ice_spiral_2 complains when created via &L but seems to work fine otherwise. The new Swamp end may need revision.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9896 c06c8d41-db1a-0410-9941-cceddc491573
WBICEVI6UCFB6Z6YRFWTBT4UWO7HDNLGAWWFMNGVPV5QK5I4B5QQC NQEPTM622PXHYLDDPMN2VS4M56SV7KSRC6OBGNPSLFHJDP2WW75AC WPEJ7FMV7OGOSO5OBZCW2X26HURT3KTPVYQ4Y6ULJYUOS2Y55VTQC BVLCEVNN6P3YYOYHIWU7W44XWD4RPGNNFATQPLB2MHVFO6KBW74AC H3552BCIAVBLKAYKE4DHFLBLFW5RGRMYBMRRYHYEB5IPIJRUVU5QC S6YHCQQOD4BLRRLJ7BX2VI7EFJGOHFNZ6M6HJBFK7DWOGMLE5BAAC BAU2VKQ2NH3HN7E25BMN7JN27X6FJGLTQGG57FRMDNKSPXH2IALAC ############################################################################### Firewalk I (Lemuel)## To reach the Temple, you just have to walk straight. Note that the# frequency of the flames is low enough that you have to spend a fair# amount of time off the path to get hit by one. And at this depth# they should not be fatal to anyone. -LP#NAME: temple_firewalkTAGS: temple_entry uniq_firewalk no_item_gen no_monster_genORIENT: floatWEIGHT: 3ITEM: nothing, nothing, nothingSHUFFLE: defMARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 3, delay = 20, start_clouds = 1, \size = 1, walk_dist = 1, spread_rate= 0 }MARKER: e = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 4, delay = 39, start_clouds = 1, \size = 1, walk_dist = 1, spread_rate= 0 }MARKER: f = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 5, delay = 47, start_clouds = 1, \size = 1, walk_dist = 1, spread_rate= 0 }MAPxxxxxxxG@Gxxxxxxxx...............xx...............xx.d..e.....f..d.xx...............xx...............xx...............xx.e..f.....d..e.xx...............xx...............xx...............xx.f..d.....e..f.xx...............xx...............xx...............xx.d..e.....f..d.xx...............xx.......0.......xxxxxxxxxxxxxxxxxxENDMAP
################################################################################ Firewalk II (Lemuel)## A second version, with the safe path marked. Personally I don't think# it's necessary, but it does make it harder to kill yourself. -LP#NAME: temple_firewalk_markedTAGS: temple_entry uniq_firewalk no_item_gen no_monster_genWEIGHT: 7ORIENT: floatITEM: nothing, nothing, nothing, nothingSHUFFLE: defMARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 3, delay = 39, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MARKER: e = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 5, delay = 59, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MARKER: f = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 7, delay = 79, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }COLOUR: g = yellowMAPxxxxxxxG@Gxxxxxxxx...f..ggg....e.xx......ggg......xx.d....ggg..f...xx......ggg......xx...e..ggg....d.xx......ggg......xx.e....ggg..d...xx......ggg......xx...f..ggg....e.xx......ggg......xx.f....ggg..e...xx......ggg......xx...d..ggg....f.xx......ggg......xx.d....ggg..f...xx......ggg......xx...e..gOg....d.xxxxxxxxxxxxxxxxxxENDMAP
ENDMAP######################################## Flamethrowers (Lemuel)## No item generation for the sake of autoexplore.#NAME: flamethrower_hallDEPTH: D:9-27, Vault, Elf, GehTAGS: layout_rooms layout_city no_item_genMARKER: * = lua:fog_machine { cloud_type="flame", \pow_min = 25, pow_max = 50, delay = 150, \size = 2, walk_dist = 0, spread_rate= 40 }COLOUR: * = redSUBST: * = .SUBST: $ : $$cMAPcccccccccccccccccccccccccxxx*xxxxx*xxxxx*xxxxcGcxxx.xxxxx.xxxxx.xxxxcccccc.ccccc.ccccc.cccccc.................+$$$c+.................+$$$cc.................+$$$ccc.ccccc.ccccc.ccccccccGc.xxxxx.xxxxx.xxxxxxxccc*xxxxx*xxxxx*xxxxxxxccccccccccccccccccccccccENDMAP###################################################### A number of flamethrower vaults (Lemuel)## This next bunch are "flamethrowers" -- flame appears at the end of the# little corridor and a couple turns later spreads out of it. If you see# fire, get clear!# Again, these rely on statues to halt autoexplore.# Yes, you can cook monsters with it, but (1) you may get burned yourself# and (2) no XP if it kills them.#NAME: flamethrower_3DEPTH: D:12-27, Vault, Elf, GehTAGS: allow_dupMARKER: * = lua:fog_machine { cloud_type="flame", \pow_min = 20, pow_max = 40, delay = 150, \size = 1, walk_dist = 0, spread_rate= 75 }COLOUR: * = redSUBST: * = .MAP.....cc.cccc.cccc.ccc*cccccENDMAPNAME: flamethrower_2DEPTH: D:5-27, Vault, Elf, GehMARKER: * = lua:fog_machine { cloud_type="flame", \pow_min = 20, pow_max = 40, delay_min = 100, delay_max=200, \size = 1, walk_dist = 0, spread_rate= 75 }COLOUR: n = redSUBST: * = .MAP............xxxx.xxxx..xxxx.xxxx..xxxx*xxxx..xxxnnnxxx....*nGn*....xxxnnnxxx..xxxx*xxxx..xxxx.xxxx..xxxx.xxxx............ENDMAPNAME: flamethrower_1DEPTH: D:5-27, Vault, Elf, GehTAGS: layout_rooms layout_cityMARKER: * = lua:fog_machine { cloud_type="flame", \pow_min = 20, pow_max = 40, delay = 150, \size = 1, walk_dist = 0, spread_rate= 75 }COLOUR: * = redSUBST: * = .MAPxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxGxxxxxx.............@...........@.............xxxxxx.xxxxxxxxxxxx.xxxxxxxxxxxx.xxxxxxxxxxxx*xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxENDMAP############################################### Old faithful (Lemuel)## Little wisps of steam around the lava, and then occasionally a big# eruption. No statue needed here - the steam does very little damage.#NAME: old_faithfulDEPTH: D, Lair, GehTAGS: uniq_geyser no_monster_genMONS: nothing,nothingMARKER: 1 = lua:fog_machine { cloud_type="steam", \pow_min = 2, pow_max = 5, delay = 25, \size = 1, 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 = lSUBST: l = l w:20SUBST: ? : w. , ! : w. , & : w.MAP.......?.............&?..............??........&&&&???......&&&&?wwwww.....&&?wwwwwwwww&&..wwwwwlwwwwwww&..&wwl1lwwwww&&...wwwl2lwww&&.....wwwlww&&.....!!wwwww........!!!www........!!!!w!.....!....!!!w.....!!!....!!.......!!.ENDMAP############################################### Another geyser (Lemuel)#NAME: another_geyserDEPTH: D, LairTAGS: uniq_geyser no_monster_gen layout_roomsMONS: nothing,nothingMARKER: 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 = lSUBST: l = lwSUBST: ? : wlxMAP...........www.......wwwww...xxxxxwxxxxxxxxxxwwxxxxxxxxxxxwxxxxxxxxxxwxxxxx??xxwxxxxxx??lw1wxxxxxxxxlwwwxxxxxxxl2xxxxxxxxxxxxxxxENDMAP########################################################## Ice Spiral I (Lemuel)## There is a path to the center that the freezing clouds never appear on.# It's pretty obvious. -LP#NAME: ice_spiralWEIGHT: 1ORIENT: floatTAGS: no_item_gen no_monster_genMONS: ice beast / nothingITEM: nothing, nothingSHUFFLE: 1efSUBST: + : +=SUBST: * : *$SUBST: * = ***.|MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 2, pow_max = 4, delay = 17, start_clouds = 1, \size = 1, walk_dist = 0, spread_rate= 0 }MARKER: e = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 2, pow_max = 4, delay = 19, start_clouds = 1, \size = 1, walk_dist = 0, spread_rate= 0 }MARKER: f = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 2, pow_max = 4, delay = 23, start_clouds = 1, \size = 1, walk_dist = 0, spread_rate= 0 }MAPmG++Gmmmmmmmmmmmmmmmmmmm......f..1..1...e...fmm....1...f..e..f...1..mm......e..............mm....f...............emm......1..............mm....1.....e.1.f......mm...........f.e.1....1mm......e..............mm....e......***.......mm......1....***.f....fmm.....................mm....f1..e1.f..1e.....mm....................emm.....................mm.....................mm....................1mmf..1..e..f..e..f..e..mmmmmmmmmmmmmmmmmmmmmmmmENDMAP########################################################## Ice Spiral II (Lemuel)## Wait for the freezing cloud to disappear, then run to the next gap, then# wait. It creates an agreeable sense of tension. -LP#NAME: ice_spiral_2ORIENT: floatDEPTH: D:5-27, VaultTAGS: no_item_gen uniq_spiral layout_rooms layout_cityMONS: nothingITEM: nothing, nothingSHUFFLE: Bb/Mm/Mm/MmCOLOUR: B = blueSUBST: M=. , m=n, B=. , b=cSUBST: + : +=SUBST: * : *$MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 5, pow_max = 5, delay = 120, start_clouds = 1, \size = 1, walk_dist = 0, spread_rate= 0 }MARKER: e = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 9, pow_max = 9, delay = 200, start_clouds = 1, \size = 1, walk_dist = 0, spread_rate= 0 }MAPmG+GmmmmmmmmmmmmmmmmmmBBB111B111BeeeeeeeBmmmmmmmmmmmmmmmmmmmmBmm*****eeeeeee111B111mmmmmmmmmmmmmmmmmmmmmmENDMAP################################################################## Nasty fountain (Lemuel)#NAME: nasty_fountainDEPTH: D:11-27, Crypt, TarTAGS: allow_dupMARKER: Y = lua:fog_machine { cloud_type = "foul pestilence", \pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \size = 1, walk_dist = 1, spread_rate= 33 }MAPYENDMAP################################################################# Flame loot I (Lemuel)#NAME: flame_loot_1DEPTH: D, Elf, Vault, ZotITEM: nothingSUBST: * = *.SUBST: * : *$MARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 10, pow_max = 10, delay = 10, \size = 1, walk_dist = 0, spread_rate= 0 }MAPccccc...cccccccccc...cccccccccc.d.cccccccccc...cccccccccc...ccccc.....***.......d..***..d.......***.....ccccc...cccccccccc...cccccccccc.d.cccccccccc...cccccccccc...cccccENDMAP################################################################## Flame loot II (Lemuel)#NAME: Flame_loot_2DEPTH: D:9-27ORIENT: floatITEM: nothingSUBST: * = |**...SUBST: * : *$SUBST: L = ll.MONS: molten gargoyle / firedrake / lindwurm / nothing w:20MARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 10, pow_max = 10, delay = 10, \size = 1, walk_dist = 0, spread_rate= 0 }MAPccccc...cccccccccc...cccccccccc...cccccccccc.d.cccccccccc...cccccccccc...cccccccccc.d.cccccccccc...cccccccccc...cccccccccc...cccccc...LLlLL...cc..LLlllLL..cc.LLll*llLL.ccLLll***llLLccLll**1**llLccLlll***lllLccLLlll*lllLLcc.LLlllllLL.cc..LLlllLL..ccccccccccccccENDMAP################################################################## Freeze loot (Lemuel)# High T&D skill or a means of detecting secret doors is helpful here....#NAME: freeze_loot_1DEPTH: D:12-27, CryptSUBST: * : **$SUBST: * = **|NSUBST: n = 1:= / *:nMONS: nothing, nothing, nothing, nothingSHUFFLE: 1234MARKER: 1 = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 1, pow_max = 10, delay = 85, \size = 1, walk_dist = 2, spread_rate= 20 }MARKER: 2 = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 1, pow_max = 10, delay = 95, \size = 1, walk_dist = 2, spread_rate= 20 }MARKER: 3 = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 1, pow_max = 10, delay = 105, \size = 1, walk_dist = 2, spread_rate= 20 }MARKER: 4 = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 1, pow_max = 10, delay = 115, \size = 1, walk_dist = 2, spread_rate= 20 }SUBST: 1=w, 2=w, 3=w, 4=wMAP.wwwww..wwwwwwwww.wwwww1wwwww.wwcnnnnncww.wwwn..F..nwwwww2n.***.nwwwwwwn.***.n4wwwwwn..F..nwww.wwcnnnnncww.wwwww3wwwww.wwwwwwwww..wwwww.ENDMAP################################################################## Flames and gold (Lemuel)# No safe path in this one -- just got to take your chances!#NAME: flames_and_goldDEPTH: D:16-27WEIGHT: 2TAGS: no_item_genITEM: nothing, nothing, nothingNSUBST: . = 4:d / 4:e / 4:f / *:.MARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 4, delay = 29, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MARKER: e = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 4, delay = 31, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MARKER: f = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 4, delay = 37, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MAP..........................................................$...........$$$.........$$G$$.........$$$...........$..........................................................ENDMAP################################################################## Firewalk III (Lemuel)#NAME: firewalk_3TAGS: uniq_firewalkWEIGHT: 2ORIENT: floatITEM: nothing, nothing, nothingSHUFFLE: defMARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 4, delay = 39, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MARKER: e = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 6, delay = 59, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MARKER: f = lua:fog_machine { cloud_type = "flame", \pow_min = 2, pow_max = 8, delay = 79, start_clouds = 1, \size = 1, walk_dist = 2, spread_rate= 0 }MAPxxxxxxxG@Gxxxxxxxx...............xx...............xx.d..e.....f..d.xx...............xx...............xx...............xx.e..f.....d..e.xx...............xx...............xx...............xx.f..d.....e..f.xx...............xx...............xx...............xx.d..e.....f..d.xx...............xx...............xx......$$$......xx.e.f..$$$..d.e.xx......$$$......xxxxxxxxxxxxxxxxxxENDMAP################################################################## Flame stairs (Lemuel)#NAME: flame_stairs_1DEPTH: D:9-27, Elf, Vault, ZotITEM: nothingSHUFFLE: {[ / ]}MARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 10, pow_max = 10, delay = 10, \size = 1, walk_dist = 0, spread_rate= 0 }MAPcc@@@cccc...cccc...cccc.d.cccc...cccc...ccc.....cc.....cc.....cc{...[cccccccc
################################################################## Freeze stairs (Lemuel)#NAME: freeze_stairs_1DEPTH: D:9-27, Elf, Vault, ZotITEM: nothingSHUFFLE: {[ / ]}MARKER: d = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 10, pow_max = 10, delay = 10, \size = 1, walk_dist = 0, spread_rate= 0 }MAPcc@@@cccc...cccc...cccc.d.cccc...cccc...cccc...cccc...ccc.....cc.....cc.....cc{...[ccccccccENDMAP########################################################################################################################################################################################################################################################################################################################################################################################################################################################################################################################################
ENDMAP################################################################### Alternative swamp end, by Lemuel#NAME: swamp_pestilencePLACE: Swamp:5TAGS: no_pool_fixupORIENT: southeastMONS: spectral swamp dragon / spectral hydraMONS: hydra zombie / swamp dragon zombieMONS: spectral swamp drake / swamp drake zombieMONS: death drake / plant / w:5 oklob plantMONS: insubstantial wispMONS: phantomSHUFFLE: OXMARKER: Y = lua:fog_machine { cloud_type = "foul pestilence", \pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \size = 1, walk_dist = 1, spread_rate= 33 }MARKER: O = lua:fog_machine { cloud_type = "foul pestilence", \pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \size = 1, walk_dist = 1, spread_rate= 33 }KMONS: O = skeletal dragonKITEM: O = decaying runeSUBST: ? = ? ! wKMONS: ? = big fish zombieKMONS: ! = swamp worm zombieKFEAT: ? = deep_waterKFEAT: ! = deep_waterSUBST: X=. , Y:w , 6=66. , 1=13 , .=W... , "=xc , '=.wWMAP?w......w?w"xx xxw?ww..ww?wwc"xx xxx"wWWwww?w?cc"xxx xxxx'""cWw?w?ccc"xxxxxxxxx'x"c..wwcccc"""xxxxxxxxxxc...ccccccccccc"xxxxxx"cc....cccc6666c"xxxxxx"cc....cccO6666cc"xxxxxxcccc...cc6666665c"xxx'"cccc...ccc666666ccxx'cc1Xcc...cc6666666cxxxc211ccc..cccc5.666c"xccc2.1cc.Y.cccc..6cc"x'"c.1.ccc...ccc...cc"x'xcc.1.ccc...cc....cxx'x"c2.21ccc..ccc5.ccxxxxxcc...ccc..c....c"xxxxx"cc.1.2c...5.cccxxxxxxx"c2......?wcc""xxxxxxxxxccc2.wwwwcc""xxxxxxxxxxx"cc?w?wcc""xxxxxxxxxxxxx"cc4wcc"xxxxxxxxxxxxxxxxx"cccc"xxxxxxxxxxxxxxxxxxxxx""xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
NAME: elf_arrival_freezePLACE: Elf:1ORIENT: floatITEM: nothingMARKER: d = lua:fog_machine { cloud_type = "freezing vapour", \pow_min = 10, pow_max = 10, delay = 10, \size = 1, walk_dist = 0, spread_rate= 0 }MAPcc@@@cccc...cccc...cccc.d.cccc...cccc...cccc...cccc...cccc...cccc...cccc...cccc.{.cccccccccENDMAPNAME: elf_arrival_flamePLACE: Elf:1ORIENT: floatITEM: nothingMARKER: d = lua:fog_machine { cloud_type = "flame", \pow_min = 10, pow_max = 10, delay = 10, \size = 1, walk_dist = 0, spread_rate= 0 }MAPcc@@@cccc...cccc...cccc.d.cccc...cccc...cccc...cccc...cccc...cccc...cccc...cccc.{.cccccccccENDMAP