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