revamp baalz level

Quite a bit of special case code for something so inconsequential.
Tweak the baalz level layout a little to make it be a bit more
interesting, and perform custom wallification on it so that the
beetle layout becomes clearly visible.  It looks great with
DECgraphics (and presumably IBMgraphics).  It's recognizeable but
not as interesting with ordinary ascii because corner walls use
'-' or '|' so don't join up nicely.  It looks a little weird
with tiles; the square aspect ratio of individual tiles makes it
end up being very elongated compared to character cell map it was
designed for.

As far as the level layout goes, the pair of secret doors into
Baalzebub's chamber have been give a random alternative.  The two
right-most accessible columns were diggable--I don't know whether
that was intentional; it's been reduced to one right-most column.
The middle pair of legs were asymmetrical; this fixes that.  The
beetle also now has eyes and an entry door in its mouth.
This commit is contained in:
PatR
2016-04-04 13:59:23 -07:00
parent d63ff7700d
commit bde9fdd48b
3 changed files with 141 additions and 36 deletions

View File

@@ -521,27 +521,37 @@ TRAP:"magic", random
MAZE:"baalz",' '
FLAGS: noteleport,corrmaze
GEOMETRY:right,center
# the two pools are fakes used to mark spots which need special wall fixups
# the two iron bars are eyes and spots to their left will be made diggable
MAP
-------------------------------------------------
| --- ----
| ---- | ------------ |
| ------ | --------|..........|---
| |....| -------|...........--------------
| ---- ----
| ---- | ----------- |
| ------ | ---------|.........|--P
| F....| -------|...........--------------
---....|--|..................S............|----
....--....S..----------------|............S...|
+...--....S..----------------|............S...|
---....|--|..................|............|----
| |....| -------|...........-----S--------
| ------ | --------|..........|---
| ---- | ------------ |
| --- ----
| F....| -------|...........-----S--------
| ------ | ---------|.........|--P
| ---- | ----------- |
| ---- ----
-------------------------------------------------
ENDMAP
STAIR:levregion(01,00,15,20),levregion(15,1,70,16),up
BRANCH:levregion(01,00,15,20),levregion(15,1,70,16)
TELEPORT_REGION:levregion(01,00,15,20),levregion(15,1,70,16)
NON_DIGGABLE:(00,00,46,12)
# this actually leaves the farthest right column diggable
NON_DIGGABLE:(00,00,47,12)
MAZEWALK:(00,06),west
STAIR:(44,06),down
DOOR:locked,(00,06)
IF [50%] {
TERRAIN:(34,08),'-'
TERRAIN:(34,04),'S'
TERRAIN:(29,05),'|'
TERRAIN:(29,07),'S'
}
# The fellow in residence
MONSTER:('&',"Baalzebub"),(35,06)
# Some random weapons and armor.