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