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Revision: 1.10
Committed: Mon Jul 12 22:28:17 2010 UTC (13 years, 10 months ago) by root
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File Contents

# User Rev Content
1 root 1.1 =head1 Random Map Deployment Guide
2    
3     =head2 Using random maps
4    
5     Any exit with "/!" as the destination map will generate a random map. To
6     specify random map parameters, you put parameters in the message field for
7     the exit.
8    
9     =head2 How styles work
10    
11     A "style" is usually a small map which contains only objects which
12     define the "style". For example, a monsterstyle "orc" might be a map
13     generated with crossedit which has six orcs, a kobold, and a troll in it.
14     When monsters are placed, the generator will randomly choose monsters from the
15     "orc" style, and for this example, on average, it will generate 6 orcs/troll
16     and 1 kobold/troll. So orcs will be very common, and there'll be occasional
17     trolls and kobolds.
18    
19     In principle, you may put any object in any style map. However, the
20     map generator will do special things with the object depending on which
21     directory it is in. Style maps are located in maps/styles/*, you may use
22     the editor to modify the style maps, or create new ones.
23    
24     Any style parameters that accept a map path accept both simple maps
25     (F<.map> files), meta files (F<.rmg>) and directories.
26    
27     Maps will simply be used as-is.
28    
29     Meta files are JSON objects with (currently) only one key: "maps" which
30     must be a hash with C<"path" : weight> pairs, of which one is randomly
31     chosen.
32    
33     Directories are handled based on the filenames in it: if there are any
34     files with "_\d+" in their name (e.g F<map_1.map>, F<map_99.map>),
35     then the one with the value closest to the difficulty value is chosen,
36     otherwise a random entry is picked (which can in turn be a meta file,
37     directory etc.).
38    
39     =head2 Style Parameters
40    
41     layoutstyle <style> (special!) Pick the layout style for the map.
42 root 1.5 Currently, "rogue", "spiral", "maze", "cave",
43 root 1.8 "castle", "snake", "onion", "squarespiral" and
44     "multiple" are allowed. See below for more
45     detail.
46 root 1.1
47     floorstyle <style> Load /styles/floorstyles/<style> and pick a random
48     floortype from that style map for the random map.
49     The entire map will be tiled with the floortype.
50    
51     wallstyle <style> Load /styles/wallstyles/<style> and pick a random
52     walltype from that style for the random map. All
53     the walls in the map will be of this type. The
54     walls are modified on insertion so that players
55     cannot go through them: this is expected for
56     walls, but the random map generator makes sure of
57     it. A <style> of "none" causes no walls or doors
58     to be generated.
59    
60     doorstyle <style> Load /styles/doorstyles/<style> and pick a random
61     doortype from that style for the random map. A
62     <style> of "none" causes no doors to generated.
63    
64     exitstyle <style> Put one or two exits in the map, one leading back
65     to the map where we entered from (origin_map,
66     origin_x, origin_y), and, if appropriate, one
67     leading to another, harder, random map. A style of
68     "none" causes no exits to be generated.
69    
70     decorstyle <style> Load /styles/decorstyles/<style> and pick the
71     decor objects from that style to insert in the
72     map. Decor objects are modified on insertion so
73     that they do NOT block movement, regardless of the
74     archetype. They are placed randomly. A style of
75     "none" causes no decor objects to be generated.
76    
77     monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
78     If it doesn't exist, then it will look for a directory
79     of that name. If it finds a directory, it will choose
80     a style based on dungeon_level. It will pick the style
81     with the name <name>_# with the # closest to the
82     dungeon_level. Monster objects are copied from the
83     style map, so you may form style maps with modified
84     monsters which are weaker or stronger than the default
85     archetype.A style of "none" causes no monsters to be
86     generated.
87    
88     treasurestyle <style> (Special) If the style name chosen is contained
89     in the lib/treasures file, it will use
90     that for making treasures. If it is NOT
91     in the lib/treasures file, it will look up
92     /styles/treasurestyle/<style>, and pick random
93     treasures from there. If <style> matches neither
94     of these, it will generate treasures using the
95     "chest" treasurelist. A style of "none" causes no
96     treasures to be placed.
97    
98     =head2 Layout Parameters
99    
100    
101     xsize <int> size of the map: if not set, random from 10 to 70
102    
103    
104     ysize <int> size of the map: if not set, random from 10 to 70
105    
106    
107     expand2x <bool> Do we double the size of the layout? This has
108     the effect of increasing the corridor widths by about
109     2x. Set it to a non-zero integer if this is desired.
110    
111    
112     symmetry <sym> symmetry of the layout: You can cause the map generator
113     to generate a symmetrical layout by using this flag.
114     symmetry 0 random symmetry
115     symmetry 1 no symmetry
116     symmetry 2 symmetry about the vertical centerline
117     symmetry 3 symmetry about the horizontal centerline
118     symmetry 4 both 2 and 3 symmetry
119    
120    
121     Layout Style: Parameter: Effect:
122    
123    
124 root 1.2 maze maze_type 0: roomy (open space with some walls)
125 root 1.1 1: sparse (maze with some larger open spaces)
126     2: braided (few dead ends)
127     3: closed (complete maze)
128     default: random
129    
130 root 1.4 cave cave_type 0: very rough, mazelike
131     1: round 1-2 space corridors, often elliptic
132     2: more open, roundish
133     3: wide open areas, roundish
134    
135 root 1.1 50% of the time a maze layout will be "doorified", meaning that doors
136     will be placed at random in the maze.
137    
138     onion layoutoptions1 0 (default) Pick random options
139     See "Onion Rooms" below for
140     the rest of the options.
141    
142     onion layoutoptions2 0 (default) Pick a random number of
143     "onion layers"
144    
145     =head2 Map generation parameters
146    
147    
148     difficulty Set the map difficulty. Has no relation to the
149     "difficulty" defined in common/*.c.
150     If nonzero, this map and its descendants will
151     have the same difficulty. If zero, it'll be set
152     to the value of dungeon_level and incremeneted with
153     each recursive map.
154    
155     difficulty_increase Sets how fast the difficulty increases. This value
156     is a float - the default value is 1.0. Reducing
157     This only applies to map without a default
158     difficulty set (but that could change in the
159     future). For each level of a map, the difficulty
160     is set to depth * difficulty_increase. Setting
161     this parameter to 0.5 (or other values between 0
162     and 1) is a way to have deep dungeons that do not
163     increase in difficulty all that rapidly.
164    
165    
166     dungeon_level Another way of setting the map difficulty. This
167     has no relation to the "difficulty" defined in
168     the common/*.c source code. The effect is to pick
169     which monsters to use: for example, if the
170     monsterstyle
171     is "humanoid" and the dungeonlevel is 9, the style
172     map /styles/monsterstyles/humanoid/humanoid_9 will be
173     the style from which monsters are chosen. After the
174     monsters are placed, the map
175     difficulty is set according
176     to the server's rule, for treasure purposes.
177    
178     dungeon_depth The map generated will have an exit to another
179     random map of the same style if
180     dungeon_level < dungeon_depth. The next random map
181     will have dungeon_level incremented. If dungeon_level
182     >= dungeon_depth, no exit to a more difficult map
183     will be made.
184    
185     orientation How the exits look:
186     0 random "orientation"
187     1 player arrives in the map at
188     a "stairs up", he goes to harder
189     levels by finding a "stairs down"
190     2 reverse of 1
191     3-6 exits are horizontal. In the future
192     these will be made to make exits to
193     rightward, leftward, north and south.
194    
195 root 1.9 rotate 0 do not randomly rotate the map
196     1 randomly rotate by 90, 180, 270° (default)
197    
198 root 1.1 origin_x <You shouldn't need to set this> The exit which
199     leads back from this map will go to this x.
200    
201     origin_y Like origin_x
202    
203     random_seed Set the random seed number used. This number
204     completely determines the random numbers: a map
205     with the same random seed and other parameters
206     will always produce exactly the same map.
207    
208     final_map When dungeon_level >= dungeon_depth, another exit
209     isn't usually made. However, if final_map is set
210     to a map's name, then an exit to this map will
211     be made.
212    
213     exit_on_final_map The default action is to place an exit on
214     the final map. When explicitly set to 'no' this will
215     not place a return exit on the final_map.
216     If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP!
217    
218     =head2 Misc. Parameters
219    
220     decoroptions <option> Currently, ignored. Possibly in the future it
221     will cause the decor to be patterned in some way,
222     such as <put decor along walls> or <put decor
223     in center of rooms>
224    
225    
226     treasureoptions <opt> Parameterizes how the treasure is placed and protected.
227     0 choose random treasure options
228     1 concentrate the treasure on the map in a few locations
229     2 hide the treasure behind hidden doors
230     4 put the treasure in a chest which must be unlocked.
231     (a key will be placed somewhere in the map, probably
232     in a monster.)
233     8 Put locked doors around the treasure (a key to each
234     door will be placed in a monster or somewhere reachable
235     by the player: one key on each side of the door.)
236     In onion maps, the treasure is co-located with the
237     exit to harder levels, so this makes the exit harder
238     to get to.
239     16 Trap the treasure. A trap from /styles/trapstyles/traps
240     is selected and inserted into the treasure chest.
241     32 sparse treasure. 1/2 as much treasure is generated.
242     64 rich treasure. 2x as much treasure is generated.
243    
244 root 1.2 If option 1 is not set, options 2-16 are ignored. Options
245     may be added together: treasureoptions 3 means treasure
246     optons 1 and 2 are set.
247    
248 root 1.1 =head2 Map Layout styles
249    
250     =head3 Onion Maps
251    
252     Onion rooms are like this:
253    
254     regular random
255     centered, linear onion: bottom/right centered, nonlinear:
256    
257     ######################### #########################
258     # # # #
259     # ######## ########## # # #####################
260     # # # # # # #
261     # # ###### ######## # # # # #
262     # # # # # # # # ######## ########
263     # # # #### ###### # # # # # # #
264     # # # # # # # # # # # #
265     # # # ############ # # # # # # ########### ##
266     # # # # # # # # # # #
267     # # ################ # # # # # # #########
268     # # # # # # # # #
269     # #################### # # # # # #
270     # # # # # # # #
271     ######################### #########################
272    
273     options:
274     0 Pick random options below
275     1 "centered"
276     2 linear doors (default is nonlinear)
277     4 bottom "centered"
278     8 bottom-right centered
279     16 outer wall off: i.e., no outer wall.
280     32 irregularly/randomly spaced layers (default: regular)
281    
282     =head3 Maze Maps
283    
284     Maze maps are like this:
285    
286 root 1.2 A "roomy" maze:
287    
288     ########################################
289     # #
290     # # # # # # # # #
291     # ## ## # ### # # ## #
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306     # ## ### # ## ## # ##### #
307     # #### # # # ### # # #
308     # # ### ## ## # # # # #
309     # ## ## # # ## # #
310     # # #### ## #### #
311     # ##
312     ########################################
313    
314 root 1.1 A "sparse" maze:
315    
316 root 1.2 ########################################
317     # # # # # # # # # # # # # # #
318     # # # # # # # # # # # # # #
319     #### # # ## ### # # # ## ## #
320     # # ### # ## # ## ## #### ##
321     ## # ## # ## # # # #
322     # ## #### ## ## # ## # ## ####
323     #### # ## ### # ## # #
324     # ## ## ## ## # #### #
325     #### # ### ## ## ## ## #
326     # # ### # # # # ###
327     # ##### #### # #### ### ### #
328     ## # # ### # ####
329     # ## # ## ## ### #
330     ## ## ### #### ##### # #
331     # # # ## # # ## #
332     #### #### ## ### #### # # #
333     # # ## ## ## # # #
334     ### ##### # #### #### # ## # ## #
335     # # # ## ## # ## # # #
336     ##### ## ## # ## ## ## # ## # # #
337     # # # # # # ## # ## # # ###
338     # #### # # ## ### # ## # # ## ## # #
339     # # # # # # # # # # # # #
340     ########################################
341    
342     A "braided" maze:
343    
344     ########################################
345     # # # # # # # # # # # # # # #
346     # # # # # # # # # # ##
347     # ## # # ## # # #
348     # ## ## # ## # ## # ## #######
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350     # # # # # # ### ### #### ## #
351     ### #### ## ### # # # ## ##
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355     # ## # # # ## # ####### ## ####
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357     # ## ### # ## # ## ### # ##
358     # # ## ##### # # ### ## # # #
359     ## # # ## ### ## ## #
360     # # # # # #### # ### ###
361     # # # ## ##### # # # ## # # #
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363     # # ### ###### # # # # # #
364     ## # ## # # # ## ## # ### #
365     # # ### # ##### # # # ## # #
366     # ## ## ### # ## # # # # ### #
367     # # # # # # # # # # # #
368     ########################################
369 root 1.1
370     A "full" maze:
371    
372 root 1.2 ########################################
373     # # # # # # # # # # # #
374     # # # # # # # # # # # # # # #
375     ## #### ### #### #### #### ## ### # #
376     # ## # # # # ### ### #
377     #### ##### #### ## # # #### # #
378     # ## # # ## # ## # ### ## ## #
379     # ### ## ## # # # # # #
380     # ### ## ## # ### # ##### ##
381     # ## ## ###### ## # ## #### # # #
382     ### # # # # ## # # ########
383     # ####### # ## # ### #### # #
384     # # # # #### ## # ### ##
385     #### # # # ## ## #### #### # # #
386     # ### # ## ## # ### ### ##
387     # # ## ### # ### ### # # #
388     #### #### #### # ## # # # ### #
389     # ## # ## # # # ## ## # ## #
390     # #### #### # ## ### # # ## # ###
391     # ### ## # # # #### ##### #
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393     # ## # # ### # # ##### #
394     # ### #### ###### ##### ####### # #
395     # # # # # # # # #
396     ########################################
397 root 1.1
398 root 1.4 =head3 Cave Maps
399    
400     Type 0, rough:
401    
402     ########################################
403 root 1.6 ################################# ####
404     ############# ######## # ####
405     ############# ######## ### ## ####
406     ############# #### ######### ####
407     ############# #### ############# ####
408     ########## ## ############ ####
409     ########## ### ####################
410     ######## ## #########################
411     ### ## ### #########################
412     ### ## ### #########################
413     ### ## ## ### #####################
414     ### # ### ###################
415     ### ### ### ###### ###################
416     ######## # ###### # ############
417     ####### ## ######### # #######
418     ####### # ######## # #####
419     ####### ##### ######### ### ### ###
420     ####### ###### #### ### #########
421     ### ### ## ### #### ######
422     ## # # ### ###### ### ####### ######
423     # ## ### ################### #####
424     # ################################ #
425     # #################################### #
426 root 1.4 ########################################
427    
428     ########################################
429 root 1.6 ## #### ########## ######### # ###
430     ## ##### ####### ###### # #
431     ## ## # ## ### #
432     ### ####### # #### # #####
433     ##### # ##### ## # # ###
434     ## ## ### ## # # #
435     ## # #### ## ## ## # #
436     ## ##### ### ## # # ###
437     ### ###### # ## # ###
438     ### ### # ###
439     ## ##### # ###
440     ###### ### ####
441     #### # #### ####
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445     ### ### ##### #### # # ## #
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447     # ### ## ### # ## # # ## #
448     # ## # ## ## ### ### #### #
449     # ## # ### #### ## #### #
450     # ## ## ####### ## ######
451     # # ###### ###### #### ## ######
452 root 1.4 ########################################
453    
454     Type 1: corridors
455    
456     ########################################
457     ############################ #
458     #### #### ################ ## ## #
459     ### ## ######## #### ## #### #
460     # ## ###### ### ## #### #
461     # ####### ## ## ## ## #
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463     # ###### ###### ### ### ### #
464     # ###### ######## ### #### ### #
465     # #### ########## ### ###### ## #
466     ### ### ############### ###### #
467     #### ## ## ######### # ###### ###
468     ##### ### ######### # ##########
469     # ### ### ## ##### ## #########
470     # ## #### #### ## # #########
471     # ## #### ## ## ##########
472     # ### ###### ## ###########
473     # ############## ##### ### ########
474     # ## #### ##### #### ####### ######
475     ### ## #### #### ####### #####
476     ## ## # ## ##### ###### ####
477     ## ## ###### ##### ###
478     ### #### #### ######### ##### ## #
479     ######### #### #
480     ########################################
481    
482     ########################################
483     ########################################
484     ### ### #######
485     ## #####
486     # # ############# ########### ####
487     # ### ########################## ###
488     # ### # ###### ##
489     # ## #### ##
490     # ## ###################### ### ##
491     # ## ######################## ### ##
492     # ## ### #### ## ###
493     # ## ## ### # ###
494     # ## ## ############### ### ## ###
495     # ## ## #### ## ##
496     # ## ### ##### ## ##
497     # ## #### ################### # ##
498     # ## ### #################### ##
499     # ## ###################### ##
500     # ### ####################### ##
501     # ####################### ##### ##
502     # ################### ## ##
503     ## ##### ##
504     ### ######### ###
505     ########################################
506     ########################################
507    
508     Type 2: somewhat open
509    
510     ########################################
511     #################### ##### ###
512     ############# ##### #### ##
513     #### ##### #### ## #
514     ### ### ##### ## #
515     # # ##### # ## #### #
516     # # ### ### ######## #### #
517     # # # ## # ### ## # #
518     # # # ## #
519     ## ### ## ## #
520     ### ####### ### ## ###
521     ############## ### #### ####
522     ############### ## #### ####
523     ### ######## ## ### # ###
524     ## ########## ## ## ### ##
525     ### ### ### ## ##### #
526     ## ### ## # ## ######## #
527     ## ##### ### # ## ######### #
528     # #### ### ## ### ####### #
529     # ## ### ##### ## ##
530     ## #### ## # ###### # ###
531     ### ### #### # ## ##### ####
532     #### # ##### ### ##############
533     #### ##### ###################
534     ########################################
535    
536     Type 3: wide open
537    
538     ########################################
539     # ######## ####### #
540     # ######## ######## #
541     # ##### ######### ###
542     ### ##### ## ### ########## ###
543     ## ##### ### #### ### ### ###
544     ### ###### ### #### ## #
545     ### ##### ## ######## ## #
546     ## ## ## ########## #
547     ## ## ## ########## #
548     # ### ######### ## #
549     # ####### ######## #### #
550     # ## ######## ##### ##### #
551     # #### ##### ### ##### #
552     # #### ### #### #
553     # #### ### #### #### #
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555     # ### #### ## ########### #### #
556     # ## #### ## ########## #####
557     # ## ####### ##### ####
558     # ### ####### ###### # #
559     # ### ######### # ### #
560     # # ##### ## ######## #
561     # #### ####### #
562     ########################################
563    
564 root 1.10 =head3 Castle layouts
565 root 1.8
566     Castles are similar to caves, except they generate very straight dungeon
567     features (not unlike roguelike layouts).
568    
569     ########################################
570     #### #################### ##
571     #### ###### ######### ##
572     #### ### ####### # ######### ##
573     #### D D ## ##### ##
574     #####D## ##### D ##
575     ##### # # # ## ##
576     ##### # #### # ##########
577     ##### # # # # D #
578     ##### # # # ######## #D# #
579     ##### # #D# # ######### ########
580     ##### ######### # D #######
581     ##### ########## D ##D########
582     ###### ### #### ###### #D# # #####
583     ##### #D# ## ### D # #####
584     ##### # # ## ###### #####
585     ##### # # ### ###### #####
586     #######D###D### ### ## # ##
587     ###### #### ### ## # ##
588     ###### # ##### ## ##
589     ###### # ####### ## # ##
590     ###### D ############# # ##
591     ########### ############# # ##
592     ########### ################## ##
593     ########################################
594    
595 root 1.1 =head3 Spiral Maps
596    
597 root 1.4 A Spiral Map:
598 root 1.1
599     ###########################
600     ###########################
601     ########### D ##########
602     ######### #### ########
603     ######## ######## #######
604     ####### ########## ######
605     ###### ############ #####
606     ###### #### #####D#####
607     ##### ### ### #### ####
608     ##### #### ##### #### ####
609     #####D#### ###### ####D####
610     ##### ### #C### #### ####
611     ###### #### >###D#### ####
612     ######D########## ####D####
613     ###### ######## ### ####
614     ####### ###### #### #####
615     ######## D D D #### #####
616     #################### ######
617     ################### ######
618     ################# #######
619     ################# <########
620     ###########################
621     ###########################
622    
623     layoutoptions1:
624    
625     0 pick random options
626     1 Regular spiral: distance increases constantly with angle
627     2 Fine spiral: most coils possible are fit in
628     4 Fit Spiral: scale spiral to fit rectanglar region
629 root 1.2 (i.e., the spiral will look elliptical)
630 root 1.1
631 root 1.4 =head3 Rogue-like Maps
632 root 1.1
633     A Rogue-like Map:
634    
635     ###############################
636     ############# ###########
637     # ## ###########
638     # DD ###########
639     # ## ###########
640     # ## #### ##
641     # #####D####### ##
642     # D D ##
643     ###D######D##### ####### ##
644     ### ## ### ## ##
645     ###D D ### ###D####
646     ### ## D D < ### ####
647     ### ######D##### ### ####
648     ###D###### ##### #### ####
649     ## #### ##### # ##### ####
650     ## #### ##### ######### ####
651     ## ####D##### ######### ####
652     ## ## ### # ### ####
653     ## ## ### # ###D####
654     ## ## ### # ### ##
655     ######## ### # ### #
656     ######## D D D ### > #
657     ######## ##### ### #
658     ######## ##### ### ##
659     ######## ##### ########
660     ################## ########
661     ###############################
662    
663     layoutoptions1:
664    
665     0 pick random room shapes (i.e., mix it up)
666     1 Always use rectangular rooms
667     2 Always use "circular" rooms
668    
669     =head3 Snake layouts
670    
671     No options are available for snake layouts.
672     A player must touch every room to descend deeper in a snake.
673    
674     This is a basic snake layout:
675    
676     ############################
677     #> #
678     # #
679     # #
680     ##########################D#
681     # #
682     # #
683     # #
684     #D##########################
685     # #
686     # #
687     # #
688     ##########################D#
689     # #
690     # #
691     # #
692     #D##########################
693     # #
694     # #
695     # #
696     # #
697     # <#
698     ############################
699    
700     This is a roomified, xy-symmetric snake layout:
701    
702     ###################################
703     #> # # # # >#
704     # # # # # #
705     ##D####### D D #######D##
706     # # # # # #
707     # # # # # #
708     # D # < # D #
709     # # # # # #
710     # # # # # #
711     ##D####### D D #######D##
712     # # # # # #
713     #> # # # # >#
714     ###################################
715    
716     =head3 Square spirals
717    
718     No options are available for square spirals
719     A player must touch every room to descend in a square spiral.
720    
721     This is a basic square spiral layout:
722    
723     ###############################
724     # # #
725     # D #
726     # #####################D#####
727     # # # # #
728     # # # # #
729     # # D # #
730     # # #############D### #
731     # # # # # # #
732     # # # # # # #
733     # # # D # # #
734     # # # #####D### # #
735     # # # # > # # # #
736     # # # D # # # #
737     # # ######### # # #
738     # # # D # # #
739     # # # # # # #
740     # # D # # # #
741     # ################# # #
742     # # D # #
743     # # # # #
744     # D # # #
745     ######################### #
746     # D #
747     # # #
748     # # #
749     #< # #
750     ###############################
751    
752     This is an xy-symmetric square spiral layout:
753    
754     #####################################
755     # # < # #
756     ##D##########D# #D##########D##
757     # # # ####D#### # # #
758     # ###DD### # # ###DD### #
759     # # #> # ##D###D## # ># # #
760     # # ####D### ###D#### # #
761     # # D # # D # #
762     # ############D#####D############ #
763     # D D #
764     # # # #
765     # D D #
766     # ############D#####D############ #
767     # # D # # D # #
768     # # ####D### ###D#### # #
769     # # #> # ##D###D## # ># # #
770     # ###DD### # # ###DD### #
771     # # # ####D#### # # #
772     ##D##########D# #D##########D##
773     # # < # #
774     #####################################
775    
776 root 1.7 =head2 Multiple layouts
777    
778     The layoutstyle "multiple" divides the map into many areas
779     and uses random layout styles in each area. Works best with
780     very high or wide maps and fewer levels.
781    
782 root 1.1 =head2 An example input file
783    
784     layoutstyle onion
785     monsterstyle humanoid
786     dungeon_depth 3
787     xsize 15
788     ysize 15
789     exitstyle cstair
790     orientation 1
791     decorstyle furniture
792     floorstyle dirt
793     wallstyle wooden
794     symmetry 1
795    
796 root 1.3 =head2 AUTHORS
797 root 1.1
798     The original document was taken from Crossfire and subsequently modified by Marc Lehmann.