Okay, this is my proper entry, a snow giant camp for the Daikara. Not much to say, beyond there being a nasty little ambush for people who rush straight for the treasure in the main building.
-- Edit: Ooh, and maybe dot some of those snowy trees around for aesthetics.
Code: Select all
-- Snow Giant Camp
setStatusAll{no_teleport=true}
rotates = {"default", "90", "180", "270", "flipx", "flipy"}
defineTile('.', "FLOOR")
defineTile(',', "ROCKY_GROUND")
defineTile('#', "HARDWALL")
defineTile('X', "MOUNTAIN_WALL")
defineTile('+', "DOOR")
defineTile('!', "DOOR_VAULT")
defineTile('$', "FLOOR", {random_filter={add_levels=10, tome_mod="vault"}})
defineTile('?', "FLOOR", {random_filter={add_levels=5, tome_mod="vault"}}, {random_filter={add_levels=5, type="giant", subtype="ice"}})
defineTile('P', "FLOOR", nil, {random_filter={name="snow giant"}})
defineTile('T', "FLOOR", nil, {random_filter={add_levels=5, name="snow giant thunderer"}})
defineTile('B', "FLOOR", nil, {random_filter={add_levels=5, name="snow giant boulder thrower"}})
defineTile('C', "FLOOR", nil, {random_filter={add_levels=8, name="snow giant chieftain"}})
startx = 12
starty = 19
return {
[[XX###############XXXXXXXX]],
[[X,#...#$$$$$#...#XXXXXXXX]],
[[X,#.....C.C.....#,,XXXXXX]],
[[X,#BB.#.....#.TT#,,,,XXXX]],
[[X,#####..C..#####,,,,,,XX]],
[[X,,,,,###!###,,,,,,,,,,XX]],
[[X,#,,,,,,,,,,,,,,###,,,XX]],
[[X###,,,,,,,,,,,,##?##,,,X]],
[[X#?+,,,,,,,,,P,,,#+#,,,,X]],
[[X###,,#,,,,P,,,,,,,,,,,,X]],
[[X,#,,###,,,,,,P,,,,,#,,,X]],
[[X,,,,#?+,,P,,,,,,,,###,,X]],
[[X,,,,###,,,,P,,,,,,+?#,,X]],
[[X,,,,,#,,,,,,,,,,,,###,,X]],
[[XX,,,,,,,,,,,,,,,,,,#,,XX]],
[[XX,,,,#+#,,,,,,,,,,,,,,XX]],
[[XXX,,##?##,,,,,,,,,,,,XXX]],
[[XXXXXX###,,,,,,,,,,,,XXXX]],
[[XXXXXXXXXX,,,,,,,XXXXXXXX]],
[[XXXXXXXXXXXX,XXXXXXXXXXXX]],
}
This second vault is more an example of an idea than a proper vault. It reintroduces glass walls from ToME 2 that you can see through. It's the classic Metroid trick: Be forced to walk past a bunch of caged monsters, collect the treasure at the end, walk back and... where have the monsters gone? Rather than just release them right next to you, approaching the treasure room teleports them all over the level. Suddenly, the vault is the safest place on the map...
Could remove the glass walls as well anyway, or replace them with 'broken glass walls' for added