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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
Changes since 1.7: +34 -2 lines
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File Contents

# Content
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 Currently, "rogue", "spiral", "maze", "cave",
43 "castle", "snake", "onion", "squarespiral" and
44 "multiple" are allowed. See below for more
45 detail.
46
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 maze maze_type 0: roomy (open space with some walls)
125 1: sparse (maze with some larger open spaces)
126 2: braided (few dead ends)
127 3: closed (complete maze)
128 default: random
129
130 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 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 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 =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 A "roomy" maze:
284
285 ########################################
286 # #
287 # # # # # # # # #
288 # ## ## # ### # # ## #
289 # ### # # # ## # #
290 # ## ## # ## # # ## #
291 # ## # # ## # # # # # ## ## #
292 # # ## # # #### # #### # # #
293 # ## ## ## ## # # # ## ## # #
294 # # # ## # # # # #
295 # ## ### ### ## #### ## #
296 # ## #### ### # #
297 # ## ### ### # # ## #
298 # ## ### # ## # # # #
299 # ### ### # ### # #### #
300 # # ## ## ##### # ## #
301 # # ## # # ##### ## # #
302 # ## ## ## # # # ## #
303 # ## ### # ## ## # ##### #
304 # #### # # # ### # # #
305 # # ### ## ## # # # # #
306 # ## ## # # ## # #
307 # # #### ## #### #
308 # ##
309 ########################################
310
311 A "sparse" maze:
312
313 ########################################
314 # # # # # # # # # # # # # # #
315 # # # # # # # # # # # # # #
316 #### # # ## ### # # # ## ## #
317 # # ### # ## # ## ## #### ##
318 ## # ## # ## # # # #
319 # ## #### ## ## # ## # ## ####
320 #### # ## ### # ## # #
321 # ## ## ## ## # #### #
322 #### # ### ## ## ## ## #
323 # # ### # # # # ###
324 # ##### #### # #### ### ### #
325 ## # # ### # ####
326 # ## # ## ## ### #
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 # ## # # # ## # ####### ## ####
353 #### # # ### # # # # #
354 # ## ### # ## # ## ### # ##
355 # # ## ##### # # ### ## # # #
356 ## # # ## ### ## ## #
357 # # # # # #### # ### ###
358 # # # ## ##### # # # ## # # #
359 # ## ## # # ## ## # ### # #
360 # # ### ###### # # # # # #
361 ## # ## # # # ## ## # ### #
362 # # ### # ##### # # # ## # #
363 # ## ## ### # ## # # # # ### #
364 # # # # # # # # # # # #
365 ########################################
366
367 A "full" maze:
368
369 ########################################
370 # # # # # # # # # # # #
371 # # # # # # # # # # # # # # #
372 ## #### ### #### #### #### ## ### # #
373 # ## # # # # ### ### #
374 #### ##### #### ## # # #### # #
375 # ## # # ## # ## # ### ## ## #
376 # ### ## ## # # # # # #
377 # ### ## ## # ### # ##### ##
378 # ## ## ###### ## # ## #### # # #
379 ### # # # # ## # # ########
380 # ####### # ## # ### #### # #
381 # # # # #### ## # ### ##
382 #### # # # ## ## #### #### # # #
383 # ### # ## ## # ### ### ##
384 # # ## ### # ### ### # # #
385 #### #### #### # ## # # # ### #
386 # ## # ## # # # ## ## # ## #
387 # #### #### # ## ### # # ## # ###
388 # ### ## # # # #### ##### #
389 # #### #### ### ### # # # #
390 # ## # # ### # # ##### #
391 # ### #### ###### ##### ####### # #
392 # # # # # # # # #
393 ########################################
394
395 =head3 Cave Maps
396
397 Type 0, rough:
398
399 ########################################
400 ################################# ####
401 ############# ######## # ####
402 ############# ######## ### ## ####
403 ############# #### ######### ####
404 ############# #### ############# ####
405 ########## ## ############ ####
406 ########## ### ####################
407 ######## ## #########################
408 ### ## ### #########################
409 ### ## ### #########################
410 ### ## ## ### #####################
411 ### # ### ###################
412 ### ### ### ###### ###################
413 ######## # ###### # ############
414 ####### ## ######### # #######
415 ####### # ######## # #####
416 ####### ##### ######### ### ### ###
417 ####### ###### #### ### #########
418 ### ### ## ### #### ######
419 ## # # ### ###### ### ####### ######
420 # ## ### ################### #####
421 # ################################ #
422 # #################################### #
423 ########################################
424
425 ########################################
426 ## #### ########## ######### # ###
427 ## ##### ####### ###### # #
428 ## ## # ## ### #
429 ### ####### # #### # #####
430 ##### # ##### ## # # ###
431 ## ## ### ## # # #
432 ## # #### ## ## ## # #
433 ## ##### ### ## # # ###
434 ### ###### # ## # ###
435 ### ### # ###
436 ## ##### # ###
437 ###### ### ####
438 #### # #### ####
439 ## # ### # ## # ####
440 # ## ### ## ## ## #
441 # # # # # # #### # ## #
442 ### ### ##### #### # # ## #
443 # ## ## ## ## ## #
444 # ### ## ### # ## # # ## #
445 # ## # ## ## ### ### #### #
446 # ## # ### #### ## #### #
447 # ## ## ####### ## ######
448 # # ###### ###### #### ## ######
449 ########################################
450
451 Type 1: corridors
452
453 ########################################
454 ############################ #
455 #### #### ################ ## ## #
456 ### ## ######## #### ## #### #
457 # ## ###### ### ## #### #
458 # ####### ## ## ## ## #
459 # ####### #### # ## # #
460 # ###### ###### ### ### ### #
461 # ###### ######## ### #### ### #
462 # #### ########## ### ###### ## #
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 Type 2: somewhat open
506
507 ########################################
508 #################### ##### ###
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 Type 3: wide open
534
535 ########################################
536 # ######## ####### #
537 # ######## ######## #
538 # ##### ######### ###
539 ### ##### ## ### ########## ###
540 ## ##### ### #### ### ### ###
541 ### ###### ### #### ## #
542 ### ##### ## ######## ## #
543 ## ## ## ########## #
544 ## ## ## ########## #
545 # ### ######### ## #
546 # ####### ######## #### #
547 # ## ######## ##### ##### #
548 # #### ##### ### ##### #
549 # #### ### #### #
550 # #### ### #### #### #
551 # ### ### ##### ##### #
552 # ### #### ## ########### #### #
553 # ## #### ## ########## #####
554 # ## ####### ##### ####
555 # ### ####### ###### # #
556 # ### ######### # ### #
557 # # ##### ## ######## #
558 # #### ####### #
559 ########################################
560
561 =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 =head3 Spiral Maps
593
594 A Spiral Map:
595
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 (i.e., the spiral will look elliptical)
627
628 =head3 Rogue-like Maps
629
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 =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 =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 =head2 AUTHORS
794
795 The original document was taken from Crossfire and subsequently modified by Marc Lehmann.