Oh.. 2014... epic fail on my part.Zonk wrote:I am pretty sure that contest expired...unless the duration was extended again and I did not notice?edge2054 wrote:
Anyway for anyone that wants to contribute zones there's an add-on contest going on. The intent is for some of this content to make it into vanilla and there's even a cash prize for the top three add-ons.
http://te4.org/blogs/darkgod/2014/01/ne ... ntest-2014
Is the low number of vaults intentional?
Moderator: Moderator
Re: Is the low number of vaults intentional?
Re: Is the low number of vaults intentional?
I'm sure that, if you're willing to contribute new vault designs (whether small, large, specific, or general) and test them enough to ensure there are no bugs or things that can go wrong, that DarkGod would be fairly willing to implement them since they don't involve much more than plopping the whole design into a file and then including it as an option in the various relevant zone-generating code.
And from what I can tell based on how they're mapped, it would be pretty hard to break small and simple vault design (i.e. anything that doesn't, for example, involve special rules like the teleporters in the lich vault or the switches/teleporters in that dreadfell/ID vault). It's just a matter of busy work writing them. You could even, potentially, go back into the old angbands and other roguelikes to find inspiration for vault designs (although some of tome's borrow from them already).
And from what I can tell based on how they're mapped, it would be pretty hard to break small and simple vault design (i.e. anything that doesn't, for example, involve special rules like the teleporters in the lich vault or the switches/teleporters in that dreadfell/ID vault). It's just a matter of busy work writing them. You could even, potentially, go back into the old angbands and other roguelikes to find inspiration for vault designs (although some of tome's borrow from them already).