
xssssssss=..@
xssssssss=.0@
xssssssss=..@
xxsssssxxxxxx
 xxxxxxx
ENDMAP
Seems like I'm running into a lot of these all of a sudden...

Re: Bad Vaults

PostPosted: Wednesday, 5th December 2018, 07:36
by duvessa
  Code:
NAME:   lemuel_flamethrower_3
DEPTH:  D:12-, Depths, Elf, Geh, Abyss
TAGS:   allow_dup ruin_abyss
MARKER: * = lua:fog_machine { cloud_type="flame", \
            pow_min = 20, pow_max = 40, delay = 150, \
            size = 2, walk_dist = 0, spread_rate= 75 }
COLOUR: * = red
SUBST:  * = .
:  if you.in_branch("Geh") then
TAGS:   transparent extra
:  end
MAP
.....
cc.cc
cc.cc
cc.cc
 c*c
 ccc
  c
ENDMAP

NAME:   lemuel_flamethrower_2
DEPTH:  D:5-, Depths, Elf, Geh, Abyss
TAGS:   ruin_abyss
MARKER: * = lua:fog_machine { cloud_type="flame", \
            pow_min = 20, pow_max = 40, delay_min = 100, delay_max=200, \
            size = 2, walk_dist = 0, spread_rate= 75 }
COLOUR: n = red
SUBST:  * = .
:  if you.in_branch("Geh") then
TAGS:   transparent extra
:  end
MAP
...........
.xxxx.xxxx.
.xxxx.xxxx.
.xxxx*xxxx.
.xxxnnnxxx.
...*nGn*...
.xxxnnnxxx.
.xxxx*xxxx.
.xxxx.xxxx.
.xxxx.xxxx.
...........
ENDMAP

NAME:   lemuel_flamethrower_1
DEPTH:  D:5-, Depths, Elf, Geh
TAGS:   layout_rooms layout_city
MARKER: * = lua:fog_machine { cloud_type="flame", \
            pow_min = 20, pow_max = 40, delay = 150, \
            size = 2, walk_dist = 0, spread_rate= 75 }
COLOUR: * = red
SUBST:  * = .
:  if you.in_branch("Geh") then
TAGS:   transparent extra
:  end
MAP
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxGxxxxxx
.............
@...........@
.............
xxxxxx.xxxxxx
xxxxxx.xxxxxx
xxxxxx.xxxxxx
xxxxxx*xxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
ENDMAP

# Little wisps of steam around the lava, and then occasionally a big
# eruption. No warning needed here - the steam does very little damage.
NAME:   lemuel_old_faithful
DEPTH:  D, Depths, Lair, Geh
TAGS:   uniq_geyser no_monster_gen transparent
MONS:   nothing,nothing
MARKER: 1 = lua:fog_machine { cloud_type="steam", \
            pow_min = 2, pow_max = 5, delay = 25, \
            size = 2, walk_dist = 3, spread_rate= 10 }
MARKER: 2 = lua:fog_machine { cloud_type="steam", \
            pow_min = 10, pow_max = 20, delay = 750, \
            size = 10, walk_dist = 1, spread_rate= 75 }
SUBST:  1 = l, 2 = l
SUBST:  l = l w:20
SUBST:  ? : w. , ! : w. , & : w.
:  if you.in_branch("Geh") then
TAGS:   transparent extra
:  end
MAP
.......?.......
......&?.......
.......??......
..&&&&???......
&&&&?wwwww.....
&&?wwwwwwwww&&.
.wwwwwlwwwwwww&
..&wwl1lwwwww&&
...wwwl2lwww&&.
....wwwlww&&...
..!!wwwww......
..!!!www.......
.!!!!w!.....!..
..!!!w.....!!!.
...!!.......!!.
ENDMAP

NAME:   lemuel_another_geyser
DEPTH:  D, Depths, Lair
TAGS:   uniq_geyser no_monster_gen layout_rooms transparent
MONS:   nothing,nothing
MARKER: 1 = lua:fog_machine { cloud_type="steam", \
            pow_min = 2, pow_max = 5, delay = 25, \
            size = 3, walk_dist = 3, spread_rate= 20 }
MARKER: 2 = lua:fog_machine { cloud_type="steam", \
            pow_min = 15, pow_max = 30, delay = 750, \
            size = 12, walk_dist = 1, spread_rate= 99 }
SUBST:  1 = l, 2 = l
SUBST:  l = lw
SUBST:  ? : wlx
MAP
  .......
....www....
...wwwww...
xxxxxwxxxxx
xxxxxwwxxxx
xxxxxxxwxxx
xxxxxxxwxxx
xx??xxwxxxx
xx??lw1wxxx
xxxxxlwwwxx
xxxxxl2xxxx
xxxxxxxxxxx
ENDMAP

NAME:  lemuel_nasty_fountain
DEPTH: D:11-, Depths, Crypt, Tar
TAGS:  allow_dup
MARKER: Y = lua:fog_machine { cloud_type = "foul pestilence", \
             pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \
             size = 2, walk_dist = 1, spread_rate= 33 }
:  if you.in_branch("Tar") then
TAGS:   extra
:  end
MAP
Y
ENDMAP

NAME:   lemuel_flame_loot_1
TAGS:   no_tele_into
DEPTH:  D, Depths, Elf, Zot
ITEM:   nothing
SUBST:  * = *.
SUBST:  * : *$
NSUBST: @ = 2:@ / *:@.
MARKER: d = lua:fog_machine { cloud_type = "flame", \
             pow_min = 10, pow_max = 10, delay = 10, \
             size = 2, walk_dist = 0, spread_rate= 0 }
SUBST:  ' = .
:  if you.in_branch("Zot") then
TAGS:   extra
:  end
MAP
ccccc.@.ccccc
ccccc'''ccccc
ccccc'd'ccccc
ccccc'''ccccc
ccccc...ccccc
.'''.***.'''.
@'d'.***.'d'@
.'''.***.'''.
ccccc...ccccc
ccccc'''ccccc
ccccc'd'ccccc
ccccc'''ccccc
ccccc.@.ccccc
ENDMAP

NAME:    lemuel_freeze_loot_1
DEPTH:   D:12-, Depths, Crypt
SUBST:   * : **$
SUBST:   * = **|
NSUBST:  N = 1:+ / *:n
MONS:    nothing, nothing, nothing, nothing
SHUFFLE: 1234
MARKER:  1 = lua:fog_machine { cloud_type = "freezing vapour", \
             pow_min = 1, pow_max = 10, delay = 85, \
             size = 2, walk_dist = 2, spread_rate= 20 }
MARKER:  2 = lua:fog_machine { cloud_type = "freezing vapour", \
             pow_min = 1, pow_max = 10, delay = 95, \
             size = 2, walk_dist = 2, spread_rate= 20 }
MARKER:  3 = lua:fog_machine { cloud_type = "freezing vapour", \
             pow_min = 1, pow_max = 10, delay = 105, \
             size = 2, walk_dist = 2, spread_rate= 20 }
MARKER:  4 = lua:fog_machine { cloud_type = "freezing vapour", \
             pow_min = 1, pow_max = 10, delay = 115, \
             size = 2, walk_dist = 2, spread_rate= 20 }
SUBST:   1=w, 2=w, 3=w, 4=w
MAP
   .wwwww.
 .wwwwwwwww.
 wwwww1wwwww
.wwcnnNnncww.
wwwn..F..nwww
ww2N.***.nwww
wwwn.***.N4ww
wwwn..F..nwww
.wwcnnNnncww.
 wwwww3wwwww
 .wwwwwwwww.
   .wwwww.
ENDMAP

NAME:   lemuel_flames_and_gold
DEPTH:  Depths
WEIGHT: 2
TAGS:   no_item_gen transparent
ITEM:   nothing, nothing, nothing
NSUBST: . = 4:d / 4:e / 4:f / *:.
MARKER: d = lua:fog_machine { cloud_type = "flame", \
             pow_min = 2, pow_max = 4, delay = 29, start_clouds = 1, \
             size = 2, walk_dist = 2, spread_rate= 0 }
MARKER: e = lua:fog_machine { cloud_type = "flame", \
             pow_min = 2, pow_max = 4, delay = 31, start_clouds = 1, \
             size = 2, walk_dist = 2, spread_rate= 0 }
MARKER: f = lua:fog_machine { cloud_type = "flame", \
             pow_min = 2, pow_max = 4, delay = 37, start_clouds = 1, \
             size = 2, walk_dist = 2, spread_rate= 0 }
MAP
.............
.............
.............
.............
......$......
.....$$$.....
....$$G$$....
.....$$$.....
......$......
.............
.............
.............
.............
ENDMAP

# No item generation for the sake of autoexplore.
NAME:   lemuel_flamethrower_hall
DEPTH:  D:9-, Depths, Elf, Geh, Abyss
TAGS:   layout_rooms layout_city no_item_gen ruin_abyss
MARKER: * = lua:fog_machine { cloud_type="flame", \
            pow_min = 25, pow_max = 50, delay = 150, \
            size = 3, walk_dist = 0, spread_rate= 40 }
COLOUR: * = red
SUBST:  * = .
SUBST:  $ : $$*|.c
:  if you.in_branch("Geh") then
TAGS:   extra
:  end
MAP
ccccccccccccccccccccccc
ccxxx*xxxxx*xxxxx*xxxxc
Gcxxx.xxxxx.xxxxx.xxxxc
ccccc.ccccc.ccccc.ccccc
c.................+$$$c
+.................+$$$c
c.................+$$$c
cc.ccccc.ccccc.cccccccc
Gc.xxxxx.xxxxx.xxxxxxxc
cc*xxxxx*xxxxx*xxxxxxxc
ccccccccccccccccccccccc
ENDMAP
Some of these cloud vaults just give you some free loot, some of them just mess with autoexplore/autotravel by creating autoexclusions (that will just come back if you try to clear them!), and some of them do both. All of them kill monsters, often before the player can ever see those monsters, which not only removes a potentially interesting monster encounter but also deprives players of XP and leaves the monster's items in a really annoying place.

Re: Bad Vaults

PostPosted: Sunday, 9th December 2018, 03:38
by malacante
Back on the bad autoexplore train, shoutouts to cheibrodos_statue_roulette for having me autoexplore next to a gargoyle on D7. Also pretty spoilery if you don't know those doors contain stone arrow-hurling death. Also also, I'm not really sure how this qualifies as a roulette since there's no reward behind the "safe" doors, either you want to fight the gargoyles or don't.

Re: Bad Vaults

PostPosted: Tuesday, 11th December 2018, 21:10
by duvessa
Another vault that got runed doors added to it, but didn't get transparent walls to go with them:
  Code:
NAME:   minmay_statue_crystal_thing
TAGS:   transparent
DEPTH:  D:9-
MONS:   orange crystal statue w:30 / obsidian statue / ice statue w:5
MAP
      .....
    ...b=b...
  ...bbb.bbb...
  .bbb.....bbb.
 ..b...b+b...b..
 .bb.bbb.bbb.bb.
..b..b.....b..b..
.bb.bb..*..bb.bb.
.=..+..*1*..+..=.
.bb.bb..*..bb.bb.
..b..b.....b..b..
 .bb.bbb.bbb.bb.
 ..b...b+b...b..
  .bbb.....bbb.
  ...bbb.bbb...
    ...b=b...
      .....
ENDMAP