All doors in the vault can only be opened by the player? Or just the initial door that allows entrance to the vault?darkgod wrote: BTW I made all vaults have sealed doors that only the player can open, with a visual prompt, and all have hard walls, that prevent esp, detection and magic mapping them from the exterior
Call for mappers
Moderator: Moderator
Re: Call for mappers
Re: Call for mappers
It's configurable, I made only the entrance door work like that for now.
Just use a DOOR_VAULT instead of just VAULT terrain.
Also about circling them with floor, you dont have to.
Either:
* circle them by floor
* define a startx/starty that is where the game will check for connectivity
So if there are multiple entrances it's better to circle them since you cant put them all in startx/starty
Oh and the esp/sense blocking walls are HARDWALL (not diggable either?
Just use a DOOR_VAULT instead of just VAULT terrain.
Also about circling them with floor, you dont have to.
Either:
* circle them by floor
* define a startx/starty that is where the game will check for connectivity
So if there are multiple entrances it's better to circle them since you cant put them all in startx/starty
Oh and the esp/sense blocking walls are HARDWALL (not diggable either?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
Here is my attempt: A simple vault with only 5 treasures. The central chamber 3x3 is the best, but the most dangerous one. To get there the player must fight two lower level monsters in the open rooms (you cannot dig to the central room without digging in one of the bigger rooms). The other four 3x3 rooms have a medium difficulty monster. Feel free to change the difficulty of them I have no idea what it should be.
Dig-able version:
Alternative version with doors:
The doors should only be opened by the player, not the monster. Starting position is the upper door.
Dig-able version:
Code: Select all
defineTile('.', "FLOOR")
defineTile('X', "WALL")
defineTile('1', "FLOOR", {random_filter={add_levels=15}}, {random_filter={add_levels=20}})
defineTile('2', "FLOOR", {random_filter={add_levels=12}}, {random_filter={add_levels=17}})
defineTile('3', "FLOOR", {random_filter={add_levels=5}}, nil)
return {
[[.............]],
[[.....XXX.....]],
[[...XXX2XXX...]],
[[..XX3XXX3XX..]],
[[..X...X...X..]],
[[.XXX3XXX3XXX.]],
[[.X2XXX1XXX2X.]],
[[.XXX3XXX3XXX.]],
[[..X...X...X..]],
[[..XX3XXX3XX..]],
[[...XXX2XXX...]],
[[.....XXX.....]],
[[.............]],
}
Code: Select all
defineTile('.', "FLOOR")
defineTile('X', "HARDWALL")
defineTile('D', "DOOR")
defineTile('1', "FLOOR", {random_filter={add_levels=15}}, {random_filter={add_levels=20}})
defineTile('2', "FLOOR", {random_filter={add_levels=12}}, {random_filter={add_levels=17}})
defineTile('3', "FLOOR", {random_filter={add_levels=5}}, nil)
return {
[[...........]],
[[...XXDXX...]],
[[..XXD2DXX..]],
[[.XX.XXX.XX.]],
[[.X...X...X.]],
[[.X3.3X3.3X.]],
[[.XDXDXDXDX.]],
[[.X2XX2XX2X.]],
[[.XXXDXDXXX.]],
[[.XX.XXX.XX.]],
[[.X...X...X.]],
[[.X3.3X3.3X.]],
[[.XXXDXDXXX.]],
[[..XXX1XXX..]],
[[...XXXXX...]],
[[...........]],
}
Re: Call for mappers
Ok, so:darkgod wrote: Just use a DOOR_VAULT instead of just VAULT terrain.
[...]
Oh and the esp/sense blocking walls are HARDWALL (not diggable either?
Code: Select all
defineTile('+', 'DOOR') -- a normal door that monsters can open
defineTile('=', 'DOOR_VAULT') -- a door that only the player can open
defineTile('X', 'WALL') -- a normal wall that can be dug, mapped, etc
defineTile('#', 'HARDWALL') -- a wall that blocks ESP, can't be dug, can't be phased through
defineTile('.', 'VAULT') -- what does this mean?
What happens if something is not fully surrounded by HARDWALL?
e.g. using the symbols above (X for wall, # for hardwall):
Code: Select all
X
PX
######
@
How do we do this?* define a startx/starty that is where the game will check for connectivity
Re: Call for mappers
A hilbert curve, full of surprises.. There's no particular theme to this, so I guess it could go anywhere.
Code: Select all
defineTile(' ', "FLOOR")
defineTile('+', "DOOR")
defineTile('#', "HARDWALL")
defineTile('c', "FLOOR", {random_filter={add_levels=10}})
defineTile('$', "FLOOR", {random_filter={add_levels=25}})
defineTile('~', "FLOOR", {random_filter={add_levels=10}}, nil, {random_filter={add_levels=10}})
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=5}})
defineTile('s', "FLOOR", nil, "MASTER_SKELETON_ARCHER")
defineTile('o', "FLOOR", {random_filter={add_levels=5}}, {random_filter={add_levels=5}})
defineTile('O', "FLOOR", {random_filter={add_levels=10}}, {random_filter={add_levels=10}})
defineTile('P', "FLOOR", {random_filter={add_levels=15}}, {random_filter={add_levels=15}})
return {
[[#################]],
[[#^^^# # # s#]],
[[#P# # # #o#~#~# #]],
[[# # ss# #o#~s~# #]],
[[# #####s#o#####^#]],
[[# O# O#o #cO #]],
[[###s# ##### #O###]],
[[#c #s^^+ #s #]],
[[#c############# #]],
[[#c# ooo # ooP #s#]],
[[#~# ### # ### #^#]],
[[#c #s # # ~ #]],
[[#####s#####s#####]],
[[# PP# O# o# c #]],
[[# # ### #~###o# #]],
[[#$#s # o# #]],
[[###############+#]],
}
Re: Call for mappers
In your example no the player would not see anything. Magic map would black out after the hardwall, esp and detection would not work.
If the lpayer was on the side oft he normal wall he would be able to map/esp/sense just fine.
In the current vauls I made all walls hardwalls, you you can indeed make some and not all.
I kinda like that they are surrounded by hardwalls so the player must open it to know what's inside, and since there is a warning on entrance the lpayer only has himself to blame if he dies an terrible death
Does not mean anything 
Oh and:
You can do instead:
This allows you to give it additional levels and to bring in NPCs without a define.
(works for objects & traps too)
If the lpayer was on the side oft he normal wall he would be able to map/esp/sense just fine.
In the current vauls I made all walls hardwalls, you you can indeed make some and not all.
I kinda like that they are surrounded by hardwalls so the player must open it to know what's inside, and since there is a warning on entrance the lpayer only has himself to blame if he dies an terrible death

Code: Select all
defineTile('.', 'VAULT') -- what does this mean?

Oh and:
Code: Select all
defineTile('s', "FLOOR", nil, "MASTER_SKELETON_ARCHER")
Code: Select all
defineTile('s', "FLOOR", nil, {random_filter={name="master skeleton archer", add_levels=10}})
(works for objects & traps too)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
But phase door still works?darkgod wrote:In your example no the player would not see anything. Magic map would black out after the hardwall, esp and detection would not work.
What if I want to specify "This object should be a random mace" ?This allows you to give it additional levels and to bring in NPCs without a define.Code: Select all
defineTile('s', "FLOOR", nil, {random_filter={name="master skeleton archer", add_levels=10}})
(works for objects & traps too)
Re: Call for mappers
Repton wrote: What if I want to specify "This object should be a random mace" ?
Code: Select all
defineTile('s', "FLOOR", {random_filter={type="weapon", subtype="mace"})
<DarkGod> lets say it's intended
Re: Call for mappers
I made all vaults no-teleport
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
I hope you can still teleport out, or else it could be a little nastydarkgod wrote:I made all vaults no-teleport

Re: Call for mappers
I am a nasty fellow 
But yes you can teleport out

But yes you can teleport out
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
Here's an orc armoury:
The fiery and wyrmic uruk-hai will, I think, be generated with escorts, so I've left some room around them ... but I'm not sure what will happen if there isn't enough room. (how many escorts will be created?)
Code: Select all
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=5}})
defineTile('+', "DOOR")
defineTile('#', "HARDWALL")
defineTile('a', 'FLOOR', nil, {random_filter={name='hill orc archer', add_levels=15}})
defineTile('i', 'FLOOR', nil, {random_filter={name='icy wyrmic uruk-hai', add_levels=10}}) -- will be generated with escorts, so leave some space free
defineTile('f', 'FLOOR', nil, {random_filter={name='fiery wyrmic uruk-hai', add_levels=10}}) -- will be generated with escorts, so leave some space free
defineTile('o', 'FLOOR', nil, {random_filter={name='uruk-hai', add_levels=10}})
defineTile('O', 'FLOOR', nil, {random_filter={name='uruk-hai', add_levels=20}})
defineTile('n', 'FLOOR', nil, {random_filter={name='orc master assassin', add_levels=10}})
defineTile('N', 'FLOOR', nil, {random_filter={name='orc grand master assassin', add_levels=15}})
defineTile('m', 'FLOOR', {random_filter={type='weapon', subtype='mace', add_levels=10}})
defineTile('M', 'FLOOR', {random_filter={type='weapon', subtype='greatmaul', add_levels=10}})
defineTile('x', 'FLOOR', {random_filter={type='weapon', subtype='axe', add_levels=10}})
defineTile('X', 'FLOOR', {random_filter={type='weapon', subtype='battleaxe', add_levels=10}})
defineTile('s', 'FLOOR', {random_filter={type='weapon', subtype='sword', add_levels=10}})
defineTile('S', 'FLOOR', {random_filter={type='weapon', subtype='greatsword', add_levels=10}})
defineTile('b', 'FLOOR', {random_filter={type='weapon', subtype='longbow', add_levels=10}})
defineTile('B', 'FLOOR', {random_filter={type='ammo', subtype='arrow', add_levels=10}})
defineTile('w', 'FLOOR', {random_filter={type='weapon', subtype='sling', add_levels=10}})
defineTile('W', 'FLOOR', {random_filter={type='ammo', subtype='shot', add_levels=10}})
defineTile('k', 'FLOOR', {random_filter={type='weapon', subtype='knife', add_levels=10}})
defineTile('t', 'FLOOR', {random_filter={type='weapon', subtype='mace', add_levels=10}}, {random_filter={type='giant', subtype='troll', add_levels=10}})
defineTile('T', 'FLOOR', {random_filter={type='weapon', subtype='greatmaul', add_levels=10}}, {random_filter={type='giant', subtype='troll', add_levels=15}})
return {
[[#########################]],
[[##aa#ooo+xx#BBBB#OOO#knk#]],
[[## #oOo#xx###bb+ f #nNn#]],
[[## #oOo#XXXX#bb# #knk#]],
[[##^^##+###########+###+##]],
[[+ ^^ ^#]],
[[##^^##+###########+###+##]],
[[## #OoO#SSSS#ww# #TtT#]],
[[## #ooo#ss###ww+ i #ttt#]],
[[##aa#ooo+ss#WWWW#OOO#TtT#]],
[[#########################]],
}
Re: Call for mappers
I made the Town generator able to do vaults and added this one :=)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Call for mappers
This is a forge ...
I'm a bit less certain about it; can I bring in stuff from different zones like this?
I'm a bit less certain about it; can I bring in stuff from different zones like this?
Code: Select all
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=5}})
defineTile('+', "DOOR")
defineTile('#', "HARDWALL")
defineTile('~', "LAVA")
defineTile('_', "DEEP_WATER")
defineTile('X', "WALL")
defineTile('T', 'FLOOR', {random_filter={type='weapon', subtype='greatmaul', add_levels=10}}, {random_filter={name="stone troll", add_levels=25}})
defineTile('D', 'FLOOR', nil, {random_filter={name='fire wyrm', add_levels=10}})
defineTile('f', 'FLOOR', nil, {random_filter={name='orc high pyromancer', add_levels=10}}
defineTile('i', 'FLOOR', nil, {random_filter={name='orc high cryomancer', add_levels=10}}
defineTile('A', 'FLOOR', {random_filter={type='armor', add_levels=10}})
defineTile('$', 'FLOOR', {random_filter={type='armor', add_levels=20}})
return {
[[#############]],
[[#$$X###A i###]],
[[#### AA _~##]],
[[+ T~D#]],
[[#### AA _~##]],
[[#$$X###A f###]],
[[#############]],
}
-
- Spiderkin
- Posts: 480
- Joined: Mon Jul 26, 2004 5:20 am
- Location: Blighty
Re: Call for mappers
So, players can't dig or sense through these so-called 'hard walls'. But can xorn or xaren? If not, this could make for a delightful ambush...
Once diggers are implemented, additional goodies may be embedded in the 'normal' walls.
Code: Select all
defineTile('.', "FLOOR")
defineTile('^', "FLOOR", nil, nil, {random_filter={add_levels=5}})
defineTile('#', "HARDWALL")
defineTile('X', "WALL")
defineTile('+', "DOOR")
defineTile('1', "WALL", nil, {random_filter={name="xorn", add_levels=5}})
defineTile('2', "WALL", nil, {random_filter={name="xaren", add_levels=10}})
defineTile('s', "FLOOR", nil, {random_filter={name="skeleton archer", add_levels=10}})
defineTile('$', "FLOOR", {random_filter={add_levels=10}})
return {
[[...................]],
[[........#+#........]],
[[......###.###......]],
[[..##..#2#.#2#..##..]],
[[..##..#X#.#X#..##..]],
[[......#XX.XX#......]],
[[..##..#XX.XX#..##..]],
[[..##..#X#.#X#..##..]],
[[......#1#.#1#......]],
[[.########.########.]],
[[.#$$s..^^.^^..s$$#.]],
[[.########.########.]],
[[......#1#.#1#......]],
[[..##..#X#.#X#..##..]],
[[..##..#XX.XX#..##..]],
[[......#XX.XX#......]],
[[..##..#X#.#X#..##..]],
[[..##..#2#.#2#..##..]],
[[......###.###......]],
[[........#+#........]],
[[...................]],
}