1 | =head1 Random Map Deployment Guide |
1 | =head1 Random Map Deployment Guide |
2 | |
2 | |
3 | =head2 Using random maps |
3 | =head2 Using random maps |
4 | |
4 | |
5 | Any exit with "/!" as the destination map will generate a random map. To |
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 |
6 | specify random map parameters, you put parameters in the message field for |
7 | the exit. |
7 | the exit. |
8 | |
8 | |
9 | =head2 How styles work |
9 | =head2 How styles work |
10 | |
10 | |
11 | A "style" is usually a small map which contains only objects which |
11 | A "style" is usually a small map which contains only objects which define |
12 | define the "style". For example, a monsterstyle "orc" might be a map |
12 | the "style". For example, a monsterstyle "orc" might be a map which has |
13 | generated with crossedit which has six orcs, a kobold, and a troll in it. |
13 | six orcs, a kobold, and a troll in it. When monsters are placed, the |
14 | When monsters are placed, the generator will randomly choose monsters from the |
14 | generator will randomly choose monsters from the "orc" style, and for this |
15 | "orc" style, and for this example, on average, it will generate 6 orcs/troll |
15 | example, on average, it will generate 6 orcs/troll and 1 kobold/troll. So |
16 | and 1 kobold/troll. So orcs will be very common, and there'll be occasional |
16 | orcs will be very common, and there'll be occasional trolls and kobolds. |
17 | trolls and kobolds. |
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18 | |
17 | |
19 | In principle, you may put any object in any style map. However, the |
18 | 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 |
19 | 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 |
20 | 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. |
21 | the editor to modify the style maps, or create new ones. |
23 | |
22 | |
24 | Any style parameters that accept a map path accept both simple maps |
23 | Any style parameters that accept a map path accept both simple maps |
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37 | directory etc.). |
36 | directory etc.). |
38 | |
37 | |
39 | =head2 Style Parameters |
38 | =head2 Style Parameters |
40 | |
39 | |
41 | layoutstyle <style> (special!) Pick the layout style for the map. |
40 | layoutstyle <style> (special!) Pick the layout style for the map. |
42 | Currently, "rogue", "spiral", "maze", "snake", |
41 | Currently, "rogue", "spiral", "maze", "cave", |
43 | "onion", and "squarespiral" are allowed. See |
42 | "castle", "snake", "onion", "squarespiral" and |
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43 | "multiple" are allowed. See below for more |
44 | below for more detail. |
44 | detail. |
45 | |
45 | |
46 | floorstyle <style> Load /styles/floorstyles/<style> and pick a random |
46 | floorstyle <style> Load /styles/floorstyles/<style> and pick a random |
47 | floortype from that style map for the random map. |
47 | floortype from that style map for the random map. |
48 | The entire map will be tiled with the floortype. |
48 | The entire map will be tiled with the floortype. |
49 | |
49 | |
50 | wallstyle <style> Load /styles/wallstyles/<style> and pick a random |
50 | wallstyle <style> Load /styles/wallstyles/<style> and pick a random |
51 | walltype from that style for the random map. All |
51 | walltype from that style for the random map. All |
52 | the walls in the map will be of this type. The |
52 | the walls in the map will be of this type. The |
53 | walls are modified on insertion so that players |
53 | walls are modified on insertion so that players |
54 | cannot go through them: this is expected for |
54 | cannot go through them: this is expected for |
55 | walls, but the random map generator makes sure of |
55 | walls, but the random map generator makes sure of |
56 | it. A <style> of "none" causes no walls or doors |
56 | it. A <style> of "none" causes no walls or doors |
57 | to be generated. |
57 | to be generated. |
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66 | leading to another, harder, random map. A style of |
66 | leading to another, harder, random map. A style of |
67 | "none" causes no exits to be generated. |
67 | "none" causes no exits to be generated. |
68 | |
68 | |
69 | decorstyle <style> Load /styles/decorstyles/<style> and pick the |
69 | decorstyle <style> Load /styles/decorstyles/<style> and pick the |
70 | decor objects from that style to insert in the |
70 | decor objects from that style to insert in the |
71 | map. Decor objects are modified on insertion so |
71 | map. Decor objects are modified on insertion so |
72 | that they do NOT block movement, regardless of the |
72 | that they do NOT block movement, regardless of the |
73 | archetype. They are placed randomly. A style of |
73 | archetype. They are placed randomly. A style of |
74 | "none" causes no decor objects to be generated. |
74 | "none" causes no decor objects to be generated. |
75 | |
75 | |
76 | monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. |
76 | monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. |
77 | If it doesn't exist, then it will look for a directory |
77 | If it doesn't exist, then it will look for a directory |
78 | of that name. If it finds a directory, it will choose |
78 | of that name. If it finds a directory, it will choose |
79 | a style based on dungeon_level. It will pick the style |
79 | a style based on dungeon_level. It will pick the style |
80 | with the name <name>_# with the # closest to the |
80 | with the name <name>_# with the # closest to the |
81 | dungeon_level. Monster objects are copied from the |
81 | dungeon_level. Monster objects are copied from the |
82 | style map, so you may form style maps with modified |
82 | style map, so you may form style maps with modified |
83 | monsters which are weaker or stronger than the default |
83 | monsters which are weaker or stronger than the default |
84 | archetype.A style of "none" causes no monsters to be |
84 | archetype.A style of "none" causes no monsters to be |
85 | generated. |
85 | generated. |
86 | |
86 | |
87 | treasurestyle <style> (Special) If the style name chosen is contained |
87 | treasurestyle <style> (Special) If the style name chosen is contained |
88 | in the lib/treasures file, it will use |
88 | in the lib/treasures file, it will use |
89 | that for making treasures. If it is NOT |
89 | that for making treasures. If it is NOT |
90 | in the lib/treasures file, it will look up |
90 | in the lib/treasures file, it will look up |
91 | /styles/treasurestyle/<style>, and pick random |
91 | /styles/treasurestyle/<style>, and pick random |
92 | treasures from there. If <style> matches neither |
92 | treasures from there. If <style> matches neither |
93 | of these, it will generate treasures using the |
93 | of these, it will generate treasures using the |
94 | "chest" treasurelist. A style of "none" causes no |
94 | "chest" treasurelist. A style of "none" causes no |
95 | treasures to be placed. |
95 | treasures to be placed. |
96 | |
96 | |
97 | |
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98 | |
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99 | =head2 Layout Parameters |
97 | =head2 Layout Parameters |
100 | |
98 | |
101 | |
99 | |
102 | xsize <int> size of the map: if not set, random from 10 to 70 |
100 | xsize <int> size of the map: if not set, random from 10 to 70 |
103 | |
101 | |
104 | |
102 | |
105 | ysize <int> size of the map: if not set, random from 10 to 70 |
103 | ysize <int> size of the map: if not set, random from 10 to 70 |
106 | |
104 | |
107 | |
105 | |
108 | expand2x <bool> Do we double the size of the layout? This has |
106 | expand2x <bool> Do we double the size of the layout? This has |
109 | the effect of increasing the corridor widths by about |
107 | the effect of increasing the corridor widths by about |
110 | 2x. Set it to a non-zero integer if this is desired. |
108 | 2x. Set it to a non-zero integer if this is desired. |
111 | |
109 | |
112 | |
110 | |
113 | symmetry <sym> symmetry of the layout: You can cause the map generator |
111 | symmetry <sym> symmetry of the layout: You can cause the map generator |
114 | to generate a symmetrical layout by using this flag. |
112 | to generate a symmetrical layout by using this flag. |
115 | symmetry 0 random symmetry |
113 | symmetry 0 random symmetry |
116 | symmetry 1 no symmetry |
114 | symmetry 1 no symmetry |
117 | symmetry 2 symmetry about the vertical centerline |
115 | symmetry 2 symmetry about the vertical centerline |
118 | symmetry 3 symmetry about the horizontal centerline |
116 | symmetry 3 symmetry about the horizontal centerline |
119 | symmetry 4 both 2 and 3 symmetry |
117 | symmetry 4 both 2 and 3 symmetry |
120 | |
118 | |
121 | |
119 | |
122 | Layout Style: Parameter: Effect: |
120 | Layout Style: Parameter: Effect: |
123 | |
121 | |
124 | |
122 | |
125 | maze maze_type 0: roomy (open space with some walls) |
123 | maze maze_type 0: roomy (open space with some walls) |
126 | 1: sparse (maze with some larger open spaces) |
124 | 1: sparse (maze with some larger open spaces) |
127 | 2: braided (few dead ends) |
125 | 2: braided (few dead ends) |
128 | 3: closed (complete maze) |
126 | 3: closed (complete maze) |
129 | default: random |
127 | default: random |
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128 | |
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129 | cave cave_type 0: very rough, mazelike |
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130 | 1: round 1-2 space corridors, often elliptic |
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131 | 2: more open, roundish |
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132 | 3: wide open areas, roundish |
130 | |
133 | |
131 | 50% of the time a maze layout will be "doorified", meaning that doors |
134 | 50% of the time a maze layout will be "doorified", meaning that doors |
132 | will be placed at random in the maze. |
135 | will be placed at random in the maze. |
133 | |
136 | |
134 | onion layoutoptions1 0 (default) Pick random options |
137 | onion layoutoptions1 0 (default) Pick random options |
135 | See "Onion Rooms" below for |
138 | See "Onion Rooms" below for |
136 | the rest of the options. |
139 | the rest of the options. |
137 | |
140 | |
138 | onion layoutoptions2 0 (default) Pick a random number of |
141 | onion layoutoptions2 0 (default) Pick a random number of |
139 | "onion layers" |
142 | "onion layers" |
140 | |
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141 | |
143 | |
142 | =head2 Map generation parameters |
144 | =head2 Map generation parameters |
143 | |
145 | |
144 | |
146 | |
145 | difficulty Set the map difficulty. Has no relation to the |
147 | difficulty Set the map difficulty. Has no relation to the |
146 | "difficulty" defined in common/*.c. |
148 | "difficulty" defined in common/*.c. |
147 | If nonzero, this map and its descendants will |
149 | If nonzero, this map and its descendants will |
148 | have the same difficulty. If zero, it'll be set |
150 | have the same difficulty. If zero, it'll be set |
149 | to the value of dungeon_level and incremeneted with |
151 | to the value of dungeon_level and incremeneted with |
150 | each recursive map. |
152 | each recursive map. |
151 | |
153 | |
152 | difficulty_increase Sets how fast the difficulty increases. This value |
154 | difficulty_increase Sets how fast the difficulty increases. This value |
153 | is a float - the default value is 1.0. Reducing |
155 | is a float - the default value is 1.0. Reducing |
154 | This only applies to map without a default |
156 | This only applies to map without a default |
155 | difficulty set (but that could change in the |
157 | difficulty set (but that could change in the |
156 | future). For each level of a map, the difficulty |
158 | future). For each level of a map, the difficulty |
157 | is set to depth * difficulty_increase. Setting |
159 | is set to depth * difficulty_increase. Setting |
158 | this parameter to 0.5 (or other values between 0 |
160 | this parameter to 0.5 (or other values between 0 |
159 | and 1) is a way to have deep dungeons that do not |
161 | and 1) is a way to have deep dungeons that do not |
160 | increase in difficulty all that rapidly. |
162 | increase in difficulty all that rapidly. |
161 | |
163 | |
162 | |
164 | |
163 | dungeon_level Another way of setting the map difficulty. This |
165 | dungeon_level Another way of setting the map difficulty. This |
164 | has no relation to the "difficulty" defined in |
166 | has no relation to the "difficulty" defined in |
165 | the common/*.c source code. The effect is to pick |
167 | the common/*.c source code. The effect is to pick |
166 | which monsters to use: for example, if the |
168 | which monsters to use: for example, if the |
167 | monsterstyle |
169 | monsterstyle |
168 | is "humanoid" and the dungeonlevel is 9, the style |
170 | is "humanoid" and the dungeonlevel is 9, the style |
169 | map /styles/monsterstyles/humanoid/humanoid_9 will be |
171 | map /styles/monsterstyles/humanoid/humanoid_9 will be |
170 | the style from which monsters are chosen. After the |
172 | the style from which monsters are chosen. After the |
171 | monsters are placed, the map |
173 | monsters are placed, the map |
172 | difficulty is set according |
174 | difficulty is set according |
173 | to the server's rule, for treasure purposes. |
175 | to the server's rule, for treasure purposes. |
174 | |
176 | |
175 | dungeon_depth The map generated will have an exit to another |
177 | dungeon_depth The map generated will have an exit to another |
176 | random map of the same style if |
178 | random map of the same style if |
177 | dungeon_level < dungeon_depth. The next random map |
179 | dungeon_level < dungeon_depth. The next random map |
178 | will have dungeon_level incremented. If dungeon_level |
180 | will have dungeon_level incremented. If dungeon_level |
179 | >= dungeon_depth, no exit to a more difficult map |
181 | >= dungeon_depth, no exit to a more difficult map |
180 | will be made. |
182 | will be made. |
181 | |
183 | |
182 | orientation How the exits look: |
184 | orientation How the exits look: |
183 | 0 random "orientation" |
185 | 0 random "orientation" |
184 | 1 player arrives in the map at |
186 | 1 player arrives in the map at |
185 | a "stairs up", he goes to harder |
187 | a "stairs up", he goes to harder |
186 | levels by finding a "stairs down" |
188 | levels by finding a "stairs down" |
187 | 2 reverse of 1 |
189 | 2 reverse of 1 |
188 | 3-6 exits are horizontal. In the future |
190 | 3-6 exits are horizontal. In the future |
189 | these will be made to make exits to |
191 | these will be made to make exits to |
190 | rightward, leftward, north and south. |
192 | rightward, leftward, north and south. |
191 | |
193 | |
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194 | rotate 0 do not randomly rotate the map |
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195 | 1 randomly rotate by 90, 180, 270° (default) |
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196 | |
192 | origin_x <You shouldn't need to set this> The exit which |
197 | origin_x <You shouldn't need to set this> The exit which |
193 | leads back from this map will go to this x. |
198 | leads back from this map will go to this x. |
194 | |
199 | |
195 | origin_y Like origin_x |
200 | origin_y Like origin_x |
196 | |
201 | |
197 | random_seed Set the random seed number used. This number |
202 | random_seed Set the random seed number used. This number |
198 | completely determines the random numbers: a map |
203 | completely determines the random numbers: a map |
199 | with the same random seed and other parameters |
204 | with the same random seed and other parameters |
200 | will always produce exactly the same map. |
205 | will always produce exactly the same map. |
201 | |
206 | |
202 | final_map When dungeon_level >= dungeon_depth, another exit |
207 | final_map When dungeon_level >= dungeon_depth, another exit |
203 | isn't usually made. However, if final_map is set |
208 | isn't usually made. However, if final_map is set |
204 | to a map's name, then an exit to this map will |
209 | to a map's name, then an exit to this map will |
205 | be made. |
210 | be made. |
206 | |
211 | |
207 | exit_on_final_map The default action is to place an exit on |
212 | exit_on_final_map The default action is to place an exit on |
208 | the final map. When explicitly set to 'no' this will |
213 | the final map. When explicitly set to 'no' this will |
209 | not place a return exit on the final_map. |
214 | not place a return exit on the final_map. |
210 | If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! |
215 | If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! |
211 | |
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212 | |
216 | |
213 | =head2 Misc. Parameters |
217 | =head2 Misc. Parameters |
214 | |
218 | |
215 | decoroptions <option> Currently, ignored. Possibly in the future it |
219 | decoroptions <option> Currently, ignored. Possibly in the future it |
216 | will cause the decor to be patterned in some way, |
220 | will cause the decor to be patterned in some way, |
217 | such as <put decor along walls> or <put decor |
221 | such as <put decor along walls> or <put decor |
218 | in center of rooms> |
222 | in center of rooms> |
219 | |
223 | |
220 | |
224 | |
221 | treasureoptions <opt> Parameterizes how the treasure is placed and protected. |
225 | treasureoptions <opt> Parameterizes how the treasure is placed and protected. |
222 | 0 choose random treasure options |
226 | 0 choose random treasure options |
223 | 1 concentrate the treasure on the map in a few locations |
227 | 1 concentrate the treasure on the map in a few locations |
224 | 2 hide the treasure behind hidden doors |
228 | 2 hide the treasure behind hidden doors |
225 | 4 put the treasure in a chest which must be unlocked. |
229 | 4 put the treasure in a chest which must be unlocked. |
226 | (a key will be placed somewhere in the map, probably |
230 | (a key will be placed somewhere in the map, probably |
227 | in a monster.) |
231 | in a monster.) |
228 | 8 Put locked doors around the treasure (a key to each |
232 | 8 Put locked doors around the treasure (a key to each |
229 | door will be placed in a monster or somewhere reachable |
233 | door will be placed in a monster or somewhere reachable |
230 | by the player: one key on each side of the door.) |
234 | by the player: one key on each side of the door.) |
231 | In onion maps, the treasure is co-located with the |
235 | In onion maps, the treasure is co-located with the |
232 | exit to harder levels, so this makes the exit harder |
236 | exit to harder levels, so this makes the exit harder |
233 | to get to. |
237 | to get to. |
234 | 16 Trap the treasure. A trap from /styles/trapstyles/traps |
238 | 16 Trap the treasure. A trap from /styles/trapstyles/traps |
235 | is selected and inserted into the treasure chest. |
239 | is selected and inserted into the treasure chest. |
236 | 32 sparse treasure. 1/2 as much treasure is generated. |
240 | 32 sparse treasure. 1/2 as much treasure is generated. |
237 | 64 rich treasure. 2x as much treasure is generated. |
241 | 64 rich treasure. 2x as much treasure is generated. |
238 | |
242 | |
239 | If option 1 is not set, options 2-16 are ignored. Options |
243 | If option 1 is not set, options 2-16 are ignored. Options |
240 | may be added together: treasureoptions 3 means treasure |
244 | may be added together: treasureoptions 3 means treasure |
241 | optons 1 and 2 are set. |
245 | optons 1 and 2 are set. |
242 | |
246 | |
243 | =head2 Map Layout styles |
247 | =head2 Map Layout styles |
244 | |
248 | |
245 | =head3 Onion Maps |
249 | =head3 Onion Maps |
246 | |
250 | |
247 | Onion rooms are like this: |
251 | Onion rooms are like this: |
248 | |
252 | |
249 | regular random |
253 | regular random |
250 | centered, linear onion: bottom/right centered, nonlinear: |
254 | centered, linear onion: bottom/right centered, nonlinear: |
251 | |
255 | |
252 | ######################### ######################### |
256 | ######################### ######################### |
253 | # # # # |
257 | # # # # |
254 | # ######## ########## # # ##################### |
258 | # ######## ########## # # ##################### |
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264 | # #################### # # # # # # |
268 | # #################### # # # # # # |
265 | # # # # # # # # |
269 | # # # # # # # # |
266 | ######################### ######################### |
270 | ######################### ######################### |
267 | |
271 | |
268 | options: |
272 | options: |
269 | 0 Pick random options below |
273 | 0 Pick random options below |
270 | 1 "centered" |
274 | 1 "centered" |
271 | 2 linear doors (default is nonlinear) |
275 | 2 linear doors (default is nonlinear) |
272 | 4 bottom "centered" |
276 | 4 bottom "centered" |
273 | 8 bottom-right centered |
277 | 8 bottom-right centered |
274 | 16 outer wall off: i.e., no outer wall. |
278 | 16 outer wall off: i.e., no outer wall. |
275 | 32 irregularly/randomly spaced layers (default: regular) |
279 | 32 irregularly/randomly spaced layers (default: regular) |
276 | |
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277 | |
280 | |
278 | =head3 Maze Maps |
281 | =head3 Maze Maps |
279 | |
282 | |
280 | Maze maps are like this: |
283 | Maze maps are like this: |
281 | |
284 | |
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389 | # ## # # ### # # ##### # |
392 | # ## # # ### # # ##### # |
390 | # ### #### ###### ##### ####### # # |
393 | # ### #### ###### ##### ####### # # |
391 | # # # # # # # # # |
394 | # # # # # # # # # |
392 | ######################################## |
395 | ######################################## |
393 | |
396 | |
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397 | =head3 Cave Maps |
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398 | |
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399 | Type 0, rough: |
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400 | |
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401 | ######################################## |
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402 | ################################# #### |
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403 | ############# ######## # #### |
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451 | ######################################## |
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452 | |
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453 | Type 1: corridors |
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454 | |
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455 | ######################################## |
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456 | ############################ # |
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457 | #### #### ################ ## ## # |
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480 | |
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481 | ######################################## |
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482 | ######################################## |
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483 | ### ### ####### |
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484 | ## ##### |
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486 | # ### ########################## ### |
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503 | ### ######### ### |
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504 | ######################################## |
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505 | ######################################## |
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506 | |
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507 | Type 2: somewhat open |
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508 | |
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509 | ######################################## |
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510 | #################### ##### ### |
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524 | ### ### ### ## ##### # |
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525 | ## ### ## # ## ######## # |
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532 | #### ##### ################### |
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533 | ######################################## |
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534 | |
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535 | Type 3: wide open |
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536 | |
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537 | ######################################## |
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538 | # ######## ####### # |
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539 | # ######## ######## # |
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540 | # ##### ######### ### |
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541 | ### ##### ## ### ########## ### |
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542 | ## ##### ### #### ### ### ### |
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543 | ### ###### ### #### ## # |
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557 | # ### ####### ###### # # |
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561 | ######################################## |
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562 | |
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563 | =head3 Castle layouts |
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564 | |
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565 | Castles are similar to caves, except they generate very straight dungeon |
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566 | features (not unlike roguelike layouts). |
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567 | |
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568 | ######################################## |
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569 | #### #################### ## |
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570 | #### ###### ######### ## |
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571 | #### ### ####### # ######### ## |
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572 | #### D D ## ##### ## |
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573 | #####D## ##### D ## |
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574 | ##### # # # ## ## |
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575 | ##### # #### # ########## |
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576 | ##### # # # # D # |
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577 | ##### # # # ######## #D# # |
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578 | ##### # #D# # ######### ######## |
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579 | ##### ######### # D ####### |
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580 | ##### ########## D ##D######## |
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581 | ###### ### #### ###### #D# # ##### |
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582 | ##### #D# ## ### D # ##### |
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583 | ##### # # ## ###### ##### |
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584 | ##### # # ### ###### ##### |
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585 | #######D###D### ### ## # ## |
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586 | ###### #### ### ## # ## |
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587 | ###### # ##### ## ## |
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588 | ###### # ####### ## # ## |
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589 | ###### D ############# # ## |
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590 | ########### ############# # ## |
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591 | ########### ################## ## |
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592 | ######################################## |
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593 | |
394 | =head3 Spiral Maps |
594 | =head3 Spiral Maps |
395 | |
595 | |
396 | A Spiral Map:: |
596 | A Spiral Map: |
397 | |
597 | |
398 | ########################### |
598 | ########################### |
399 | ########################### |
599 | ########################### |
400 | ########### D ########## |
600 | ########### D ########## |
401 | ######### #### ######## |
601 | ######### #### ######## |
… | |
… | |
420 | ########################### |
620 | ########################### |
421 | |
621 | |
422 | layoutoptions1: |
622 | layoutoptions1: |
423 | |
623 | |
424 | 0 pick random options |
624 | 0 pick random options |
425 | 1 Regular spiral: distance increases constantly with angle |
625 | 1 Regular spiral: distance increases constantly with angle |
426 | 2 Fine spiral: most coils possible are fit in |
626 | 2 Fine spiral: most coils possible are fit in |
427 | 4 Fit Spiral: scale spiral to fit rectanglar region |
627 | 4 Fit Spiral: scale spiral to fit rectanglar region |
428 | (i.e., the spiral will look elliptical) |
628 | (i.e., the spiral will look elliptical) |
429 | |
629 | |
430 | =head3 Rogue-like Maps: |
630 | =head3 Rogue-like Maps |
431 | |
631 | |
432 | A Rogue-like Map: |
632 | A Rogue-like Map: |
433 | |
633 | |
434 | ############################### |
634 | ############################### |
435 | ############# ########### |
635 | ############# ########### |
… | |
… | |
570 | # # # ####D#### # # # |
770 | # # # ####D#### # # # |
571 | ##D##########D# #D##########D## |
771 | ##D##########D# #D##########D## |
572 | # # < # # |
772 | # # < # # |
573 | ##################################### |
773 | ##################################### |
574 | |
774 | |
|
|
775 | =head2 Multiple layouts |
|
|
776 | |
|
|
777 | The layoutstyle "multiple" divides the map into many areas |
|
|
778 | and uses random layout styles in each area. Works best with |
|
|
779 | very high or wide maps and fewer levels. |
575 | |
780 | |
576 | =head2 An example input file |
781 | =head2 An example input file |
577 | |
782 | |
578 | layoutstyle onion |
783 | layoutstyle onion |
579 | monsterstyle humanoid |
784 | monsterstyle humanoid |
… | |
… | |
585 | decorstyle furniture |
790 | decorstyle furniture |
586 | floorstyle dirt |
791 | floorstyle dirt |
587 | wallstyle wooden |
792 | wallstyle wooden |
588 | symmetry 1 |
793 | symmetry 1 |
589 | |
794 | |
590 | =head1 AUTHORS |
795 | =head2 AUTHORS |
591 | |
796 | |
592 | The original document was taken from Crossfire and subsequently modified by Marc Lehmann. |
797 | The original document was taken from Crossfire and subsequently modified by Marc Lehmann. |