###############################################################################
# large_themed.des: Large regular vaults go here (these are defined by having an
#                   ORIENT line with argument, north, northwest etc. This file
#                   is for vaults which have some kind of theme, and tend to
#                   define a set of monsters. Use large_abstract.des for vaults
#                   which don't have a special theme.
#
# Note that all maps for the Vaults branch system (including Vaults:8) reside in
# vaults.des.
###############################################################################

default-depth: D:12-26
# be careful to adapt these numbers for new vaults (using DEPTH)

###############################################################################
# Rats! (Lemuel), slightly easier now
# There is another, harder version for the Lair.
#
NAME:    RatsNest_Dungeon
ORIENT:  northeast
TAGS:    uniq_rats_nest
WEIGHT:  5
DEPTH:   D:5-8
SHUFFLE: 23, 34
MONS:    rat / nothing, grey rat / nothing
MONS:    green rat / nothing, orange rat / w:40 rat
ITEM:    cheese w:100 / apple / orange / pear / apricot / choko
SUBST:   d = d...., e = e., e=d
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxx.eexxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxx343dxx.xxxxxxxxd334433xxxxxxxxx23..exx
xxd222...xxxxxxxx..224422xxxxxx1111...xxx
xd.111..xxxxxxxxx..111111.xxx.111...xxxxx
xx.111..xxxxxxxxxx.11111..x......xxxxxxxx
xxxx..xx.x.xxxxxx.xx..........xxxxxxxxxxx
xxxxx.xxx.x..x.xx.x.xx....x.xxxxxxxxxxxxx
xxxxx...x.xxx.x33xx.xxxx.xxxxxxxxxxxxxxxx
xxxxxxx.x.xxxx221x.xxx...xxxxxxxxxxxxxxxx
xxxxxxxx.xxxxx111.xxxx.xxxxxxxxxxxxxxxxxx
xxxxxxxxx..xxx.x.x.xxx.xxxxxxxxxxxxxxxxxx
xxxxxxxxxx..x.xx.x.xx.xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxx..xx.xx.x.xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx.xxxx.xxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

###############################################################################
# Castle of kobolds and goblins
NAME:    minmay_goblin_kobold_castle
TAGS:    no_rotate
ORIENT:  north
DEPTH:   D:3-6
MONS:    goblin; sling . stone / hobgoblin w:2; sling . sling bullet / nothing
MONS:    goblin; club / hobgoblin; club / gnoll w:3; club | spear / nothing
MONS:    kobold; dart / nothing
MONS:    kobold; club / big kobold w:1; club | short sword w:2 / nothing
SUBST:   y : y:48 w:1 W:1, Y : Y:48 W:1 .:1, y = wWW, Y = WW.
SUBST:   5 = 2 1:2 .:24
SHUFFLE: ABCD
KITEM:   D = gold
KMONS:   D = hobgoblin / kobold / gnoll / big kobold
SUBST:   ABC = 2
SHUFFLE: 12 / 34
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxx
xxxxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxx
xxxxwwwwcccccwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcccccwwwwxxxxxx
xxxwwwwwcAAAccccccccccccccccccccccccccccccccccccccccccccccccccccccDDDcwwwwwxxxxx
xxxwwwwwcAAAc1.....ccccc.....c5555555c1..1c5555555c.............1cDDDcwwwwwwxxxx
xxxwwwwwcAAAc.......ccc.2....+5555555c....c5555555+...........2..cDDDcwwwwwwxxxx
xxwwwwwwcc+cc........c1...2..ccccccccc....ccccccccc..............cc+ccwwwwwwwxxx
xxwwwwwwwc1..........c..2...........c.2..2.c..........cccccccc.....1cwwwwwwwwxxx
xxwwwwwwwc...........+..............+......+..........cccccccc.2....cwwwwwwwwwxx
xxwwwwwwwc1..........c..2...........c.2..2.c..........cccccccc.....1cwwwwwwwwwxx
xwwwwwwwcc+cc........c1...2..ccccccccc....ccccccccc..............cc+ccwwwwwwwwxx
xwwwwwwwcBBBc.......ccc.2....+5555555c....c5555555+...........2..cCCCcwwwwwwwwwx
xwwwwwwwcBBBc1.....ccccc.....c5555555c....c5555555c.............1cCCCcwwwwwwwwwx
xwwwwwwwcBBBccccccccccccccccccccccccccc++cccccccccccccccccccccccccCCCcwwwwwwwwwx
xwwwwwwwcccccwwwwwwwwwwwwwwwwwwwwwwwyY1..1Yywwwwwwwwwwwwwwwwwwwwwcccccwwwwwwwwwx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwyY....Yywwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx
xyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyY.11.Yyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyx
xYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY1..1YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYx
x..............................................................................x
x..............................................................................x
ENDMAP

###############################################################################
#hidden cave vault, possibly with statue
#
NAME:    statuecave_lemuel
ORIENT:  northeast
DEPTH:   D:7-27, Lair, Crypt
MONS:    ice statue / orange crystal statue
SHUFFLE: 1|/!*
SUBST:   *:*$, ?:x., !:., '=w.
ITEM:    ring of teleportation / ring of levitation
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxwwwxxxxxxxxxxx
xxxxxxxxxxxxxxxxxwwwwwwwxxxxxxxxx
xxxxxxxxxxxxxxxwwwwwwwwwwwxxxxxxx
xxxxxxxxxxxxxwwwwwwxxxwwwwwxxxxxx
xxxxxxxxxxxxwwwwwwxxxxxxwww.1xxxx
xxxxxxxxxxxwwwwxxxxxxxxxxwwW??xxx
xxxxxxxxxwwwwwxxxxxxxxxxxwwwW??xx
xxxxxxxxwwwwxxxxxxxxxxxxxxww|||xx
xxxxxxxxwwwxxxxxxxxxxxxxxxxw||dxx
xxxxxxxwwwxxxxxxxxxxxxxxxxxxxxxxx
xxxxxwwwwwxxxxxxxxxxxxxxxxxxxxxxx
xxxwwwwwwwwwxxxxxxxxxxxxxxxxxxxxx
wwwwwwwwwww''..................xx
.'wwwwwww''....................xx
..''wwww'......................xx
.....'w........................xx
ENDMAP


###############################################################################
# Black bear nests (Eino)
# Bears are wimpy when you meet them, so here's an early challenge.
#
NAME:   black_bear_nest_1
ORIENT: northwest
WEIGHT: 5
TAGS:   uniq_black_bear_nest
DEPTH:  D:4-8
NSUBST: ' = 1:1 / 2:R / *:.
KITEM:  R = w:2 honeycomb / w:1 royal jelly
MONS:   patrolling black bear
MAP
xxxxxxxxxxxxxxx
xx''.xxxxxxxxxx
x''.......xxxxx
x''...xx....xxx
xx''xxxxxxx..xx
xxxxxxxxxxxxx.x
xxxxxxxxxxxxxx@
ENDMAP

NAME:   black_bear_nest_2
ORIENT: southeast
WEIGHT: 5
TAGS:   uniq_black_bear_nest
DEPTH:  D:4-8
NSUBST: ' = 1:1 / 2:R / *:.
KITEM:  R = w:2 honeycomb / w:1 royal jelly
MONS:   patrolling black bear
MAP
xxxxxxxx@xx
xxxxxxxx.xx
xxxxxxxx.xx
xxxxxxx..xx
xxxxxx...xx
xxxxx...xxx
xxxx...xxxx
xxx...xx'xx
xxx..xx'.xx
xxx..x''.xx
@....xx'.xx
xxx...xx.xx
xxxx.....xx
xxxxx....xx
xxxxxxxxxxx
xxxxxxxxxxx
ENDMAP

###############################################################################
# Dragon's cave
#
NAME:    dragon1_lemuel
ORIENT:  northeast
DEPTH:   D:9-20, Lair
MONS:    patrolling dragon, patrolling ice dragon
ITEM:    potion of levitation / scroll of teleportation
SUBST:   ! : ?x
SHUFFLE: 1?/2W
SUBST:   2=2:20 1
SUBST:   ? : wl
SUBST:   * : $*|
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxx!!!xxxxxxxxx
xxxxxxxxxxxxxxxxx..????....dxxxx
xxxxxxxxxxxxxxx....???...1d**xxx
xxxxxxxxxxxxxx......???..$$**xxx
xxxxxxxxxxxx.........????$$!!xxx
xxxxxxxx.............??????!!!xx
xxx......xxxxx........????!!!!xx
xxx.xxxxxxxxxxx.......???!!!!!!x
xx..xxxxxxxxxxxxxx...????!!!!!!x
xx.xxxxxxxxxxxxxxxxxxxx!!!!!!!!x
xx.xxxxxxxxxxxxxxxxxxx!!!!!!!xxx
xx....xxxxxxxxxxxxxxxxxxx!!!xxxx
xxxxx.xxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx@xxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

################################################################################
# Steading of the Giant Chief
#
NAME:    Giant_Chief_Lemuel
DEPTH:   D:11-22, Orc:3-4
ORIENT:  north
MONS:    patrolling stone giant, patrolling frost giant, patrolling fire giant
MONS:    hill giant, cyclops
MONS:    w:50 ogre / w:5 ogre mage / two-headed ogre
MONS:    wolf / warg
SHUFFLE: ae / bB / gG / dD
SUBST:   ; = .'
SHUFFLE: 'F1/ww2
SHUFFLE: w2/l3
SUBST:   C = ?5
SUBST:   a:. , e:. , b:x. , g:x. , d:x. , B:x. , G:x. , D:x. , ? = x.
SUBST:   0 = 4 7 8:20 .:20
SUBST:   T = .:50 ~
SUBST:   | : |:30 Z
SUBST:   ! = =+x
KFEAT:   Z = floor
KMONS:   Z = hill giant zombie / stone giant zombie / cyclops zombie /\
             titan zombie
KFEAT:   ( = . w:25 / ~
KITEM:   ( = any weapon good_item
KMONS:   8 = plant
KFEAT:   8 = floor
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxccccccccccxxccccccccccccx
xxxx???xxxxxx?***??xxxxxxxxxxxxx.........7...c...444..cccc..........cx
xx$$$$$$?xxxx?.6..?xxxxxxxxxeeee..7..........+........+TT+.........5cx
x?$$$$$$.?xx?.666.xxxxxxee0eexxx7....7.......c........cccc.........1cx
x.$$$$$$..?x...6..eeeeeeexxxxxxx............7ccccc+ccccccc.........5cx
x....<.....=?....xxxxxxxxx$$$TTcccc+ccccccccccccccTc(((((+..........cx
x?........?xxxx.xxxxxxxx<=$$$TT+.......+TTTTTTTTTTTc(((((c.......***cx
xx........?xx...xxxxxxxxxxx!xxxc..4.4..ccccccccccccccccccc444....***cx
xxxx?...?xxxx.xxxxxxxxxxxxxCxxxc...4...cxxxCxxxxxxxxxxxxxxxxxxxxx=xxxx
xxxxxx!xxxxxx.xxxxxxxbbb;''''''c..4.4..c'''''';ddddddddddxxxxxxxx||xxx
xxx....xxxxx..xaaaaabbb0;''''''c.......c'''''';0ggggdddddd????xxx||xxx
x...xxxxx???0?aaaaabbbb..;'''''ccc+++ccc''''';...ggggggdddddd???xxxxxx
xx.xxx???......aaaabbbbb...;''F,''''''',F'';........ggggggdddd.???xxxx
x?!??.....0...aaaa..bbb........;''''''';.........ggggggg.ddd..0...?xxx
xx..........aaaaa....bbbbb.........4...ggggggggggggggg...dddd......??x
xx?...aaaaaaaaaa.......bbbbbbbbb..0..ggggggggggggggg...0....dd......?x
xxaaaaaaaaaaaa.....0.....bbbbbbbbbggggggggggggggg...........dd......?x
xxaaaaaaaa[....@..........bbbbb..@..gggggggg........@.......d.....@..x
ENDMAP

NAME:   minmay_smoke_and_mirrors
ORIENT: northwest
DEPTH:  D:12-
MONS:   wizard / rakshasa / vapour / nothing
MARKER: F = lua:fog_machine { cloud_type="purple smoke", \
            pow_min = 5, pow_max = 15, delay_min = 10,   \
            delay_max = 50, size_min = 1, size_max = 5,  \
            walk_dist = 0, spread_rate= 100 }
SUBST:  F = ., * = *****d, | = |||d
ITEM:   bottled efreet
MAP
bbbbbbbbbbbbbbbbbbbbbbbbb
b....................Fbb.
b...bbbbb..1......1..bb..
b..bb***bb..........bb...
b.bb.....bb..1..1..bb....
b......1..bb......bb..1..
b..........bb||||bb......
b.1...bb...FbbbbbbF.....
b....bb....bb....bb.....
b...bb.1..bb......bb....
b..bb....bb........bb...
bbbb....bb....bb.1.Fbb..
b|.bb........bb....bb..
b...bb...1..bb....bb...
b....bb....bb....bb....
b1....bbbbbb....bb.....
bbb........bb.........
b|bb........bb.....1..
b.1bb........bb.......
b...bb........bb.....
b...Fbb.............
b...bb.............
b..bb....1......
b.bb........
b......
ENDMAP

NAME:   minmay_elf_outpost
TAGS:   no_rotate
ORIENT: northwest
DEPTH:  D:12-20
MONS:   deep elf soldier / deep elf fighter w:2 / nothing w:5, deep elf knight
MONS:   deep elf conjurer / deep elf mage / deep elf summoner / nothing
MAP
xxxxxxxxxxxxxxxxxxxxxxxx
x..3..............|x1...
x.b..b..b..b3.b...|x....
x.....3.........3.|x..x.
x+xxxxxxx+xxxxxxxxxx....
x..................x....
x......1...........x..x.
x..xxxx....xxxxxx1.x1...
x.1x*.....1..2.*x..x....
x..x*.2.1......*x..x..x.
x..xxxxxx...1xxxx..x....
x..................x....
x1................1x..x.
xxxxxxx..xxxxxx..xxx....
x1................1x1...
x.......1....11....x..x.
x..xxxxxx....xxxx..x....
x..1.2.*x....x*....x....
x.1....*x....x*.2..x..x.
xxxxxxxxxx++xxxxxxxx....
x1......11..11.....1....
x.......................
x..x..x..x..x..x..x.....
x.......................
ENDMAP

NAME:   minmay_ice_pillars
TAGS:   no_rotate no_pool_fixup no_monster_gen
ORIENT: north
DEPTH:  D:16-24
MONS:   ice beast / nothing w:3, ice statue, ice dragon / nothing
SUBST:  y : y:48 w:1 W:1, Y : Y:48 W:1 .:1, y = wwW, Y = WW.
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxx
xxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwWWWWWWWWWWWWWWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxx
xxwwWWWWWWWwwwwwwwwwwwwwwwwwWWWWWW............WWWWWWwwwwwwwwwwwwwwwwwWWWWWWWwwxx
xxwWW.....WWwwwwWWWWWwwwwwWWW.....1ccc++++ccc1.....WWWwwwwwWWWWWwwwwWW.....WWwxx
xwwW.1c.c1.WwwwWW...WWwwwWW..1cccccc........cccccc1..WWwwwWW...WWwwwW.1c.c1.Wwwx
xwwW.cc.cc.WwwwW.ccc.WwwwW..ccc..................ccc..WwwwW.ccc.WwwwW.cc.cc.Wwwx
xwwW.c*2*c.WWWWW.ccc.WWWWW..c>3.2..............2.3<c..WWWWW.ccc.WWWWW.c*2*c.Wwwx
xwwW.cc*cc.WwwwW.ccc.WwwwW..ccc..................ccc..WwwwW.ccc.WwwwW.cc*cc.Wwwx
xwwW.1ccc1.WwwwWW...WWwwwWW..1cccccc********cccccc1..WWwwwWW...WWwwwW.1ccc1.Wwwx
xwwWW.....WWwwwwWWWWWwwwwwWWW.....1cccccccccc1.....WWWwwwwwWWWWWwwwwWW.....WWwwx
xwwwWWWWWWWwwwwwwwwwwwwwwwwwWWWWWW............WWWWWWwwwwwwwwwwwwwwwwwWWWWWWWwwwx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwWWWWWWWWWWWWWWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwx
xyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyx
xYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYx
ENDMAP

NAME:   minmay_skeleton_keep
TAGS:   no_monster_gen
ORIENT: northwest
DEPTH:  D:18-, Crypt
MONS:   flying skull / nothing w:30, small skeleton / large skeleton / nothing
MONS:   skeletal warrior band / bone dragon w:1 / lich w:1 / curse skull w:1
SUBST:  G : GGccV.
MAP
cccccccccccccccccccccccccccccccc
c....2.....||c...+....111c|....c
c+c.2.3...cccc...c.....11cc..3.c
c.cc...2.2.ccc...c......1ccc...c
c..cc...2...cc...c...G...+2cc..c
c...cc.2...2.c...c......cc2ccc.c
c....cc...2..c...c1....cc2...+.c
c1.3..cc.2...+...c11..cc2.2.2c.c
c11....cc....c...c111cc2.2.22c|c
c111....cccccc.3.ccccccccccc+ccc
c1111....c...........c22.+11111c
cc+cc1.3.c.G2G2G2G2G.c2..cc1111c
c***c11..+...........+.2.2cc111c
c***c111.c.G2G2G2G2G.c2...2cc11c
c***c1111c...........c..22.2cc+c
cccccccccccccccccccccccccccccc@
ENDMAP

NAME:   minmay_spriggan_fort
TAGS:   no_rotate
ORIENT: northwest
DEPTH:  D:18-
MONS:   plant, bush
MONS:   spriggan w:70 / spriggan druid / spriggan berserker / spriggan rider
MONS:   spriggan defender
SUBST:  1 : 12t p:1, p = 12t, c : xc, 3 = 3, 4 = 444.
MAP
ccccccccccccccccccccccccccccxx
c11111111111111111111111111c1.
c1.........3.............31c13
c1........................1c1.
c1..111........3.....111..1c1.
c13.1c1..3...........1c1..1c1.
c1..111..........3...111..1c1.
c1...........3............1c1.
c1.........3...3..........1c1.
c1.......111....111.......1c1.
c1.......1ccc++ccc1.......1c1.
c1.......1c1....1c1..3....1c1.
c1.......1c1....1c1.......1c1.
c1....3..1c14..41c1.......1c13
c1.......1c1****1c1.......1c1.
c1.......1c1****1c1.......1c1.
c1.......1c111111c1....3..1c1.
c1..3....1cccccccc1.......1c1.
c1.......1111111111.......1c1.
c1........................1c1.
c1........................1c1.
c1..111........3.....111..1c1.
c1..1c1..3...........1c1..1c1.
c1..111..............111..1c1.
c1........................1c1.
c13......................31c1.
c11111111111....11111111111c1.
ccccccccccccc++ccccccccccccc1.
x11111111111....11111111111113
x.3........3.3..3.............
ENDMAP

NAME:   minmay_haunted_quarter
ORIENT: northwest
DEPTH:  D:14-22
KMONS:  w = wraith / freezing wraith / shadow wraith / phantasmal warrior / \
            flayed ghost / nothing w:950
KFEAT:  w = w
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xcccccccccccccccccxxxxxxxxxx
xc|||...wcxw..>..wxw..>..wx.
xc|>|c.wwcxww.x.wwxww.x.wwx.
xc|||cwwwcwwwxxwwwxwwwxwwwx.
xcccccwwwcwwwxwwwxxwwwxwwwx.
xccwwwwwwcwwwxwwwxwwwxxwwwx.
xcwwwwwwwcwwwxwwwxwwwxwwwxx.
xc.wwwwwccwwwxwwwxwwwxwwwx.
xc.ccccccwwwxxwwwxwwwxwwwx.
xc>cwwwwwwwwxwwwxxwwwxwwwx.
xc..wwwwwwwwxwwwxwwwxxwwwx.
xc.wwwwwwxxxxwwwxwwwxwwwxx.
xcwwxxxxxxwwwwwwxwwwxwwwx.
xxxxxwwwwwwwwwwxxwwwxwwwx.
xxwwwwwwwwwwwwxxwwwxxwwwx.
xx.wwwwwwwxxxxxwwwwxwwwxx.
xx..wxxxxxxwwwwwwwwxwwwx.
xx>xxxwwwwwwwwwwwwxxwwwx.
xx..wwwwwwwwwwwxxxxwwwxx.
xx.wwwwwwwwxxxxxwwwwwwx.
xxwwwwxxxxxxwwwwwwwwwxx.
xxxxxxxwwwwwwwwwwwwxxx.
xxwwwwwwwwwwwwwwxxxx..
xx.wwwwwwwwwxxxxx...
xx..wwwxxxxxx....
xx.xxxxx.....
x.......
ENDMAP

#########################################################################
# Orc temple
#
NAME:   orc_temple
ORIENT: southwest
TAGS:   no_rotate
DEPTH:  D:14-26, Orc:2-4
MONS:   orc warlord, patrolling orc priest, patrolling orc high priest
MONS:   orc warrior, orc wizard, orc knight, orc sorcerer
KFEAT:  C = altar_beogh
MAP
xxxxxxxxxxxxxxx@xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxx
xxxxxxxxxxxxxx...xxxxxxxxxxxxxxx
xxxxxxxxxxxxxx4.4xxxxxxxxxxxxxxx
x**..........x414x..........**xx
x**..........x4.4x..........**xx
x............+...+....4.......xx
x....4..4....x...x............xx
x............x...x.......4....xx
x............xx.xx............xx
x...4......xxxx+xxxx......6...xx
x........xxx.......xxx........xx
xxx...xxxx..2.....2..xxxx...xxxx
xxxx+xxxx.............xxxx+xxxxx
xxx...xxx.............xxx...xxxx
x......x...............x......xx
x..4...x...2...C...2...x...5..xx
x......x...............x......xx
x...4..xx.............xx..5...xx
x$......x....2...2....x......$xx
x$6..5..xx.....3.....xx.5...7$xx
x$$$.....xxx.......xxx.....$$$xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

#############################################################################
# Fort Yaktaur (Matthew Ludivico)
#
NAME:   fort_yaktaur
ORIENT: southeast
DEPTH:  D:14-26
MONS:   yaktaur, death yak, minotaur, random
MONS:   yak, gnoll, random
MAP
.........@....wwwwwwwwwwwwwwwwwxx
.ccccc.......ww....wwww....wwwwxx
.c$c%c......ww.ccccccccc.......xx
.c+c+c......ww.c.%$....ccccccccxx
.c...+......ww.c*.115..c$$+|*|cxx
.c1..c.....ww..c...55+ccc+cxx=cxx
.ccccc.....ww..ccccccc....c|=*cxx
............ww.......c5...cxx=cxx
....6.ccccc.ww.w...2.+51..c|1.cxx
....63+...c..wwww..21+51..c2.2cxx
....6.ccccc..wwwwww..c5...cc+ccxx
............wwwwwww..c........cxx
............wwwwwww..ccccccccccxx
...........ww1w..www...........xx
.......566.www.....www.........xx
.........1ww....ccccc..........xx
.....566.w......+...c..........xx
.........www....ccccc..........xx
...........ww............wwwwwwxx
.......3....wwwww......www.....xx
......666.......ww...www.......xx
.....cc+cc.......wwwww.........xx
.....c...c.....................xx
.....ccccc.....................xx
...............................xx
...............................xx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

##############################################################################
# Rubicon
#
NAME:    erik_rubicon_a
DEPTH:   D:10-16
ORIENT:  south
TAGS:    no_pool_fixup no_rotate uniq_rubicon
WEIGHT:  6
ITEM:    ring of levitation / potion of levitation / nothing
ITEM:    potion of levitation / nothing, nothing, nothing, nothing
SHUFFLE: {[(, )gh
SUBST:   ?:?.w, ?=w., w:lw, ':'.c, '=cx.
MAP
xxxxxxxxxcccccccc????w.@??ww.@www???w...@???wwww.@ww??@..?ccccxxxxxxxxxxx
xxxxxccccwwwwwwwww..wwwww.wwwwwwww.wwwwwww.wwwwwwwwwwww??wwwwcccccccxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxccwwwwwwwwwwwwwwwwwwwcccwwwwwwwwwcwwwwwwwwwwwwwwwwwwwwwwcccwcccxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxcwwwwwwwwwwwwwwwwwwwwwccwwwwwwwwwcwcwwwwwwwwwwwwwwwwwwwwwwcccccxxxxx
xxxxxcwwwwwwwwwwwwxwwwwwwwwwwwwwwwwwwwcwwwww.wwwwwwwwwwwwwwwwwwwwwwcxxxxx
xxxxxccwcwwwwwwwwwwwwwwwxwwwwww???wwwwwwwww???wwwwwwwww.wwwwwwwcccccxxxxx
xxxxxcccccc????w??.w????xw??w??...?wwww???w????w?w???w???w??cccccxxxxxxxx
xxxxxxxxxcxx...''....?..xx........??w??...c''....??.....???..cxccxxxxxxxx
xxxxxxxxxcx..(cc[.''..'xx...x.''.x..?xx.xcc..cxcx...xxx.'...chxxcxxxxxxxx
xxxxxxxxxcx..cc{c..xx.....xx...cc..xx....xcc....''xxx..x.xxc...cxxxxxxxxx
xxxxxxxxxccx....e.xx....x..x.....c....cx..x...x......c......cxcxxxxxxxxxx
xxxxxxxxxxcxexxx.x.x.xx.x.xx.xcc.xx.xccxx....xx.x.xxxccxx.xcccxxxxxxxxxxx
xxxxxxxxxxccx.gxxx..x..xdx..x.xxxx.x...xx.xx...xx.xxxx)..xxcxxxxxxxxxxxxx
xxxxxxxxxxxcxxxxxxxx...xxxxxxxxxccccccc..xxxxccccccccxxxccccxxxxxxxxxxxxx
xxxxxxxxxxxcccccccccccccccccccccccccccccccccccxxxxxcccccccxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

NAME:    erik_rubicon_b
DEPTH:   D:10-16
ORIENT:  south
TAGS:    no_rotate uniq_rubicon
WEIGHT:  4
ITEM:    ring of levitation / potion of levitation / nothing
ITEM:    potion of levitation, nothing, nothing, nothing, nothing
SHUFFLE: {[(, fgW, )hi
SUBST:   ?:?.wW, ?=wW., ':'.c, '=c.
MAP
xxxxxcccccccc?gw?f.@wgf?.@w??g?fw...@gwfw???.@wwww@..?ccccxxxxxxx
xccccwwwwwww??..f????.ww???www.???ww??.wwwwwwwwwwwffgg?wwcccccccx
xcwwwwwwwwwwww??wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww??wwwwwwwwwcx
xcwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwcx
xccwwwwwwwwwwwwwwwgwwwcccwwwfwwwwwcwwwwgwwwwwwwwwwwwwwwwwcccwcccx
xcwwwwwwwwwwwwwwgwwwwwwwwwwwwfwwwwwwwwwwwwwfwwwwwwwwwwwwwwwwwwwcx
xcwwwwwwwwwwwwwwwwwwwwwccwwwwwwwwwcwcwwww?wwwwwwwwwwwwwwwwwcccccx
xcwwwwwwwwwwwwxwwwwwwwwwwwwwwwwwwwcwwwww.wwwwwwwwwwwwwwwwwwwwwwcx
xccwcwwwwwg?wwwfwwwwxwwwwwwwwwwwwwwwwwwwfgwwwgwwwww.wwwwwwwcccccx
xccccccwffwg??fw?ww?gx??ww?..??wwwww??w?fwgw?fwgw??fg??gcccccxxxx
xxxxxcxx...'''...?..xx.....''.?ww??...c.'....??...'.?gg.xcxccxxxx
xxxxxcx..(cc[.'.'.xx..'.x.'..x..?...xcc..cxcx.x..x..''..cxhxcxxxx
xxxxxxcc..c{c..x.x...c.xxx.x.xx.'.'xx..cc..c.xx''.cc..xxx...xxxxx
xxxxxccx....e.xx...x...x.....c...c....cc....x...x....x....cxxxxxx
xxxxxxcxexxxxx.x.xxxx.x..xcc.xx..cc.x....xx.x.x.xccxx.xcccxxxxxxx
xxxxxxccx..xi.x.x.xxdxxxx...x..xx..xxxxx...x).xx..xc.xxcxxxxxxxxx
xxxxxxxcxxxxxx...x....xxxxxxcccccccxxxxxxccccccccx..ccccxxxxxxxxx
xxxxxxxcccccccccccccccccccccccccccccccccccxxxxxcccccccxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

#############################################################################
# The Lair of the Golden Dragon (by Mu.)
#
NAME:   gold_lair_mu
ORIENT: southeast
TAGS:   no_monster_gen
DEPTH:  D:20-26
MONS:   golden dragon, any draconian, fungus, plant, oklob plant
KMONS:  6 = fire drake / swamp drake / lindwurm
KMONS:  D = fire drake w:5 / swamp drake w:5 / death drake / lindwurm w:5
KITEM:  D = $
SUBST:  $ = $|
SUBST:  f : A B
SUBST:  A = 3:30 .:90 5:1
SUBST:  B = 4:30 .:120 5:1
SUBST:  m = W:20 w:10
KFEAT:  o = granite_statue
MAP
        ...........ffffmmmmmmmxxx
       ..........ffmmmwwwwwwwmxxx
      .........ffmmwwwwwwwwwxxxxx
     ..6....ffffmmwwwwwxxxxxxxxxx
    ..9...ffffmmwwwwwxxxxxxxxxxxx
   ..9..ffffmmwwwwwwxxxxxxxxxxxxx
  ..6..fffmmwwwwwwwxxxxx.2x.2xxxx
 .....fffmwwwwwwwwxxx........xxxx
......ffmwwwwwwwwxxx.....xx...xxx
.....fffmwwwwwwxxxxx...xxxxx..xxx
.....ffmwwwwwwxxxxxx..xxxxxxx..xx
....fffmwwwwwxxxx.....xxxoxxxx.xx
....ffmwwwwwxxxx..6..xx....xx..xx
...fffmwwwwxxxxx..xxxx...6....cxx
...ffmwwwwwxxxx..xxxxx..xxxx2xxxx
..fffmwwwwxxxx...xxxx...ccccccccx
.fffmwwwwwxxx....xxx..ccccccccccx
..ffmwwwwxxxx..x..xx.cccc.6..cccx
.fffmwwwxxxxx..xx..xc.c.......ocx
.fffmwwwxxxx..xxx..ccc....lllllcx
..ffmwwxxxx..xxxx.xcc....llllllcx
.fffwwxxxx..xxxxx.ccc...llll$$Dcx
.fffwwxxx..x..2xx.cc...llll$$$$cx
..ffwwxxx....xxx..cc6.llll$$$$$cx
.ffffwxxxx..xxx..xcc..lll$$$$$$cx
..8ffwwxxx...xx2xxcc..ll$$$$$$$cx
.6.fffwwxxx..xxxxxccc.ll$$$$$1ccx
....fffmwwwxxxxxxxcccollD$$$$cccx
.....fffmmwwwwwwwwccccccccccccccx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

##############################################################################
# The Golem Gauntlet (by Mu.)
#
# Each room is progressively more challenging; both the golems, and their
# creators.
#
NAME:   golem_gauntlet_mu
DEPTH:  D:16-26
TAGS:   no_monster_gen no_item_gen no_pool_fixup
ORIENT: east
MARKER: m = lua:fog_machine { \
                pow_max = 10, delay_min = 10, delay_max = 40, \
                size = 2, size_buildup_amnt = 1, \
                size_buildup_time = 25, cloud_type = "flame" \
            }
MARKER: z = lua:fog_machine { \
                pow_max = 10, delay_min = 10, delay_max = 40, \
                size = 2, size_buildup_amnt = 1, \
                size_buildup_time = 25, cloud_type = "freezing vapour" \
            }
MONS:   wood golem, clay golem, toenail golem, stone golem, iron golem, crystal golem
KFEAT:  o = granite_statue
KFEAT:  m = .
KFEAT:  z = .
KMONS:  A = orc sorcerer / Nergalle, orc sorcerer
KMONS:  B = wizard
KMONS:  C = ogre mage / Erolcha, ogre mage
KMONS:  D = deep elf sorcerer
KMONS:  E = lich / Boris, lich
KMONS:  F = ancient lich
MAP
 cccccccccccccccccccccccccccccc
 cccccccccccccccccccccccccccccc
 cc......=.....cc......=....$cc
 ccmcccccc..5..cczcccccc.6.6$cc
 cc.....cc*5E5.cc.....cc..F.$cc
 ccccccmcc|.5..cccccczcc.6.6$cc
 cc.....cc*$$..=......cc|||||cc
 cc.ccccccccccccccccccccccccccc
 cc=ccccccccccccccccccccccccccc
 cc.....cllllllcc%$$..cwwwwwwcc
 cc.4.4.clcccclcc$.3..cwccccwcc
 cc..D..=.cllllcc$3C3.=.cwwwwcc
 cc%4.4.ccclccccc..3..cccwccccc
 cc$$$%%ccclllll=.....cccwwwwcc
 cccccccccccccccccccccccccccwcc
 ccccccccccccccccccccccccccc=cc
.cc......=...$$ccWWWWWW=.....cc
.cc.cccccc..1.$ccWcccccc.2.2.cc
.cc.....cc.1A1.ccWWWWWWc..B..cc
occcccc.cc..1..cccccccWc.2.2$cc
@=......cc.....=WWWWWWWc...$%cc
occcccccccccccccccccccccccccccc
 cccccccccccccccccccccccccccccc
ENDMAP

##############################################################################
# Gold mine. Can come up in the dungeon and in Orc.
#
NAME:   minmay_goldmine
ORIENT: southeast
DEPTH:  D:8-16, Orc
MONS:   orc / orc wizard w:3 / orc priest w:2 / orc warrior w:2
SUBST:  X = xxxZ
KPROP:  Z = no_rtele_into
SUBST:  Z = .$
MAP
xxxxxxxxxxxxxxxxxxxxxxxxx
xXXXXXXXXXXXXXXXXXXXXXXXx
.XXX1XXXXXXXXXXXXXXXXXXXx
@..XX..XXXXXXXXXXXXXXXXXx
x.X..X1XXXXXX.XXXXXXXXXXx
xXXXX.XXXXXXX.X1XXXXXXXXx
xXX1.X.XXXXXXX.XXXX.XXXXx
xXXXXX..XXXXX1XXXXXX1XXXx
xXXXX.XX1XXX...XXXX..XXXx
xXXXX.XXX..X.XX.XX.XX1XXx
xXXX1XXXX.X1XXXX.1XXX.XXx
xXXXXXXXXXXXXXXXXXXX.XXXx
xXXXXXXXXXXXXXXXXXXXXXXXx
xXXXXXXXXXXXXXXXXXXXXXXXx
xxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

NAME:   minmay_crystal_thing
TAGS:   no_monster_gen no_item_gen no_pool_fixup
ORIENT: west
DEPTH:  D:16-
MONS:   crystal golem, orange crystal statue
ITEM:   any magical staff / any rod w:2 / any book / any jewellery w:15 / \
        any scroll w:20 / potion of magic / potion of brilliance / \
        air elemental fan w:1 / lamp of fire w:1 / \
        stone of earth elementals w:1 / gold w:30
KFEAT:  _ = altar_sif_muna
MAP
            bbbbb
            bdddb
            bd1db
            bdddb
     bbbbbbbbb.bbbbbbbbb
     bdddb.........bdddb
     bd1d....._.....d1db
     bdddb.........bdddb
     bbbbbWW.....WWbbbbb
         bwW.....Wwb
         bwWW1.1WWwb
         bwwWW.WWwwb
         bbwwW.Wwwbb
          bbwW.Wwbb
           bwW.Wwb
           bwW.Wwb
           bwW.Wwb
          bbwW.Wwbb
         bbwwW.Wwwbb
        bbwwWW.WWwwbb
       bbwwWW...WWwwbb
      bbwwWW..W..WWwwbb
     bbwwWW..WWW..WWwwbb
    bbwwWW..WWwWW..WWwwbb
   bbwwWW..WWwwwWW..WWwwbb
  bbwwWW..WWwwwwwWW..WWwwbb
 bbwwWW..WWwwbWbwwWW..WWwwbb
bbwwWW1.WWwwwW2WwwwWW.1WWwwbb
 bbwwWW..WWwwbWbwwWW..WWwwbb
  bbwwWW..WWwwwwwWW..WWwwbb
   bbwwWW..WWwwwWW..WWwwbb
    bbwwWW..WWwWW..WWwwbb
     bbwwWW..WWW..WWwwbb
      bbwwWW..W..WWwwbb
       bbwwWW...WWwwbb
        bbwwWW.WWwwbb
         bbwwW.Wwwbb
          bbwW.Wwbb
           bwW.Wwb
           bwW.Wwb
           bwW.Wwb
        bbbbwW.Wwbbbb
        bwwwwW.Wwwwwb
        bwWWWW.WWWWwb
        bwWb.....bWwb
bbbbbbbbbwW.......Wwbbbbbbbbb
bwwwwwwwbwW.......Wwbwwwwwwwb
bwWWWWWwbwW.......WwbwWWWWWwb
bwWb.bWwbwW.......WwbwWb.bWwb
bwW.1.WwwwW.......WwwwW.1.Wwb
bwW...WWWWWb.....bWWWWW...Wwb
bwW.......................Wwb
bwW...WWWWWb.....bWWWWW...Wwb
bwW.1.WwwwW.......WwwwW.1.Wwb
bwWb.bWwbwW.......WwbwWb.bWwb
bwWWWWWwbwW.......WwbwWWWWWwb
bwwwwwwwbwW.......Wwbwwwwwwwb
bbbbbbbbbWW.......WWbbbbbbbbb
        xxxx.....xxxxxxxxxxxx
           xx+++xxxxxxxxxxxxx
            x................
            x...............@
            x................
            xxxxxxxxxxxxxxxxx
ENDMAP

NAME:   minmay_twisted_water
ORIENT: north
DEPTH:  D:9-20
SUBST:  W = wW
# Only the dragon can fly; depth is consistent with dragon1_lemuel.
MONS:   ice statue, patrolling ice dragon, patrolling frost giant, ice beast
KMONS:  w = w:490 nothing / ice beast
KFEAT:  w = w
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxx*xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxWxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxwwxxxx*xxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxwwwwxx.xxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxwwwxxxWWxxxWwxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxwwxwwwwxx*xxwxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxwwwwwxxxxxwwxxxxxxxxxxxwwW.xxxxx
xxxxxxxxxxxxx..xxwwwwwxxxwwwxxxxxxxxwwwwwWWWwxxx
xxxxxxxxxxx.....Wwwxwwwwwwwwxxxxxxwwwwwwwwwwwwxx
xxxxxxxxxxx.....xwwxwwwwwxxxxxxxxwwwwwwwwwwwwwxx
xxxxxxxxxxxx.3.xxxwxxwwxxxxxxxxxxwwwwwwwwwwwwwwx
xxxxxxxxxxxxWWWxxxwxxxxxxxxxxxxxwwwwwwxxxwwwwwwx
xxxxxxxxxxxwwwwxxxwwxxxxxxxxxxxxwwwxxxxxxxxwwwwx
xxxxxxxxxxwwwwxxxxwwwxxxxxxxxxxwwwxxxxxxxxxwwwwx
xxxxxxxxxxxwwwwwwwwwwxxxxxxxxwwwwxxxx**|xxwwwwxx
xxxxxxxxxxxxxwwwwwwwwwwxxxwwwwwwxxxxWW2*xxwwwwxx
xxxxxxxxxxxxxwwwwwwwwwwwwwwwwwwxxxxxwwWWxwwwwwxx
xxxxxxxxxxxxWwwwwwwwwwwwwwwwwwwxxxxxwwwwwwwwwxxx
xxxxxxxxxxx.Wwwwwwwwwwwwwwwwwwxxxxxxxwwwwwwwxxxx
xxxxxxxxxxxWWwwwwwwwwwwwwwwwwwxxxxxxxxxwwwxxxxxx
xxxxxxxxxxxxwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxwwwwwWWWwwwwwwxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxwwwwwwW1Wwwwwwwxxxxxxxxxxxxxxxxxxx
xx*Wxxx*xxwwwwwwwwwwWWWwwwwwwwxxxxxxxxxxxxxxxxxx
xxxWxxWWxxwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxxx
xxxwxxwxxwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxxx
xxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxxxxxxxxx
xxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwW.xxxxxxxxxxxxxx
xwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwWWWwwxxxxxxxxxxx
xwwxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxxxxx
xWxxxxwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxxxx
x*xxxWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxxx
xxxx.Wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxxx
xxxxxWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwxx
xxxxxwwwwwwwwwwwwww...........wwwwwwwwwwwwwwwwwx
xxxwwwwwww..........................wwwwwwwwwwwx
xwwwww..................................wwwww...
................................................
ENDMAP

NAME:   due_tower_of_silence
ORIENT: southwest
TAGS:   no_rotate no_monster_gen no_item_gen
DEPTH:  D:19-27
MONS:   silent spectre / phantom / shadow / sky beast / shadow wraith
MONS:   ghost moth, Jory, vampire knight
MONS:   raven
NSUBST: A = 3:v / *:=, B = 3:v / *:=
NSUBST: C = 2:v / *:=, D = 2:v / *:=
# Make sure monsters don't wander to much.
MARKER: + = lua:restrict_door()
MARKER: = = lua:restrict_door()
# Colouring
COLOUR: G = cyan
COLOUR: I5M% = white
# Making things other things.
SUBST:  I = G
SUBST:  " = +
SUBST:  T = ......^
KFEAT:  ^ = alarm trap / blade trap w:1 / spear trap / bolt trap
# Markers:
MARKER: V = lua:fog_machine { \
                pow_max = 10, delay_min = 5, delay_max = 30, \
                size = 30, size_buildup_amnt = 1, \
                size_buildup_time = 10, cloud_type = "gloom" \
            }
# Final subst
SUBST:  MV = .
:       set_feature_name("granite_statue", "iron statue")
:       dgn.delayed_decay(_G, '%', 'human corpse / human skeleton')
veto {{
    if you.uniques("Jory") then
      return true
    else
      return false
    end
}}
MAP
  @@@@@@ @@@@@@@@@@@@@@@@@@@ @@@@@@
xx......v...................v.......xxxxxxxxxxxxxxxxx
xx......v..G......V......G..v.......xxxxxxxxxxxxxxxxx
xx......v...................v.......xxxxxxxxxxxxxxxxx
xxxxxxxxvvvvvv.........vvvvvvxxxxxxxxxxxxxxxxxxxxxxxx
xxxxvvvvvvvvvvvvv"""vvvvvvvvvvvvvxxxxxxxxxxxxxxxxxxxx
xxxvv.....vvvvvv.....vvvvvv.....vvxxxxxxxxxxxxxxxxxxx
xxxv.......+vvv...Y...vvv+.......vxxxxxxxxxxxxxxxxxxx
xxxvvvV1.vvvTvvv.....vvvTvvv.1Vvvvxxxxxxxxxxxxxxxxxxx
xxxv.......vvTvv+++++vvTvv.......vxxxxxxxxxxxxxxxxxxx
xxxvv.....vvvTvv.1.1.vvTvvv.....vvxxxxxxxxxxxxxxxxxxx
xxvvvvv+vvvvvTv...G...vTvvvvv+vvvvvxxxxxxxxxxxxxxxxxx
xxvTB1+T+1vvvTvv.1.1.vvTvvv1+T+1ATvxxxxxxxxxxxxxxxxxx
xxvTvvvTvvvvvvTvv+++vvTvvvvvvTvvvTvxxxxxxxxxxxxxxxxxx
xxvTB1+T+1Cvvvv+vTTTv+vvvvD1+T+1ATvxxxxxxxxxxxxxxxxxx
xxvTvvvTvvv..VvvTTTTTvvV..vvvTvvvTvxxxxxxxxxxxxxxxxxx
xxvTB1+T+1C.4.vvvvvvvvv.4.D1+T+1ATvxxxxxxxxxxxxxxxxxx
xxvTvvvTvvv..|vv*|||*vv|..vvvTvvvTvxxxxxxxxxxxxxxxxxx
xxvTB1+T+1Cvvvvvv.*.vvvvvvD1+T+1ATvxxxxxxxxxxxxxxxxxx
xxvTvvvvvvvvv.V.vv+vv.V.vvvvvvvvvTvxxxxxxxxxxxxxxxxxx
xxvTTTTTTTTT+.1.v4.4v.1.+TTTTTTTTTvxxxxxxxxxxxxxxxxxx
xxvvvvvvvvvvv...v.3.v...vvvvvvvvvvvxxxxxxxxxxxxxxxxxx
xxxvvvvvvvvvvv+vv...vv+vvvvvvvvvvvvxxxxxxxxxxxxxxxxxx
xxvvMMMMMMMvvvTvv.Y.vvTv...v...vvvvxxxxxxxxxxxxxxxxxx
xxv555%%%MMMvvTvv...vvT+.2.".2.+TTvxxxxxxxxxxxxxxxxxx
xxv555%I%MMM+TTvv"""vvvv...v...vvTvxxxxxxxxxxxxxxxxxx
xxv555%%%MMMvvvvTTTTTvvvvvvvvvvvvTvxxxxxxxxxxxxxxxxxx
xxvvMMMMMMMv+T+T.111.T+TTTTTTTTT+Tvxxxxxxxxxxxxxxxxxx
xxvvvvvvvvvvvvvv..V..vvvvvvvvvvvvvvxxxxxxxxxxxxxxxxxx
xxxvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

##############################################################################
# A variety of statues, with loot. (1KB)
#
NAME:    statue_cache
ORIENT:  north
TAGS:    no_monster_gen
DEPTH:   D:12-20, Elf, Vaults
MONS: statue name:archer name_adjective tile:mons_statue_crossbow ; crossbow \
      ego:flame . bolt q:30
MONS: statue name:archer name_adjective tile:mons_statue_crossbow ; crossbow \
      ego:frost . bolt q:30
MONS: statue name:warrior name_adjective tile:mons_statue_axe ; battleaxe \
      ego:flaming good_item
MONS: statue name:warrior name_adjective tile:mons_statue_axe ; battleaxe \
      ego:freezing good_item
MONS: statue name:warrior name_adjective tile:mons_statue_mace ; great mace \
      ego:flaming good_item
MONS: statue name:warrior name_adjective tile:mons_statue_mace ; great mace \
      ego:freezing good_item
MONS: silver statue
KMONS: 8 = statue name:wizard name_adjective tile:mons_statue_mage \
           spells:lehudib's_crystal_spear;iskenderun's_mystic_blast;slow;stone_arrow
KMONS: 9 = statue name:wizard name_adjective tile:mons_statue_mage \
           spells:freezing_cloud;mephitic_cloud;throw_icicle;confuse
MAP
  cccccccccccccc
  cccccccc7ccccc
  cccccc.....ccc
  cccc..ccccc.cc
  ccc.ccccc5c.cc
  ccc.cccccc.ccc
  cc8.9cc3c.c6cc
  c$$$$$cc.ccccc
  c|*|*|c.c4cccc
ccccccccc.ccccccccc
........1.2........
...................
...................
 .................
   .............
      ...@...
ENDMAP

################################################################################
# Wizard Prison
#
NAME:   evilmike_wizard_prison
TAGS:   no_monster_gen
DEPTH:  D:17-27, Vaults:3-7, Crypt:1-4
ORIENT: southeast
SUBST:  ~ = ~:2 .:3
SUBST:  . = ~:1 .:9
NSUBST: 3 = 3:. / *:3
SUBST:  ^ : ^mmm
KFEAT:  ^ = teleport trap
KFEAT:  m = iron_grate
KFEAT:  ! = closed_door
KFEAT:  y = rock_wall
KMASK:  y = no_wall_fixup
MARKER: ! = lua:restrict_door()
KPROP:  -d|*$14567^ = no_rtele_into
FTILE:  -mcyd|*$14567^! = FLOOR_PEBBLE_DARKGRAY
FTILE:  .@~+23 = FLOOR_HALL
TILE:   c = DNGN_STONE_WALL_DARKGRAY
# This is to mark the wall clearly diggable.
TILE:   y = WALL_NORMAL
MONS:   patrolling silent spectre
MONS:   curse skull, soul eater
# Inmates are monsters capable of blinking, summoning or airstriking.
MONS:   ogre mage / deep elf mage / wizard / necromancer / \
        merfolk aquamancer / spriggan air mage / deep dwarf necromancer / \
        orc sorcerer / deep elf sorcerer / kobold demonologist / \
        deep elf summoner
MONS:   draconian shifter / draconian annihilator / lich  / \
        deep elf annihilator / deep elf demonologist
NSUBST: 4 = 6:5 / *:4
MONS:   ancient lich
MONS:   human name:sacrificial n_adj n_noc att:neutral
NSUBST: 4 = 1:7 / *:4
ITEM:   acquire any
SUBST:  - = .
MAP
xxxxxxxxxxxc.@.cxxxxxxxxxxxx
xxxxxxxxxxxc~~~cxxxxxxxxxxxx
xxxxxxxxxxxc~c.cxxxxxxxxxxxx
xxxxxxxxxxxc~~~cxxxxxxxxxxxx
xxxxcccccccc.c~ccccccccxxxxx
xxxxc-4cc--c~~~c4-cc--cxxxxx
xxxxc--cc4-c3~3c--cc-4cxxxxx
xxxccmmccmmcc+ccmmccmmccxxxx
xxxc3..................cxxxx
xxxc3................3.cxxxx
xxxcmmcmmc!cmmcmmcmmc..ccccx
xxxc--c-4c-c4-c4-c-4c..m--cx
xxxc-4c--c-cccccccccc..m-4cx
xxxccccccc--^1y||c--m.3ccccx
xxxccccccc-ccccc|c-4m..m4-cx
xxxc4-c--c-c-4cc|cccc..m--cx
xxxc--c-4c-c--cddc-4c..ccccx
xxxcmmcmmc!cmmccccmmc..cxxxx
xxxc3..................cxxxx
xxxc3.................3cxxxx
xxxccmmcmmcmmc..cmmcmmccxxxx
xxxxc4-c-4c--c..c--c-4cxxxxx
xxxxc--c--c4-c..c4-c--cxxxxx
xccccccccccccc.2cccccccxxxxx
xc|$*$*$ccc6-m..cxxxxxxxxxxx
xc$|$*$*yyy--m..cxxxxxxxxxxx
xccccccccccccccccxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

################################################################################
# Makhleb temple
#
NAME:   evilmike_makhleb_hellhole
ORIENT: southeast
DEPTH:  D:17-
TAGS:   no_monster_gen
COLOUR: v = lightred
COLOUR: = = lightred
TILE:   v = DNGN_METAL_WALL_BROWN
FTILE:  .Yv+*|m1234567d$' = FLOOR_INFERNAL_BLANK
FTILE:  = = FLOOR_INFERNAL_BLANK
KFEAT:  7 = altar_makhleb
KFEAT:  m = iron_grate
NSUBST: * = 2:| / *:*
SUBST:  Z = Y, Y = Y:4 V:1
SUBST:  v = v:6 b:1, . = .:7 ':1
KPROP:  'b6 = bloody
MARKER: = = lua:restrict_door()
SUBST:  b = v, B = .
MONS:   hell knight
MONS:   kobold demonologist, deep elf demonologist
# these demons are the same ones you get from greater/lesser servant
MONS:   blizzard demon / green death / patrolling executioner / balrug / cacodemon
MONS:   orange demon / ynoxinul / w:4 neqoxec / hellwing / smoke demon
# depth controls the number of greater servants... amount ranges from 1 to 3
: if you.absdepth() < 21 then
NSUBST: 4 = 1:4 / 2:5
NSUBST: 3 = 1:3 / 1:9
: elseif you.absdepth() < 24 then
NSUBST: 4 = 2:4 / 1:5
: end
MONS:   human name:sacrificial n_adj n_spe att:neutral
KMONS:  7 = patrolling hell knight
ITEM:   acquire any
SUBST:  '" = ., b = v
MAP
          xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
          xxxxvvvvvvvvvvvvvvvvvvvvxxvvvvvvv
          xxxxvvvvvvvvv.1vv.2vv.1vvvv...vvv
          xxxxvllvvvvvv..vv..vv..vvv..Y.3vv
          xxxxvlY......vv$$vv$$vv....vvv**v
          xxxxvv.......vv$$vv$$vv....vvv**v
          xxxxvv.2.vvvv..vv..vv..vvv..Y.3vv
          xxxxvv...vvvv.2vv.1vv.2vvvv...vvv
          xxxxvv...vvvvvvvvvvvvvvvvvvllvvvv
          xxxxvv...vvvvvvvvvvvvvvvvvllvvvvv
   xxxxxxxxxxxvvv+vvvvvvvlvllvllvllllvvvvvv
   xvvvvvvvvvvvv...vvvvvvllllllllllvvvvvvvv
  ""vlvlvlvlvvv.....vvvv..............vvvvv
"Z"Zv....1..vv...Y..1vvv..v.5v..v..v.4*|vvv
@"""v......1v...lll...vY..Y..Y..Y.1Y.vv||vv
@"""+.......+..YlvlY.5+.............7lvv|dv
@"""v......1v...lll...vY..Y..Y..Y.1Y.vv||vv
"Z"Zv....1..vv...Y..1vvv..v.5v..v..v.4*|vvv
  ""vlvlvlvlvvv.....vvvv..............vvvvv
   xvvvvvvvvvvvv...vvvvvvllllllllllvvvvvvvv
   xxxxxxxxvvvvvv+vvvvvvvlvllvllvllllvvvvvv
          xvvvvv...vvvvvvvvvvvvvvvvvllxxxxx
          xv.......m6''vxxxxxxxxxxxxxllxxxx
          xv.5..5..m'l6="xxxx""0""xxxxllxxx
          xv.vvv.5.m'6'vx"xxxx"xxx"xxxxll"x
          xv.vvvv..vv=vvx"xx""xxxx"xxxxl>"x
          xv$vvvv..m'6'vxx""xxx"x"xxxxx"""x
          xv**vvv4.m6l'vxx"xxxxx"xxxxx"""xx
          xv**$....m'''vxx"0xxxxx""0""xxx"x
          xvvvvvvvvvvvvvxxxxxxxxxxxxxxxxxxx
ENDMAP

################################################################################
# Sif Muna library
#
NAME:   evilmike_library_of_many_secrets
ORIENT: southeast
DEPTH:  D:11-
TAGS:   no_pool_fixup no_monster_gen
TILE:   c = DNGN_STONE_WALL_BLUE
COLOUR: c" = lightblue
COLOUR: = = lightblue
FTILE:  .+def12Ubc|* = FLOOR_CRYSTAL_SQUARES
FTILE:  "_ = FLOOR_MARBLE
KFEAT:  _ = altar_sif_muna
SUBST:  Y = U, U = U:4 V:1 T:1
: if you.absdepth() < 16 then
MONS:   w:20 orc wizard / w:40 deep elf mage / w:30 naga mage / w:10 vampire mage
MONS:   w:2 orc sorcerer / w:1 deep elf sorcerer
: elseif you.absdepth() < 21 then
MONS:   w:5 orc wizard / w:25 deep elf mage / w:15 naga mage / w:25 wizard / \
        w:10 vampire mage / w:20 ogre mage
MONS:   w:25 orc sorcerer / w:50 deep elf sorcerer / w:25 lich
: elseif you.absdepth() < 26 then
MONS:   w:1 orc wizard / w:5 deep elf mage / w:4 naga mage / w:30 wizard / \
        w:4 vampire mage / w:55 ogre mage / w:1 lich
MONS:   w:50 deep elf sorcerer / w:35 lich / w:15 ancient lich
: else
MONS:   w:5 deep elf mage / w:2 naga mage / w:30 wizard / \
        w:3 vampire mage / w:55 ogre mage / w:5 lich
MONS:   w:25 deep elf sorcerer / w:50 lich / w:25 ancient lich
: end
ITEM:   any book / w:20 any randbook
ITEM:   w:18 any magical staff / any rod w:5 / any jewellery
ITEM:   any randbook / gold
SUBST:  '" = .
MAP
                xxxxxxxxxxxxxxxxxxxxxxxxx
                xcccccccccccccccccccccccc
                xccccccccwwwwwwcccccccccc
                xccccU............Ucccccc
                xcwwc..b..b..b..b..cccccc
                xc|*+..b..b..b..b..cccccc
                xc||c..2..1..1..1..='cccc
                xc|*+..b..b..b..b..c'cccc
  xxxxxxxxxxxxxxxcwwc..b..b..b..b..c'cccc
  xcccccccccccccccc=cU............Uc'cccc
  xccc'=''''''''''='ccccccc++ccccccc'cccc
  xccc'cccccccccccc'ccccccw..wcccccc=cccc
  xccc'=f...cc...f='=''''=w..w='''''''ccc
  xccc'c.bb.cc.bb.c'ccccccc++cccc=ccc=ccc
  xccc'c..1.cc.1..c'cwwwwwwWWwwwc'cwwwwwc
  xccc=cccc+cc+cccc=cwbb..1..bbwc'cdd.eec
''cccc..............cwb...U...bwc'ccc+ccc
'Yc.1c..bbbb..bbbb1.cw..U"""U..wc'c.....c
@'+..c..............cw.."""""..wc=c..b.2c
@Yc..+..bbbb1.bbbb1.+W.U""_""U2W+.+.bUb1c
@'+..c..............cw.."""""..wc=c..b.2c
'Yc.1c..bbbb..bbbb1.cw..U"""U..wc'c.....c
''cccc..............cwb...U...bwc'ccc+ccc
  xccc=cccc+cc+cccc=cwbb..1..bbwc'cee.ddc
  xccc'c..c....c..c'cwwwwwwwwwwwc'cwwwwwc
  xccc'cU.+1bb1+.Uc'cccccc=cccccc=ccc=ccc
  xccc'=f.c....c.f='='''''''''''''''''ccc
  xccc'cccccc=ccccc'ccccccccccccccccccccc
  xccc'=''''''''''='ccccccccccccccccccccc
  xcccccccccccccccccccccccccccccccccccccc
ENDMAP

################################################################################
# Okawaru armoury
#
NAME:   evilmike_iron_armoury
ORIENT: southeast
TAGS:   no_monster_gen no_item_gen
DEPTH:  D:11-27, Vaults:1-7
KFEAT:  _ = altar_okawaru
SUBST:  = = =v
FTILE:  '+Gvc12345_defghijk = floor_hall
: if you.absdepth() < 16 then
MONS:   w:5 deep elf soldier / deep elf fighter / orc warrior
MONS:   w:20 orc warrior / centaur warrior
MONS:   orc warrior
MONS:   w:8 patrolling orc knight / w:2 patrolling orc warlord
: elseif you.absdepth() < 21 then
MONS:   w:1 deep elf knight / w:4 orc warrior / w:2 centaur warrior
MONS:   w:12 orc knight / w:6 deep elf knight / w:4 centaur warrior / w:2 yaktaur captain
MONS:   orc knight
KMONS:  4 = patrolling Wiglaf, patrolling orc warlord
: elseif you.absdepth() < 26 then
MONS:   w:1 deep elf knight / w:4 orc knight / w:2 centaur warrior / w:1 yaktaur captain
MONS:   w:4 orc knight / w:1 deep elf knight / w:3 yaktaur captain
MONS:   orc warlord
KMONS:  4 = patrolling Wiglaf, patrolling deep elf blademaster
: else
MONS:   w:1 deep elf knight / w:4 orc knight / w:3 yaktaur captain
MONS:   w:4 orc warlord / w:1 deep elf blademaster / w:3 deep elf master archer
MONS:   deep elf blademaster
KMONS:  4 = patrolling Wiglaf, patrolling draconian knight
: end
SUBST:  5 = 2221'
# Lots of loot in this one. In true okawaru fashion, most of it is junk!
ITEM:   any armour, any armour good_item / acquire armour
ITEM:   any weapon, any weapon good_item / acquire weapon
ITEM:   arrow, bolt, sling bullet, gold
SHUFFLE: df, hi, jk, eg
NSUBST: d = 1:e / *:d
NSUBST: f = 1:g / *:f
SUBST:  ' = .
MAP
.................................x
.....v...........................x
.......vvvvvvvvvvvvvv......wwww..x
.....vvvvdd'ddvff'ffvvv.....www..x
.....viivdd'ddvff'ffvvvvv....ww..x
.....viivvv+vvvvv+vvvkkvvvv...w..x
.....v''+''5'''1'5''vkkveevv.....x
.....viiv'cc'''''cc'+''vv+vvv....x
..v.vviiv'ccc'''ccc'vkkv'5''vv...x
....vvvvv''cc'''cc'2vvvv'''''vv..x
..v.v'1vG'''''''5'''Gv''''''3'vv.x
....+''+''''''''2'''1+'''''4_''=.x
..v.v'1vG'''''''5'''Gv''''''3'vv.x
....vvvvv''cc'''cc'2vvvv'''''vv..x
..v.vvhhv'ccc'''ccc'vjjv'5''vv...x
.....vhhv'cc'''''cc'+''vv+vvv....x
.....v''+''5'''1'5''vjjvggvv.....x
.....vhhvvv+vvvvv+vvvjjvvvv...w..x
.....vhhvff'ffvdd'ddvvvvv....ww..x
.....vvvvff'ffvdd'ddvvv.....www..x
.......vvvvvvvvvvvvvv......wwww..x
.....v...........................x
.................................x
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

################################################################################
# Vehumet Hall
#
NAME:   evilmike_halls_of_destruction
ORIENT: northeast
DEPTH:  D:16-
TAGS:   no_monster_gen
COLOUR: v'4! = red
COLOUR: = = red
TILE:   v = DNGN_STONE_WALL_RED
FTILE:  v'4! = FLOOR_PEBBLE_RED
FTILE:  = = FLOOR_PEBBLE_RED
FTILE:  G1BC = FLOOR_VAULT
MARKER: ! = lua:fog_machine { \
                pow_max = 10, delay_min = 10, delay_max = 20, \
                size = 8, size_buildup_amnt = 5, \
                size_buildup_time = 10, cloud_type = "flame" \
            }
# let's not have enemies opening the door and roasting themselves...
MARKER: = = lua:restrict_door()
KFEAT:  _ = altar_vehumet
: if you.absdepth() < 22 then
# Given a special name so they stand out in tiles mode
MONS:   statue hd:9 spells:orb_of_destruction tile:mons_statue_mage col:vehumet \
        name:conjurer n_adj
MONS:   w:6 deep elf conjurer / w:2 wizard / w:1 spriggan air mage / w:1 deep elf annihilator
MONS:   w:3 deep elf annihilator / w:1 deep elf conjurer
KMONS:  5 = nikola, deep elf annihilator
: else
MONS:   statue hd:13 spells:orb_of_destruction tile:mons_statue_mage col:vehumet \
        name:conjurer n_adj
MONS:   w:4 deep elf conjurer / w:2 wizard / w:2 spriggan air mage / w:2 deep elf annihilator
MONS:   w:2 deep elf annihilator / w:1 draconian annihilator
KMONS:  5 = frederick, boris, draconian annihilator
: end
MONS:   fire vortex
NSUBST: G = 1:1 / 1:1G / *:G
NSUBST: A = 4:2 / 2=2*. / 1:|
NSUBST: B = 1:1 / *:G
NSUBST: C = 1:1 / *:G
SUBST:  v = c, '! = .
MAP
xccccccccccccccccccccccccccccc
xcG....+....Ac...A..GccGccGccc
xccc+ccc.....+......ccc3cc3ccc
xc.....ccc+cccccccc+cc*||||*cc
xc...A.+..A..+.Ac...cG**CC**Gc
xc+ccccccccccc..cA..cc*....*cc
xc.cGcGcGc1ccc+ccc+ccG......Gc
xc..........cc..A+..cc......cc
xc2.........Gcccccc.cccc++cccc
ccccGcGcc...cccvvvc.+........c
ccGcccccG...Gccv4vccc...ccc..c
...2ccccc...vvvv'vvvv....ccc.c
@.......+...=''4!4''=...5_cc2c
...2ccccc...vvvv'vvvv....ccc.c
ccGcccccG...Gccv4vccc...ccc..c
ccccGcGcc...cccvvvc.+........c
xcG2........Gcccccc2cc++cc++cc
xcc.........cccc1cc.c...cc...c
xcG..cGcGc1cccG.....c...cc...c
xcc..cccccccccc...ccc%%%cc$$$c
xcG.........ccG...Gcc*B*cc$B$c
xcc.......12ccc...ccc***cc$$$c
xcG...........+...Gccc3cccc3cc
xccccccccccccccccccccccccccccc
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

################################################################################
# Kikubaaqudgha Temple
#
NAME:   evilmike_negative_zone
ORIENT: southeast
DEPTH:  D:15-
TAGS:   no_monster_gen
#
# gives a 50% chance of there being at least one shortcut in this vault
SUBST:  = = c:8 =:1
TILE:   c = WALL_BRICK_GRAY
# maybe use something darker?
#
# 66% chance that there are no one width corridors in the inner part.
SUBST:  B : b..
TILE:   b = WALL_STONE_GRAY
COLOUR: b = white
SUBST:  b = c
#
KFEAT:  _ = altar_kikubaaqudgha
: if you.absdepth() < 19 then
MONS:   small zombie / large zombie / small skeleton / large skeleton / \
        w:5 small simulacrum / w:5 large simulacrum
MONS:   w:2 necromancer / w:1 deep dwarf necromancer, deep elf death mage, \
        w:5 deep elf death mage / nothing
MONS:   w:4 soul eater / w:1 reaper, reaper, reaper / nothing
: elseif you.absdepth() < 24 then
MONS:   w:5 small zombie / large zombie / w:5 small skeleton / large skeleton / \
        w:2 small simulacrum / w:3 large simulacrum
MONS:   necromancer / w:5 deep dwarf necromancer / w:5 deep elf death mage, lich, \
        lich / deep elf death mage / nothing
MONS:   soul eater / w:5 reaper, reaper, shadow fiend / w:5 reaper
: else
MONS:   large zombie / large skeleton / w:5 large simulacrum
MONS:   necromancer / deep elf death mage, \
        w:15 lich / w:5 ancient lich / deep elf death mage, lich / ancient lich
MONS:   reaper / soul eater, reaper, shadow fiend
: end
MARKER: V = lua:fog_machine { cloud_type = "foul pestilence", \
            pow_min = 8, pow_max = 12, delay_min = 20, delay_max = 30, \
            size = 1, walk_dist = 1, spread_rate= 33 }
MARKER: V = lua:props_marker { feature_description = "foul fountain" }
SUBST:  % = %*|$
SUBST:  A = 1.
MAP
xxxx......@@@......xxxxxxxxxxxxxxxxxxxxxxxxx
xccc......1.1......ccccccccccccccccccccccccc
xccc..b..1c+c1..b..c%%c...5...cccccccccccccc
xccc.....cc.cc.....=%%+...V...+..cc.cccccccc
xccc..b.2c...c2.b..c%%c.......cc....ccc1>1cc
xccc.....c...c.....cccc.......cc.bb.ccc.c.cc
xccc=ccccc...ccccccccccccc+ccccc.BB.ccc.c.cc
xcb$$bc.........cb$$bc....5....c....ccc.c.cc
xc1..Ac.Bb...bB.cA..1c.b.ccc.b.c5BB5cc....cc
xcb..bc.bb...bb.cb..bc.b.ccc.b.c.bb.cc.c.ccc
xcA...+.........+...A=..2...2..=.6..cc.c.ccc
xcb..bc.bb...bb.cb..bccccc.ccccc.cc..+.c.ccc
xc1..Ac.Bb...bB.cA..1=AAAc.cAAAccccccccc+ccc
xcb$$bc...3_4...cb$$bcA$Ac.cA$Accccccc.....c
xccc=ccccc...cccccccccA2Ac+cA2Accccccc%6.6%c
xcc%%2ccccc+ccccccccccc+cc.cc+ccAAAccc%%7%%c
xcc%%.+..........A.1.A.........+2$Accc%%%%%c
xcc2..c...........A.12A........cAAAccc%%%%%c
xccccccccccccccccccccccccccccccccccccccccccc
ENDMAP

###############################################################################
NAME:    spider_temple_joshua
DEPTH:   D:20-26
ORIENT:  north
MONS:    naga mage / naga w:5 / naga skeleton w:2
MONS:    wolf spider w:7 / giant mite w:3
MONS:    oklob plant
MONS:    jelly
MONS:    trapdoor spider / wolf spider
MONS:    guardian serpent
MONS:    curse skull
# Randomise wall type: in 50% of maps, you cannot dig to the stairs.
SUBST:   x : xxxxxxvvvccb
# Hints at the important secret doors (red colour). On the one hand, we
# may be too nice here; on the other hand, that's spoily information.
# (red blood tiles at the claws)
COLOUR:  ' = red
FTILE:   ' = floor_rough_red
SUBST:   ' = .
# With 25% chance, have lava and curse skull instead of water and oklobs:
SUBST:   w : Ww.
SUBST:   w = W.
SHUFFLE: wU3 / wU3 / wU3 / l7L
SUBST:   L = l
# The legs are coloured and contain 10 spider monsters:
COLOUR:  " : white / yellow / brown
NSUBST:  " = 10:5 / *:"
SUBST:   " = .
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx"""""""xxxxxxxxxxxxxx""""""xxxxx
xxxxx"xxxxxx"xxx..}...xxx"xxxxx"xxxxx
xxxxx=xxxxxxx"xx...)..xx"xxxxxx=xxxxx
xxxxx'xxxxxxxx"x..]...x"xxxxxxx'xxxxx
xx"""""""xxxxxx=......=xxxxx"""""""xx
x"xxxxxxx"xxwWxxxx+xxxxxW.x"xxxxxxx"x
xx"xxxxxxx=..wWWw.1...wWW.=xxxxxxx"xx
xxx"xxxxxxx.4WWW.2.2.WWWW.xxxxxxx"xxx
xxxx"xxxxxx..wWWw.W3WWWWw.xxxxxx"xxxx
xxxxx"xxxxx.1.wWWW3U3WWw2.xxxxx"xxxxx
xxxxxx=xxxx2.1.wWWW3WWw12.xxxx=xxxxxx
xxxxxx'xxxx.2.wWWWWWWw....xxxx'xxxxxx
x"""""""""=x..WW....WW...x="""""""""x
x"xxxxxxxxxxxxW...1...Wxxxxxxxxxxxx"x
x"xxx""""""""+W.4...4.W+""""""""xxx"x
x""='"xxxxxxxxxm.....mxxxxxxxxx"'=""x
xxxxx"x........x+xxxxx........x"xxxxx
....x"x........xWWWWWx........x"x....
....x"x........xxxxxWx........x"x....
....x"xx.......xxxWWWx.......xx"x....
....xx"xx.....xxxx+xxxx.....xx"xx....
.....xx"xx....x.......x....xx"xx.....
......xx"xx...x..262..x...xx"xx......
.......xx=xx..mx.....xm..xx=xx.......
........xx'x...xm+++mx...x'xx........
..................@..................
ENDMAP
