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_firewalk
TAGS: temple_entry uniq_firewalk no_item_gen no_monster_gen
ORIENT: float
WEIGHT: 3
ITEM: nothing, nothing, nothing
SHUFFLE: def
MARKER: 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 }
MAP
xxxxxxxG@Gxxxxxxx
x...............x
x...............x
x.d..e.....f..d.x
x...............x
x...............x
x...............x
x.e..f.....d..e.x
x...............x
x...............x
x...............x
x.f..d.....e..f.x
x...............x
x...............x
x...............x
x.d..e.....f..d.x
x...............x
x.......0.......x
xxxxxxxxxxxxxxxxx
ENDMAP
###############################################################################
# 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_marked
TAGS: temple_entry uniq_firewalk no_item_gen no_monster_gen
WEIGHT: 7
ORIENT: float
ITEM: nothing, nothing, nothing, nothing
SHUFFLE: def
MARKER: 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 = yellow
MAP
xxxxxxxG@Gxxxxxxx
x...f..ggg....e.x
x......ggg......x
x.d....ggg..f...x
x......ggg......x
x...e..ggg....d.x
x......ggg......x
x.e....ggg..d...x
x......ggg......x
x...f..ggg....e.x
x......ggg......x
x.f....ggg..e...x
x......ggg......x
x...d..ggg....f.x
x......ggg......x
x.d....ggg..f...x
x......ggg......x
x...e..gOg....d.x
xxxxxxxxxxxxxxxxx
ENDMAP
ENDMAP
#######################################
# Flamethrowers (Lemuel)
#
# No item generation for the sake of autoexplore.
#
NAME: flamethrower_hall
DEPTH: D:9-27, Vault, Elf, Geh
TAGS: layout_rooms layout_city no_item_gen
MARKER: * = lua:fog_machine { cloud_type="flame", \
pow_min = 25, pow_max = 50, delay = 150, \
size = 2, walk_dist = 0, spread_rate= 40 }
COLOUR: * = red
SUBST: * = .
SUBST: $ : $$c
MAP
ccccccccccccccccccccccc
ccxxx*xxxxx*xxxxx*xxxxc
Gcxxx.xxxxx.xxxxx.xxxxc
ccccc.ccccc.ccccc.ccccc
c.................+$$$c
+.................+$$$c
c.................+$$$c
cc.ccccc.ccccc.cccccccc
Gc.xxxxx.xxxxx.xxxxxxxc
cc*xxxxx*xxxxx*xxxxxxxc
ccccccccccccccccccccccc
ENDMAP
#####################################################
# 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_3
DEPTH: D:12-27, Vault, Elf, Geh
TAGS: allow_dup
MARKER: * = lua:fog_machine { cloud_type="flame", \
pow_min = 20, pow_max = 40, delay = 150, \
size = 1, walk_dist = 0, spread_rate= 75 }
COLOUR: * = red
SUBST: * = .
MAP
.....
cc.cc
cc.cc
cc.cc
c*c
ccc
c
ENDMAP
NAME: flamethrower_2
DEPTH: D:5-27, Vault, Elf, Geh
MARKER: * = 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 = red
SUBST: * = .
MAP
...........
.xxxx.xxxx.
.xxxx.xxxx.
.xxxx*xxxx.
.xxxnnnxxx.
...*nGn*...
.xxxnnnxxx.
.xxxx*xxxx.
.xxxx.xxxx.
.xxxx.xxxx.
...........
ENDMAP
NAME: flamethrower_1
DEPTH: D:5-27, Vault, Elf, Geh
TAGS: layout_rooms layout_city
MARKER: * = lua:fog_machine { cloud_type="flame", \
pow_min = 20, pow_max = 40, delay = 150, \
size = 1, walk_dist = 0, spread_rate= 75 }
COLOUR: * = red
SUBST: * = .
MAP
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxGxxxxxx
.............
@...........@
.............
xxxxxx.xxxxxx
xxxxxx.xxxxxx
xxxxxx.xxxxxx
xxxxxx*xxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
xxxxxxxxxxxxx
ENDMAP
##############################################
# 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_faithful
DEPTH: D, Lair, Geh
TAGS: uniq_geyser no_monster_gen
MONS: nothing,nothing
MARKER: 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 = l
SUBST: l = l w:20
SUBST: ? : w. , ! : w. , & : w.
MAP
.......?.......
......&?.......
.......??......
..&&&&???......
&&&&?wwwww.....
&&?wwwwwwwww&&.
.wwwwwlwwwwwww&
..&wwl1lwwwww&&
...wwwl2lwww&&.
....wwwlww&&...
..!!wwwww......
..!!!www.......
.!!!!w!.....!..
..!!!w.....!!!.
...!!.......!!.
ENDMAP
##############################################
# Another geyser (Lemuel)
#
NAME: another_geyser
DEPTH: D, Lair
TAGS: uniq_geyser no_monster_gen layout_rooms
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
#########################################################
# 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_spiral
WEIGHT: 1
ORIENT: float
TAGS: no_item_gen no_monster_gen
MONS: ice beast / nothing
ITEM: nothing, nothing
SHUFFLE: 1ef
SUBST: + : +=
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 }
MAP
mG++Gmmmmmmmmmmmmmmmmmm
m......f..1..1...e...fm
m....1...f..e..f...1..m
m......e..............m
m....f...............em
m......1..............m
m....1.....e.1.f......m
m...........f.e.1....1m
m......e..............m
m....e......***.......m
m......1....***.f....fm
m.....................m
m....f1..e1.f..1e.....m
m....................em
m.....................m
m.....................m
m....................1m
mf..1..e..f..e..f..e..m
mmmmmmmmmmmmmmmmmmmmmmm
ENDMAP
#########################################################
# 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_2
ORIENT: float
DEPTH: D:5-27, Vault
TAGS: no_item_gen uniq_spiral layout_rooms layout_city
MONS: nothing
ITEM: nothing, nothing
SHUFFLE: Bb/Mm/Mm/Mm
COLOUR: B = blue
SUBST: M=. , m=n, B=. , b=c
SUBST: + : +=
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 }
MAP
mG+Gmmmmmmmmmmmmmmmmm
mBBB111B111BeeeeeeeBm
mmmmmmmmmmmmmmmmmmmBm
m*****eeeeeee111B111m
mmmmmmmmmmmmmmmmmmmmm
ENDMAP
#################################################################
# Nasty fountain (Lemuel)
#
NAME: nasty_fountain
DEPTH: D:11-27, 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 = 1, walk_dist = 1, spread_rate= 33 }
MAP
Y
ENDMAP
################################################################
# Flame loot I (Lemuel)
#
NAME: flame_loot_1
DEPTH: D, Elf, Vault, Zot
ITEM: nothing
SUBST: * = *.
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 }
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
#################################################################
# Flame loot II (Lemuel)
#
NAME: Flame_loot_2
DEPTH: D:9-27
ORIENT: float
ITEM: nothing
SUBST: * = |**...
SUBST: * : *$
SUBST: L = ll.
MONS: molten gargoyle / firedrake / lindwurm / nothing w:20
MARKER: d = lua:fog_machine { cloud_type = "flame", \
pow_min = 10, pow_max = 10, delay = 10, \
size = 1, walk_dist = 0, spread_rate= 0 }
MAP
ccccc...ccccc
ccccc...ccccc
ccccc...ccccc
ccccc.d.ccccc
ccccc...ccccc
ccccc...ccccc
ccccc.d.ccccc
ccccc...ccccc
ccccc...ccccc
ccccc...ccccc
c...LLlLL...c
c..LLlllLL..c
c.LLll*llLL.c
cLLll***llLLc
cLll**1**llLc
cLlll***lllLc
cLLlll*lllLLc
c.LLlllllLL.c
c..LLlllLL..c
ccccccccccccc
ENDMAP
#################################################################
# Freeze loot (Lemuel)
# High T&D skill or a means of detecting secret doors is helpful here....
#
NAME: freeze_loot_1
DEPTH: D:12-27, 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 = 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=w
MAP
.wwwww.
.wwwwwwwww.
wwwww1wwwww
.wwcnnnnncww.
wwwn..F..nwww
ww2n.***.nwww
wwwn.***.n4ww
wwwn..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_gold
DEPTH: D:16-27
WEIGHT: 2
TAGS: no_item_gen
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 = 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_3
TAGS: uniq_firewalk
WEIGHT: 2
ORIENT: float
ITEM: nothing, nothing, nothing
SHUFFLE: def
MARKER: 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 }
MAP
xxxxxxxG@Gxxxxxxx
x...............x
x...............x
x.d..e.....f..d.x
x...............x
x...............x
x...............x
x.e..f.....d..e.x
x...............x
x...............x
x...............x
x.f..d.....e..f.x
x...............x
x...............x
x...............x
x.d..e.....f..d.x
x...............x
x...............x
x......$$$......x
x.e.f..$$$..d.e.x
x......$$$......x
xxxxxxxxxxxxxxxxx
ENDMAP
#################################################################
# Flame stairs (Lemuel)
#
NAME: flame_stairs_1
DEPTH: D:9-27, Elf, Vault, Zot
ITEM: nothing
SHUFFLE: {[ / ]}
MARKER: d = lua:fog_machine { cloud_type = "flame", \
pow_min = 10, pow_max = 10, delay = 10, \
size = 1, walk_dist = 0, spread_rate= 0 }
MAP
cc@@@cc
cc...cc
cc...cc
cc.d.cc
cc...cc
cc...cc
c.....c
c.....c
c.....c
c{...[c
ccccccc
#################################################################
# Freeze stairs (Lemuel)
#
NAME: freeze_stairs_1
DEPTH: D:9-27, Elf, Vault, Zot
ITEM: nothing
SHUFFLE: {[ / ]}
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 }
MAP
cc@@@cc
cc...cc
cc...cc
cc.d.cc
cc...cc
cc...cc
cc...cc
cc...cc
c.....c
c.....c
c.....c
c{...[c
ccccccc
ENDMAP
#################################################################
#################################################################
#################################################################
#################################################################
#################################################################
#################################################################
#################################################################
#################################################################
ENDMAP
##################################################################
# Alternative swamp end, by Lemuel
#
NAME: swamp_pestilence
PLACE: Swamp:5
TAGS: no_pool_fixup
ORIENT: southeast
MONS: spectral swamp dragon / spectral hydra
MONS: hydra zombie / swamp dragon zombie
MONS: spectral swamp drake / swamp drake zombie
MONS: death drake / plant / w:5 oklob plant
MONS: insubstantial wisp
MONS: phantom
SHUFFLE: OX
MARKER: 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 dragon
KITEM: O = decaying rune
SUBST: ? = ? ! w
KMONS: ? = big fish zombie
KMONS: ! = swamp worm zombie
KFEAT: ? = deep_water
KFEAT: ! = deep_water
SUBST: X=. , Y:w , 6=66. , 1=13 , .=W... , "=xc , '=.wW
MAP
?w......w?w"xx xx
w?ww..ww?wwc"xx xxx
"wWWwww?w?cc"xxx xxxx
'""cWw?w?ccc"xxxxxxxxx
'x"c..wwcccc"""xxxxxxx
xxxc...ccccccccccc"xxx
xxx"cc....cccc6666c"xxx
xxx"cc....cccO6666cc"xx
xxxxcccc...cc6666665c"xx
x'"cccc...ccc666666ccxx
'cc1Xcc...cc6666666cxx
xc211ccc..cccc5.666c"x
ccc2.1cc.Y.cccc..6cc"x
'"c.1.ccc...ccc...cc"x
'xcc.1.ccc...cc....cxx
'x"c2.21ccc..ccc5.ccxx
xxxcc...ccc..c....c"xx
xxx"cc.1.2c...5.cccxxx
xxxx"c2......?wcc""xxx
xxxxxxccc2.wwwwcc""xxxx
xxxxxxx"cc?w?wcc""xxxxx
xxxxxxxx"cc4wcc"xxxxxxx
xxxxxxxxxx"cccc"xxxxxxxx
xxxxxxxxxxxxx""xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
NAME: elf_arrival_freeze
PLACE: Elf:1
ORIENT: float
ITEM: nothing
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 }
MAP
cc@@@cc
cc...cc
cc...cc
cc.d.cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc.{.cc
ccccccc
ENDMAP
NAME: elf_arrival_flame
PLACE: Elf:1
ORIENT: float
ITEM: nothing
MARKER: d = lua:fog_machine { cloud_type = "flame", \
pow_min = 10, pow_max = 10, delay = 10, \
size = 1, walk_dist = 0, spread_rate= 0 }
MAP
cc@@@cc
cc...cc
cc...cc
cc.d.cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc...cc
cc.{.cc
ccccccc
ENDMAP