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Revision: 1.8
Committed: Sat Jul 3 13:14:35 2010 UTC (13 years, 10 months ago) by root
Branch: MAIN
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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     origin_x <You shouldn't need to set this> The exit which
196     leads back from this map will go to this x.
197    
198     origin_y Like origin_x
199    
200     random_seed Set the random seed number used. This number
201     completely determines the random numbers: a map
202     with the same random seed and other parameters
203     will always produce exactly the same map.
204    
205     final_map When dungeon_level >= dungeon_depth, another exit
206     isn't usually made. However, if final_map is set
207     to a map's name, then an exit to this map will
208     be made.
209    
210     exit_on_final_map The default action is to place an exit on
211     the final map. When explicitly set to 'no' this will
212     not place a return exit on the final_map.
213     If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP!
214    
215     =head2 Misc. Parameters
216    
217     decoroptions <option> Currently, ignored. Possibly in the future it
218     will cause the decor to be patterned in some way,
219     such as <put decor along walls> or <put decor
220     in center of rooms>
221    
222    
223     treasureoptions <opt> Parameterizes how the treasure is placed and protected.
224     0 choose random treasure options
225     1 concentrate the treasure on the map in a few locations
226     2 hide the treasure behind hidden doors
227     4 put the treasure in a chest which must be unlocked.
228     (a key will be placed somewhere in the map, probably
229     in a monster.)
230     8 Put locked doors around the treasure (a key to each
231     door will be placed in a monster or somewhere reachable
232     by the player: one key on each side of the door.)
233     In onion maps, the treasure is co-located with the
234     exit to harder levels, so this makes the exit harder
235     to get to.
236     16 Trap the treasure. A trap from /styles/trapstyles/traps
237     is selected and inserted into the treasure chest.
238     32 sparse treasure. 1/2 as much treasure is generated.
239     64 rich treasure. 2x as much treasure is generated.
240    
241 root 1.2 If option 1 is not set, options 2-16 are ignored. Options
242     may be added together: treasureoptions 3 means treasure
243     optons 1 and 2 are set.
244    
245 root 1.1 =head2 Map Layout styles
246    
247     =head3 Onion Maps
248    
249     Onion rooms are like this:
250    
251     regular random
252     centered, linear onion: bottom/right centered, nonlinear:
253    
254     ######################### #########################
255     # # # #
256     # ######## ########## # # #####################
257     # # # # # # #
258     # # ###### ######## # # # # #
259     # # # # # # # # ######## ########
260     # # # #### ###### # # # # # # #
261     # # # # # # # # # # # #
262     # # # ############ # # # # # # ########### ##
263     # # # # # # # # # # #
264     # # ################ # # # # # # #########
265     # # # # # # # # #
266     # #################### # # # # # #
267     # # # # # # # #
268     ######################### #########################
269    
270     options:
271     0 Pick random options below
272     1 "centered"
273     2 linear doors (default is nonlinear)
274     4 bottom "centered"
275     8 bottom-right centered
276     16 outer wall off: i.e., no outer wall.
277     32 irregularly/randomly spaced layers (default: regular)
278    
279     =head3 Maze Maps
280    
281     Maze maps are like this:
282    
283 root 1.2 A "roomy" maze:
284    
285     ########################################
286     # #
287     # # # # # # # # #
288     # ## ## # ### # # ## #
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304     # #### # # # ### # # #
305     # # ### ## ## # # # # #
306     # ## ## # # ## # #
307     # # #### ## #### #
308     # ##
309     ########################################
310    
311 root 1.1 A "sparse" maze:
312    
313 root 1.2 ########################################
314     # # # # # # # # # # # # # # #
315     # # # # # # # # # # # # # #
316     #### # # ## ### # # # ## ## #
317     # # ### # ## # ## ## #### ##
318     ## # ## # ## # # # #
319     # ## #### ## ## # ## # ## ####
320     #### # ## ### # ## # #
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323     # # ### # # # # ###
324     # ##### #### # #### ### ### #
325     ## # # ### # ####
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327     ## ## ### #### ##### # #
328     # # # ## # # ## #
329     #### #### ## ### #### # # #
330     # # ## ## ## # # #
331     ### ##### # #### #### # ## # ## #
332     # # # ## ## # ## # # #
333     ##### ## ## # ## ## ## # ## # # #
334     # # # # # # ## # ## # # ###
335     # #### # # ## ### # ## # # ## ## # #
336     # # # # # # # # # # # # #
337     ########################################
338    
339     A "braided" maze:
340    
341     ########################################
342     # # # # # # # # # # # # # # #
343     # # # # # # # # # # ##
344     # ## # # ## # # #
345     # ## ## # ## # ## # ## #######
346     # ### # # # # # # ## # #
347     # # # # # # ### ### #### ## #
348     ### #### ## ### # # # ## ##
349     # # # # # ## # #
350     # ## ## ###### ## ### ## #### ####
351     #### # ### # ## # # #
352     # ## # # # ## # ####### ## ####
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356     ## # # ## ### ## ## #
357     # # # # # #### # ### ###
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359     # ## ## # # ## ## # ### # #
360     # # ### ###### # # # # # #
361     ## # ## # # # ## ## # ### #
362     # # ### # ##### # # # ## # #
363     # ## ## ### # ## # # # # ### #
364     # # # # # # # # # # # #
365     ########################################
366 root 1.1
367     A "full" maze:
368    
369 root 1.2 ########################################
370     # # # # # # # # # # # #
371     # # # # # # # # # # # # # # #
372     ## #### ### #### #### #### ## ### # #
373     # ## # # # # ### ### #
374     #### ##### #### ## # # #### # #
375     # ## # # ## # ## # ### ## ## #
376     # ### ## ## # # # # # #
377     # ### ## ## # ### # ##### ##
378     # ## ## ###### ## # ## #### # # #
379     ### # # # # ## # # ########
380     # ####### # ## # ### #### # #
381     # # # # #### ## # ### ##
382     #### # # # ## ## #### #### # # #
383     # ### # ## ## # ### ### ##
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385     #### #### #### # ## # # # ### #
386     # ## # ## # # # ## ## # ## #
387     # #### #### # ## ### # # ## # ###
388     # ### ## # # # #### ##### #
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390     # ## # # ### # # ##### #
391     # ### #### ###### ##### ####### # #
392     # # # # # # # # #
393     ########################################
394 root 1.1
395 root 1.4 =head3 Cave Maps
396    
397     Type 0, rough:
398    
399     ########################################
400 root 1.6 ################################# ####
401     ############# ######## # ####
402     ############# ######## ### ## ####
403     ############# #### ######### ####
404     ############# #### ############# ####
405     ########## ## ############ ####
406     ########## ### ####################
407     ######## ## #########################
408     ### ## ### #########################
409     ### ## ### #########################
410     ### ## ## ### #####################
411     ### # ### ###################
412     ### ### ### ###### ###################
413     ######## # ###### # ############
414     ####### ## ######### # #######
415     ####### # ######## # #####
416     ####### ##### ######### ### ### ###
417     ####### ###### #### ### #########
418     ### ### ## ### #### ######
419     ## # # ### ###### ### ####### ######
420     # ## ### ################### #####
421     # ################################ #
422     # #################################### #
423 root 1.4 ########################################
424    
425     ########################################
426 root 1.6 ## #### ########## ######### # ###
427     ## ##### ####### ###### # #
428     ## ## # ## ### #
429     ### ####### # #### # #####
430     ##### # ##### ## # # ###
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447     # ## ## ####### ## ######
448     # # ###### ###### #### ## ######
449 root 1.4 ########################################
450    
451     Type 1: corridors
452    
453     ########################################
454     ############################ #
455     #### #### ################ ## ## #
456     ### ## ######## #### ## #### #
457     # ## ###### ### ## #### #
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463     ### ### ############### ###### #
464     #### ## ## ######### # ###### ###
465     ##### ### ######### # ##########
466     # ### ### ## ##### ## #########
467     # ## #### #### ## # #########
468     # ## #### ## ## ##########
469     # ### ###### ## ###########
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471     # ## #### ##### #### ####### ######
472     ### ## #### #### ####### #####
473     ## ## # ## ##### ###### ####
474     ## ## ###### ##### ###
475     ### #### #### ######### ##### ## #
476     ######### #### #
477     ########################################
478    
479     ########################################
480     ########################################
481     ### ### #######
482     ## #####
483     # # ############# ########### ####
484     # ### ########################## ###
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486     # ## #### ##
487     # ## ###################### ### ##
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499     # ################### ## ##
500     ## ##### ##
501     ### ######### ###
502     ########################################
503     ########################################
504    
505     Type 2: somewhat open
506    
507     ########################################
508     #################### ##### ###
509     ############# ##### #### ##
510     #### ##### #### ## #
511     ### ### ##### ## #
512     # # ##### # ## #### #
513     # # ### ### ######## #### #
514     # # # ## # ### ## # #
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516     ## ### ## ## #
517     ### ####### ### ## ###
518     ############## ### #### ####
519     ############### ## #### ####
520     ### ######## ## ### # ###
521     ## ########## ## ## ### ##
522     ### ### ### ## ##### #
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524     ## ##### ### # ## ######### #
525     # #### ### ## ### ####### #
526     # ## ### ##### ## ##
527     ## #### ## # ###### # ###
528     ### ### #### # ## ##### ####
529     #### # ##### ### ##############
530     #### ##### ###################
531     ########################################
532    
533     Type 3: wide open
534    
535     ########################################
536     # ######## ####### #
537     # ######## ######## #
538     # ##### ######### ###
539     ### ##### ## ### ########## ###
540     ## ##### ### #### ### ### ###
541     ### ###### ### #### ## #
542     ### ##### ## ######## ## #
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544     ## ## ## ########## #
545     # ### ######### ## #
546     # ####### ######## #### #
547     # ## ######## ##### ##### #
548     # #### ##### ### ##### #
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554     # ## ####### ##### ####
555     # ### ####### ###### # #
556     # ### ######### # ### #
557     # # ##### ## ######## #
558     # #### ####### #
559     ########################################
560    
561 root 1.8 =head2 Castle layouts
562    
563     Castles are similar to caves, except they generate very straight dungeon
564     features (not unlike roguelike layouts).
565    
566     ########################################
567     #### #################### ##
568     #### ###### ######### ##
569     #### ### ####### # ######### ##
570     #### D D ## ##### ##
571     #####D## ##### D ##
572     ##### # # # ## ##
573     ##### # #### # ##########
574     ##### # # # # D #
575     ##### # # # ######## #D# #
576     ##### # #D# # ######### ########
577     ##### ######### # D #######
578     ##### ########## D ##D########
579     ###### ### #### ###### #D# # #####
580     ##### #D# ## ### D # #####
581     ##### # # ## ###### #####
582     ##### # # ### ###### #####
583     #######D###D### ### ## # ##
584     ###### #### ### ## # ##
585     ###### # ##### ## ##
586     ###### # ####### ## # ##
587     ###### D ############# # ##
588     ########### ############# # ##
589     ########### ################## ##
590     ########################################
591    
592 root 1.1 =head3 Spiral Maps
593    
594 root 1.4 A Spiral Map:
595 root 1.1
596     ###########################
597     ###########################
598     ########### D ##########
599     ######### #### ########
600     ######## ######## #######
601     ####### ########## ######
602     ###### ############ #####
603     ###### #### #####D#####
604     ##### ### ### #### ####
605     ##### #### ##### #### ####
606     #####D#### ###### ####D####
607     ##### ### #C### #### ####
608     ###### #### >###D#### ####
609     ######D########## ####D####
610     ###### ######## ### ####
611     ####### ###### #### #####
612     ######## D D D #### #####
613     #################### ######
614     ################### ######
615     ################# #######
616     ################# <########
617     ###########################
618     ###########################
619    
620     layoutoptions1:
621    
622     0 pick random options
623     1 Regular spiral: distance increases constantly with angle
624     2 Fine spiral: most coils possible are fit in
625     4 Fit Spiral: scale spiral to fit rectanglar region
626 root 1.2 (i.e., the spiral will look elliptical)
627 root 1.1
628 root 1.4 =head3 Rogue-like Maps
629 root 1.1
630     A Rogue-like Map:
631    
632     ###############################
633     ############# ###########
634     # ## ###########
635     # DD ###########
636     # ## ###########
637     # ## #### ##
638     # #####D####### ##
639     # D D ##
640     ###D######D##### ####### ##
641     ### ## ### ## ##
642     ###D D ### ###D####
643     ### ## D D < ### ####
644     ### ######D##### ### ####
645     ###D###### ##### #### ####
646     ## #### ##### # ##### ####
647     ## #### ##### ######### ####
648     ## ####D##### ######### ####
649     ## ## ### # ### ####
650     ## ## ### # ###D####
651     ## ## ### # ### ##
652     ######## ### # ### #
653     ######## D D D ### > #
654     ######## ##### ### #
655     ######## ##### ### ##
656     ######## ##### ########
657     ################## ########
658     ###############################
659    
660     layoutoptions1:
661    
662     0 pick random room shapes (i.e., mix it up)
663     1 Always use rectangular rooms
664     2 Always use "circular" rooms
665    
666     =head3 Snake layouts
667    
668     No options are available for snake layouts.
669     A player must touch every room to descend deeper in a snake.
670    
671     This is a basic snake layout:
672    
673     ############################
674     #> #
675     # #
676     # #
677     ##########################D#
678     # #
679     # #
680     # #
681     #D##########################
682     # #
683     # #
684     # #
685     ##########################D#
686     # #
687     # #
688     # #
689     #D##########################
690     # #
691     # #
692     # #
693     # #
694     # <#
695     ############################
696    
697     This is a roomified, xy-symmetric snake layout:
698    
699     ###################################
700     #> # # # # >#
701     # # # # # #
702     ##D####### D D #######D##
703     # # # # # #
704     # # # # # #
705     # D # < # D #
706     # # # # # #
707     # # # # # #
708     ##D####### D D #######D##
709     # # # # # #
710     #> # # # # >#
711     ###################################
712    
713     =head3 Square spirals
714    
715     No options are available for square spirals
716     A player must touch every room to descend in a square spiral.
717    
718     This is a basic square spiral layout:
719    
720     ###############################
721     # # #
722     # D #
723     # #####################D#####
724     # # # # #
725     # # # # #
726     # # D # #
727     # # #############D### #
728     # # # # # # #
729     # # # # # # #
730     # # # D # # #
731     # # # #####D### # #
732     # # # # > # # # #
733     # # # D # # # #
734     # # ######### # # #
735     # # # D # # #
736     # # # # # # #
737     # # D # # # #
738     # ################# # #
739     # # D # #
740     # # # # #
741     # D # # #
742     ######################### #
743     # D #
744     # # #
745     # # #
746     #< # #
747     ###############################
748    
749     This is an xy-symmetric square spiral layout:
750    
751     #####################################
752     # # < # #
753     ##D##########D# #D##########D##
754     # # # ####D#### # # #
755     # ###DD### # # ###DD### #
756     # # #> # ##D###D## # ># # #
757     # # ####D### ###D#### # #
758     # # D # # D # #
759     # ############D#####D############ #
760     # D D #
761     # # # #
762     # D D #
763     # ############D#####D############ #
764     # # D # # D # #
765     # # ####D### ###D#### # #
766     # # #> # ##D###D## # ># # #
767     # ###DD### # # ###DD### #
768     # # # ####D#### # # #
769     ##D##########D# #D##########D##
770     # # < # #
771     #####################################
772    
773 root 1.7 =head2 Multiple layouts
774    
775     The layoutstyle "multiple" divides the map into many areas
776     and uses random layout styles in each area. Works best with
777     very high or wide maps and fewer levels.
778    
779 root 1.1 =head2 An example input file
780    
781     layoutstyle onion
782     monsterstyle humanoid
783     dungeon_depth 3
784     xsize 15
785     ysize 15
786     exitstyle cstair
787     orientation 1
788     decorstyle furniture
789     floorstyle dirt
790     wallstyle wooden
791     symmetry 1
792    
793 root 1.3 =head2 AUTHORS
794 root 1.1
795     The original document was taken from Crossfire and subsequently modified by Marc Lehmann.