The first version of DCSS I played was 0.2, which I tried on CAO. I didn't really know what I was doing, and wound up starving to death as a human fighter.

I've gotten better since then.

I like Crawl enough that I contribute stuff to it sometimes. My main area of expertise is level design, which has been a hobby for me since the late 90's and something I've always been pretty good at. So, for Crawl I focus my efforts on making new vaults. I particularly like making ones that are large and elaborate. I have a lot of opinions on what makes a good vault, and I think I might add them to this page eventually, as a sort of guide.

F QUEST IS FULL OF SANDDDDDDDDDDDDDDDDDDDDDDDDDD

One reason I created this page is to serve as a place to put vaults that I didn't think were good enough to finish. I'm putting them here because I don't know what else to do with them at the moment, but think they could probably be salvaged some day.

Putting these here will also motivate me to actually do something. On my hard drive they'll just collect dust; here at least people can see them, and I get to have an ever-present reminder that they exist.

Also, if anyone wants to do something with these, you have my permission to go ahead and finish them.



Here is a swamp serial vault that I gave up on. It doesn't work very well (the maps seem to be too large to really work for a serial vault). It's mostly finished though. The buildings aren't supposed to contain anything, except whatever swamp monsters decide to populate it.

# The ruins of a town... all that is left are a few buildings and skeletons
# These vaults are just to give swamp some variety... I have not placed monsters
# or loot here.

NAME:   serial_swamp_ruin
DEPTH:  Swamp:1-4
TAGS:   luniq_serial
# 100% for testing
CHANCE: 100%
{{
  local n = 2 + crawl.random2(3)
  hook("post_place", function()
    dgn.place_maps{tag="serial_swamp_ruin", count=n}
  end)
}}

default-depth: Swamp

NAME:   evilmike_swamp_ruin_house_1
TAGS:   serial_swamp_ruin extra
NSUBST: x = 1:+ / *:x
SUBST:  y = x, x = xxxxx-, - = ----.
NSUBST: - = 1:d / *:-
: dgn.delayed_decay(_G, 'd', 'human skeleton')
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
  ..........
 ............
..yxxxyxxxxy..
..x---y----x..
..x--------x..
..x---y----x..
..yyy-y----x..
..x---yy-yyy..
..x---y----x..
..x---y----x..
..x---y----x..
..yxxxyxxxxy..
 ............
  ..........
ENDMAP

NAME:   evilmike_swamp_ruin_house_2
TAGS:   serial_swamp_ruin extra
SUBST:  x = xxxxx-, - = ----.
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
 ..
 .xxx
 .x----
..x-----
..x---
..x--- ---x
 .x-------x
 .xxxxxxxxx.
 ...........
     ...
ENDMAP

NAME:   evilmike_swamp_ruin_house_3
TAGS:   serial_swamp_ruin extra
NSUBST: x = 1:+ / *:x
SUBST:  y = x, x = xxxxx-, - = ----.
NSUBST: - = 1:d / *:-
: dgn.delayed_decay(_G, 'd', 'human skeleton')
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
   .......
  .........
 ...yxxxy...
...yy---yy...
..yy-----yy..
..x---y---x..
..x--yyy--x..
..x---y---x..
..yy-----yy..
...yy---yy...
 ...yxxxy...
  .........
   .......
ENDMAP

NAME:   evilmike_swamp_ruin_house_4
TAGS:   serial_swamp_ruin extra
SUBST:  x = xxxxx-, - = ----.
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
  .......
 ..xxxxx..
..xx---xx..
.xx-----x
.x--   --
.x---
.xx----
..xx--
 ..xx
  ...
ENDMAP

NAME:   evilmike_swamp_ruin_house_5
TAGS:   serial_swamp_ruin extra
NSUBST: x = 1:+ / *:x
SUBST:  y = x, x = xxxxx-, - = ----.
NSUBST: - = 2:d / *:-
: dgn.delayed_decay(_G, 'd', 'human skeleton')
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
  ............
 ..............
..yxxxxxyxxxxy..
..x-----y----x..
..x-----y----x..
..x-----y----x..
..yyyyyyy----x..
..x---y------x..
..x---yxxxxxxy..
..x---x.........
..x---x........
..yxxxy..
 .......
  .....
ENDMAP

NAME:   evilmike_swamp_ruin_house_6
TAGS:   serial_swamp_ruin extra
SUBST:  x = xxxxx-, - = ----.
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
.....
.xxxxxxx x
.x-----
.x----   -      x
 x----
 xxxx  x       -x
  ...         --x
           x----x.
          .x----x.
          .x----x.
          .xxxxxx
          ...
ENDMAP

NAME:   evilmike_swamp_ruin_rubble_1
TAGS:   serial_swamp_ruin extra
SUBST:  x = xxxx-, - = -----.
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
   ........
  ......x...
 ..xx........
...xx...xxx...
........x--...
...xx...xxx...
..............
.x-x..xx......
.x-x..xx...x..
.xxx..........
 .....xxxx...
  ....xxxx..
   ........
ENDMAP

NAME:   evilmike_swamp_ruin_rubble_2
TAGS:   serial_swamp_ruin extra
SUBST:  x = xxxx-, - = -----.
TILE:   x = WALL_BRICK_VINES
FTILE:  - = FLOOR_SANDSTONE
SUBST:  - = .
MAP
   .........
  ..xx..xxx..
 ...xx..x--...
..x.....xxx....
.....x......
.........
.xxx...
.--x..
.x-x...
.xxx.....
.....xx.....
..x..xx..xxx...
 ....xx..--x..
  .......xxx.
   .........
ENDMAP

NAME:   evilmike_swamp_ruin_wall
WEIGHT: 5
TAGS:   serial_swamp_ruin extra
SUBST: x = xxxx-, - = -----.
TILE: x = WALL_BRICK_VINES
FTILE: - = FLOOR_SANDSTONE
SUBST: - = .
MAP
        x
       xx
       xx
      .xx.
     .-xx-.
    .--xx--.
   .---xx---.
xxxxxxxxxxxxxxx
 xxxxxxxxxxxxxxx
   .---xx---.
    .--xx--.
     .-xx-.
      .xx.
       xx
       xx
       x
ENDMAP


This is a pan vault meant to be a loose homage to hellion island. I was unhappy with it, but I think it could be fixed with some effort. I'm a bit ambivalent about the overall concept though.

NAME:   evilmike_tormentor_tower
TAGS:   pan
SUBST:  n : cn
SUBST:  m : cn
SUBST:  G : Gl.
MONS:   tormentor, pandemonium lord
KITEM:  O = demonic rune of zot
MAP
       .......
      ..cncnc..
     ...n|||n...
    ..G.c.1.c.G..
   .....n...n.....
  ...ncnc.c.cncn...
 ..G.c....1....c.G..
.....n.1m...m1.n.......
.cncnc.mm...mm.cnccccc.
.n................c.cc.
@+...c1...2...1c.1.cOc.
.n................c.cc.
.cncnc.mm...mm.cnccccc.
.....n.1m...m1.n.......
 ..G.c....1....c.G..
  ...ncnc.c.cncn...
   .....n...n.....
    ..G.c.1.c.G..
     ...n|||n...
      ..cncnc..
       .......
ENDMAP


A while back I made some god-themed vaults… I had ideas for eight, but wound up making five. Most of the unused leftovers from that project aren't worth putting here, but I have one layout that I might reuse for something. I didn't use it because it's too symmetrical to be interesting. It would've been used for a Yred themed vault.

NAME:   L
ORIENT: south
MAP
                              .........@.........
                              .....ccccccccc.....
                              .....c...c...c.....
                              .....+...c...+.....
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....c...c...c.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxcccccccccccccccccccccccccccccc...c...ccccccccccccccccccccccccccccccxxxxxxx
xxxxxxcccc.........................c...c...c.........................ccccxxxxxxx
xxxxxxcc.....C..C..C..C..C..C......c...c...c......C..C..C..C..C..C.....ccxxxxxxx
xxxxxxcc...C..................C....+...c...+....C..................C...ccxxxxxxx
xxxxxxc......C..C..C..C..C..C......c...c...c......C..C..C..C..C..C......cxxxxxxx
xxxxxxc..CC........................c...c...c........................CC..cxxxxxxx
xxxxxxc..CC..cccccccccccccccccccccccc=ccc=cccccccccccccccccccccccc..CC..cxxxxxxx
xxxxxxc......cc..........ccvvwwwwwwwwwwwwwwwwwwwwwvvcccccc..cccccc......cxxxxxxx
xxxxxxc......ccc........cccvwwwwwwwwwvvwvvwwwwwwwwwvccccc....ccccc......cxxxxxxx
xxxxxxc..CC..cccc......ccccwwwvv...vvv...vvv...vvwwwcccc......cccc..CC..cxxxxxxx
xxxxxxc..CC..ccccc....cccccwwwv.................vwwwccc........ccc..CC..cxxxxxxx
xxxxxxc......+.....CC.....+......v....'''....v......+.....CC.....+......cxxxxxxx
xxxxxxc......+.....CC.....+.........v''_''v.........+.....CC.....+......cxxxxxxx
xxxxxxc..CC..ccccc....cccccwvwv....vvv'''vvv....vwwwccc........ccc..CC..cxxxxxxx
xxxxxxc..CC..cccc......ccccwwwvv....vvvvvvv....vvwwwcccc......cccc..CC..cxxxxxxx
xxxxxxcc....cccc........cccvwwwwwwwwwwwvwwwwwwwwwwwvccccc....cccccc....ccxxxxxxx
xxxxxxccc..cccc..........ccvvwwwwwwwwwwwwwwwwwwwwwvvcccccc..cccccccc..cccxxxxxxx
xxxxxxcccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccxxxxxxx
xxxxxxcccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccccxxxxxxx
ENDMAP


This next batch was/is going to be part of a collection of small floating vaults for Vaults (the branch). I stopped working on it because, quite simply, I ran out of ideas (not much you can do with the current theme of that branch). I'd like to get back to this eventually though. Note that the headers for some of these are incomplete.

NAME:   evilmike_vaults_yred_shrine
DEPTH:  Vault:1-7
ORIENT: float
SHUFFLE: +-, A3
SUBST:  - : +x, H : G.
SUBST:  = = Dcc
COLOUR: Dc = red
COLOUR: 'A3|*% = brown
TILE:   c = TODO
FTILE:  Dc'_A3|*% = TODO
MONS:   deep dwarf death knight, unborn deep dwarf, patrolling profane servitor
: if you.absdepth() <= 19 then
SUBST:  A = 112
: elseif you.absdepth() <= 24 then
SUBST:  A = 123
: else
SUBST:  A = 233
: end
SUBST:  D = +, C = c
MAP
.........@@@.........
.......xxx+xxx.......
....H..-.....-..H....
.......x.....x.......
.xxxxxxx.G.G.xxxxxxx.
.x.................x.
.x.CC..CC1G1CC..CC.x.
.x.................x.
.x.CC.cccc=cccc.CC.x.
.x....ccc'''ccc....x.
.x.CC.c'''''''c.CC.x.
.x....D'''''''D....x.
.x.2..c'''_'''c..2.x.
.xx..xcccA'3cccx..xx.
.xxxxxccccDccccxxxxx.
.xxxxxxxc*|%cxxxxxxx.
.xxxxxxxcccccxxxxxxx.
.xxxxxxxxxxxxxxxxxxx.
.....................
ENDMAP


NAME:   evilmike_vaults_giant_problem
DEPTH:  Vault:1-7
ORIENT: float
SHUFFLE: DEF
SUBST:  D : ...+, E : ..+, F : +
MONS:   hill giant, ettin, stone giant, fire giant, frost giant, titan
: if you.absdepth() <= 19 then
NSUBST: ' = 3:1 / 2:2 / 2:3 / 1:4 / 1:5 / 1:26 / *:.
: elseif you.absdepth() <= 24 then
NSUBST: ' = 3:12 / 2:23 / 2:3345 / 1:4 / 1:5 / 1:6 / *:.
: else
NSUBST: ' = 3:2 / 2:3 / 2:45 / 1:46 / 1:56 / 1:6 / *:.
: end
MAP
....................
.xxxxxxxxxxxxxxxxxx.
.x%x'''''''''''''xx.
.x*+'''''..''''''xx.
.x%x''''....'''''xx.
.xxxxxxxxEExxxxxxxx.
@D......F..F......D@
@D......F..F......D@
.xxxxxxxxEExxxxxxxx.
.xx'''''....''''x$x.
.xx''''''..'''''+$x.
.xx'''''''''''''x$x.
.xxxxxxxxxxxxxxxxxx.
....................
ENDMAP



SUBST:  X : xx., Y : xx., Z: xx.
MAP
@...................@
..xxxxXXXXXXXXXxxxx..
.x.xxxxXXXXXXXxxxx.x.
.xx.xxxxxxxxxxxxx.xx.
.xxx.xxxxZZZxxxx.xxx.
.xxxx...........xxxx.
.Xxxx.Yxxx9xxxY.xxxX.
.XXxx.xxxx.xxxx.xxXX.
.XXxx.xxxx.xxxx.xxXX.
.XXxZ.xxx0.0xxx.ZxXX.
.XXxZ.8...*...8.ZxXX.
.XXxZ.xxx0.0xxx.ZxXX.
.XXxx.xxxx.xxxx.xxXX.
.XXxx.xxxx.xxxx.xxXX.
.Xxxx.Yxxx9xxxY.xxxX.
.xxxx...........xxxx.
.xxx.xxxxZZZxxxx.xxx.
.xx.xxxxxxxxxxxxx.xx.
.x.xxxxXXXXXXXxxxx.x.
..xxxxXXXXXXXXXxxxx..
@...................@
ENDMAP



SUBST:  D : +x, G : GG., y : x.
TILE:   X = TODO
FTILE:  $*'1+ = TODO
MONS:   deep elf demonologist
SUBST:  X = x, ' = .
MAP
....................
.yxxxxxxxxxxxxxxxxy.
.xxxxxx.........xxx.
.xxxxx.....G.....xx.
.xxxx.......9.....x.
.xxxx....XXXXX....x.
.xxxx...XX'''XX...x.
.D......m'$$$'X...x.
.+....G.m1$*$'+.G.x.
.D......m'$$$'X...x.
.xxxx...XX'''XX...x.
.xxxx....XXXXX....x.
.xxxx.......9.....x.
.xxxxx.....G.....xx.
.xxxxxx.........xxx.
.yxxxxxxxxxxxxxxxxy.
....................
ENDMAP
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user/evilmike.txt · Last modified: 2012-02-06 21:19 by omg
 
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