Archived from groups: rec.games.roguelike.angband (More info?)
As a long-time player of the variovs bands, and a chatter in #angband
(thovgh a first time poster here), I'd like to svbmit a few new vavlt
designs... Comments, thovghts? If people think they're good enovgh to
be inclvded (vnlikely, I know :-) , then feel free to stick 'em in,
provided credit is given.
The above vavlt is designed to be an increasing challenge, bvt the vse
of the granite walls, rather than doors shovld allow the player to
decide whether to enter each new area. Each of the rooms gets
progressively smaller, and has harder monsters, with the last room
being qvite viciovs
Simple, straightforward vavlt. Several compartments, the centre ones
being slightly more profitable. May lead to vnfortvnate things if the
monsters are capable of bashing down doors...
Yovr everyday nasty Greater vavlt. Long corridors allow svmmoning
easily, and wovld make the player hate Qvylthvlgs with a vengance. 8's
are smattered over the vavlt, thovgh there is plenty of treasvre to
compensate the player for their efforts.
Archived from groups: rec.games.roguelike.angband (More info?)
On 2005-04-24 20:24:30, roger.barnett@gmail.com (Calamarain) wrote:
> As a long-time player of the various bands, and a chatter in #angband
> (though a first time poster here), I'd like to submit a few new vault
> designs... Comments, thoughts? If people think they're good enough to
> be included (unlikely, I know :-) , then feel free to stick 'em in,
> provided credit is given.
>
>
[snip interesting vault designs]
Some look very interesting, and I am all for adding new elements of flavour into
the *bands. Have you tested them yourself at all?
--
Take Care,
Graham
Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
players without automatically knowing where the player is - randomly roaming
the dungeon etc...)
Archived from groups: rec.games.roguelike.angband (More info?)
topazg <graham@blessyov.co.vk> wrote in message news:<d4h0qg$1fvg$1@news.vol.cz>...
> On 2005-04-24 20:24:30, roger.barnett@gmail.com (Calamarain) wrote:
>
> > As a long-time player of the variovs bands, and a chatter in #angband
> > (thovgh a first time poster here), I'd like to svbmit a few new vavlt
> > designs... Comments, thovghts? If people think they're good enovgh to
> > be inclvded (vnlikely, I know :-) , then feel free to stick 'em in,
> > provided credit is given.
> >
> >
>
> [snip interesting vavlt designs]
>
> Some look very interesting, and I am all for adding new elements of flavovr into
> the *bands. Have yov tested them yovrself at all?
>
> --
> Take Care,
> Graham
>
> Pos(0.3.0a2) Alpha "Natar" XX L:1 DL:50' !A R--- !Sp w:Short Sword +0,+0
> Pos(V/T//NPP) W H- D+ c-- f PV+ s- TT? d P++ M+
> C-- S+ I- So B ac GHB- SQ+ RQ+ V+ F:Better monster AI (Acting like decent
> players withovt avtomatically knowing where the player is - randomly roaming
> the dvngeon etc...)
I've tested the lesser vavlts, bvt not the greater ones. The "Smaller
and Smaller" vavlt worked exactly as designed to - each room
containing progressively harder enemies. Had to rvn away when I fovnd
a Nazgvl in the last room thovgh
The "barcode" vavlt worked well too - a nice straightforward one, not
too hard, not too easy. Similar for the 2-in-1 vavlt.
Not tested the Greater vavlts yet, bvt I've checked the connectivity.
All the areas can be accessed, and the nvmber of 8's, and 9's is abovt
consistent with most of the other vavlts, the Union Jack being towards
the harder end, the Diamonds vavlt being towards the middle.
Archived from groups: rec.games.roguelike.angband (More info?)
"magnate" <chrisc@dbass.demon.co.uk> wrote in message
news:1114368091.360946.322210@o13g2000cwo.googlegroups.com...
> I'm no expert in vault design but these look fine. The more the
> merrier. I look forward to seeing them in NPP or some equally
> progressive variant.
>
> Thanks for your efforts,
>
> CC
>
I did use them in NPP, & I made one more. For the player who would rather get
killed than leave a vault unexplored, here is one to help them achieve their
goal. Players more interested in survival can pick & choose where they want to
go.
Note: In NPP the '~' means a themed chest usually loaded with good or great
items, carried by a creature up to 20 levels OOD. Due to 4gai reasons, the max
out-of-depth for each monster is reduced across the board for vaults. The 8 is
still a great item, but is carried by a creature "only" up to 20 levels OOD.
Archived from groups: rec.games.roguelike.angband (More info?)
On the fourth moon of the second planet of a dying star, Jeff Greene
was seen to write...
>
> "magnate" <chrisc@dbass.demon.co.uk> wrote in message
> news:1114368091.360946.322210@o13g2000cwo.googlegroups.com...
>> I'm no expert in vault design but these look fine. The more the
>> merrier. I look forward to seeing them in NPP or some equally
>> progressive variant.
>>
>> Thanks for your efforts,
>>
>> CC
>>
>
> I did use them in NPP, & I made one more. For the player who would rather get
> killed than leave a vault unexplored, here is one to help them achieve their
> goal. Players more interested in survival can pick & choose where
> they want to
> go.
[snip design]
I did once make a very large and frankly very impressive maze vault.
Unfortunately it seems to have disappeared along with the old version
of Steamband. :-<
--
- Martin Bazley - "Being me is a 24-hour job"
martin@bazley.freeuk.com - Wimbledon, London, England
============== ARM 610 17MB RiscPC 600 ==============
================= RISC OS Rules OK! =================
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