##############################################################################
# temple.des: Entries for the Ecumenical Temple, and Temples themselves
##############################################################################


##############################################################################
# Temple entries
##############################################################################

NAME:   temple_hall
TAGS:   temple_entry
ORIENT: float
SUBST:  ? : c:20 x v b G:5
KFEAT:  O = enter_temple
MAP
ccccccccc
c...O...c
c.......c
c.?...?.c
c.......c
c.......c
c.?...?.c
c.......c
c.......c
c.?...?.c
c.......c
c.......c
c.?...?.c
c.......c
c@..@..@c
ENDMAP

NAME:   temple_hall_moat
TAGS:   temple_entry no_pool_fixup no_monster_gen
WEIGHT: 1
ORIENT: float
SUBST:  ? : v b G:5
KFEAT:  O = enter_temple
MAP
   ccc
   cOc
cccc+cccc
cwwG.Gwwc
cwww.wwwc
cw?w.w?wc
cwww.wwwc
cwww.wwwc
cw?w.w?wc
cwww.wwwc
cwww.wwwc
cw?w.w?wc
cwww.wwwc
cwww.wwwc
cw?w.w?wc
cwww.wwwc
c@..@..@c
ENDMAP

# stairs with fountains
NAME:   temple_fountains
TAGS:   temple_entry
ORIENT: float
SUBST:  ? : T:30 U
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
...?...
.......
.?.O.?.
.......
...?...
ENDMAP

# stairs with statues
NAME:   temple_statues
TAGS:   temple_entry
ORIENT: float
KFEAT:  O = enter_temple
MAP
GOG
ENDMAP

NAME:   temple_green
TAGS:   temple_entry
ORIENT: float
SUBST:  ? = =+b
KFEAT:  O = enter_temple
MAP
bbbb+bbbb
b.......b
b.......b
?...O...?
b.......b
b.......b
bbbb?bbbb
ENDMAP

# Hidden entry A: weight 1 (out of 10)
NAME:   temple_secret_doors_a
WEIGHT: 1
TAGS:   temple_entry
ORIENT: float
SUBST:  c:cxxx
SUBST:  ? : ?:40 T:30 U, ? = T:30 U
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
cccccccccc
ccccmmmmmc
ccccm?.?mc
@...=.O.mc
ccccm?.?mc
ccccmmmmmc
cccccccccc
ENDMAP

# Hidden entry B: weight 1 (out of 10)
NAME:   temple_secret_doors_b
WEIGHT: 1
TAGS:   temple_entry
ORIENT: float
SUBST:  ? : ?:40 T:30 U, ? = T:30 U
SUBST:  c:cxxx
NSUBST: X = 1:= / *=m=
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
ccccccccccc
cccmmmmmccc
cccm?.?mccc
@..X.O.X..@
cccm?.?mccc
cccmmmmmccc
ccccccccccc
ENDMAP

# Hidden entry C: weight 1 (out of 10)
NAME:   temple_secret_doors_c
WEIGHT: 1
TAGS:   temple_entry
ORIENT: float
SUBST:  ? : ?:40 T:30 U, ? = T:30 U
SUBST:  c:cxxx
NSUBST: X = 1:= / *=m=
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
ccccccccc
cccmmmmmc
cccm?.?mc
@..X.O.mc
cccm?.?mc
cccmmXmmc
ccccc.ccc
ccccc.ccc
ccccc@ccc
ENDMAP

# Hidden entry D: weight 1 (out of 10)
NAME:   temple_secret_doors_d
WEIGHT: 1
TAGS:   temple_entry
ORIENT: float
SUBST:  ? : ?:40 T:30 U, ? = T:30 U
SUBST:  c:cxxx
NSUBST: X = 1:= / *=m=
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
ccccccccccc
cccmmmmmccc
cccm?.?mccc
@..X.O.X..@
cccm?.?mccc
cccmmXmmccc
ccccc.ccccc
ccccc.ccccc
ccccc@ccccc
ENDMAP

# Hidden entry E: weight 6 (out of 10)
NAME:   temple_secret_doors_e
WEIGHT: 6
TAGS:   temple_entry no_rotate
ORIENT: float
SUBST:  ? : ?:40 T:30 U, ? = T:30 U
SUBST:  c:cxxx
NSUBST: X = 1:= / *=m=
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
cccccc@cccccc
cccccc.cccccc
cccccc.cccccc
ccccmmXmmcccc
ccccm?.?mcccc
@...X.O.X...@
ccccm?.?mcccc
ccccmmXmmcccc
cccccc.cccccc
cccccc.cccccc
cccccc@cccccc
ENDMAP

# Temple in pool A: weight 3 (out of 10)
NAME:    temple_pool_a
TAGS:    temple_entry no_monster_gen no_pool_fixup no_rotate
WEIGHT:  3
ORIENT:  float
SHUFFLE: XY
SUBST:   Y=w, X=.
KFEAT:   O = enter_temple
MAP
.....wwwww......
...wwwwwwwww....
.wwwwwwwwwwwww..
wwwwww...wwwwww.
wwwwww.O.YYYYYY.
wwwwww...wwwwww.
wwwwwwwXwwwwwww.
.wwwwwwXwwwwww..
...wwwwXwwww....
.....wwXww......
................
ENDMAP

# Temple in pool B: weight 7 (out of 10)
NAME:    temple_pool_b
TAGS:    temple_entry no_monster_gen no_rotate
WEIGHT:  7
ORIENT:  float
SHUFFLE: ABCDEFGHIJKL
SUBST:   A=W, B=W, C=W, D=w, E=w, F=w, G=w, H=w, I=w, J=w, K=w, L=w
KFEAT:   O = enter_temple
MAP
.....wwwww......
...wABwwwDEw....
.wwwCwwwwwFwww..
wwwwww...wwwwww.
wwwwww.O.wwwwww.
wwwwww...wwwwww.
wwwwLwwwwwGwwww.
.wwwKJwwwIHwww..
...wwwwwwwww....
.....wwwww......
................
ENDMAP

# The garden of good and evil
NAME:   temple_garden
TAGS:   temple_entry no_monster_gen
ORIENT: float
SUBST:  _=3., -=l.
SUBST:  . = .:900 3:30
SUBST:  ' = .:400 3:30
SUBST:  ! = .:100 3:30
SUBST:  ? = .:50  3:30 G:5 T:10 U:1 V:4
MONS:   angel, iron devil, plant
KFEAT:  O = enter_temple
MAP
            ............................xxxxxxxx
        .............'''''...............-llxxxx
      ............'''''''''''...........-llllxxx
    ...........'''''''!!!'''''''........-lll2xxx
   .........''''''''!!!!!!!''''''''......-llllxx
   ........'''''''!!!!!!!!!!!'''''''.......-lllx
  ........'''''!!!!!!!!!!!!!!!!!'''''........llx
 ........'''''!!!!!!!!!?!!!!!!!!!'''''........lx
 .......'''''!!!!!!!!!???!!!!!!!!!'''''........x
.......'''''!!!!!!!!!?????!!!!!!!!!'''''........
.......''''!!!!!!!!!???????!!!!!!!!!''''........
.......'''!!!!!!!!!????O????!!!!!!!!!'''........
.......''''!!!!!!!!!???????!!!!!!!!!''''........
.......'''''!!!!!!!!!?????!!!!!!!!!'''''.......
x.......'''''!!!!!!!!!???!!!!!!!!!'''''........
x........'''''!!!!!!!!!?!!!!!!!!!'''''.........
xx._......'''''!!!!!!!!!!!!!!!!!'''''.........
xxxxm......'''''''!!!!!!!!!!!'''''''..........
xxxxxm......''''''''!!!!!!!''''''''..........
xxxx1m_........'''''''!!!'''''''.............
xxxxxxm_..........'''''''''''...............
xxxxxxxxxx...........'''''................
xxxxxxxxxxxx...........................
ENDMAP

# Firewalk A: weight 3 (out of 10)
# To reach the Temple, you just have to walk straight. Note that the
# frequency of the flames is low enough that you have to spend a fair
# amount of time off the path to get hit by one. And at this depth
# they should not be fatal to anyone. -LP
NAME:    lemuel_temple_firewalk
TAGS:    temple_entry uniq_firewalk no_item_gen no_monster_gen
ORIENT:  float
WEIGHT:  3
ITEM:    nothing, nothing, nothing
SHUFFLE: def
MARKER:  d = lua:fog_machine { cloud_type = "flame", \
             pow_min = 2, pow_max = 3, delay = 20, start_clouds = 1, \
             size = 2, walk_dist = 1, spread_rate= 0 }
MARKER:  e = lua:fog_machine { cloud_type = "flame", \
             pow_min = 2, pow_max = 4, delay = 39, start_clouds = 1, \
             size = 2, walk_dist = 1, spread_rate= 0 }
MARKER:  f = lua:fog_machine { cloud_type = "flame", \
             pow_min = 2, pow_max = 5, delay = 47, start_clouds = 1, \
             size = 2, walk_dist = 1, spread_rate= 0 }
MARKER: G = lua:props_marker { stop_explore = "a scorch-marked granite statue."\
        , feature_description = "scorch-marked granite statue" }
KFEAT:  O = enter_temple
MAP
xxxxxxxG@Gxxxxxxx
x...............x
x...............x
x.d.e.......f.d.x
x...............x
x...............x
x...............x
x.e.f.......d.e.x
x...............x
x...............x
x...............x
x.f.d.......e.f.x
x...............x
x...............x
x...............x
x.d.e.......f.d.x
x...............x
x.......O.......x
xxxxxxxxxxxxxxxxx
ENDMAP

# Firewalk B: weight 7 (out of 10)
# New version, with the safe path marked. Personally I don't think
# it's necessary, but it does make it harder to kill yourself. -LP
NAME:    lemuel_temple_firewalk_marked
TAGS:    temple_entry uniq_firewalk no_item_gen no_monster_gen
WEIGHT:  7
ORIENT:  float
ITEM:    nothing, nothing, nothing, nothing
SHUFFLE: def
MARKER:  d = lua:fog_machine { cloud_type = "flame", \
              pow_min = 2, pow_max = 3, delay = 39, start_clouds = 1, \
              size = 2, walk_dist = 2, spread_rate= 0 }
MARKER:  e = lua:fog_machine { cloud_type = "flame", \
              pow_min = 2, pow_max = 5, delay = 59, start_clouds = 1, \
              size = 2, walk_dist = 2, spread_rate= 0 }
MARKER:  f = lua:fog_machine { cloud_type = "flame", \
              pow_min = 2, pow_max = 7, delay = 79, start_clouds = 1, \
              size = 2, walk_dist = 2, spread_rate= 0 }
COLOUR:  g = yellow
FTILE:   g = floor_pebble_darkgray
MARKER: G = lua:props_marker { stop_explore = "a scorch-marked granite statue."\
        , feature_description = "scorch-marked granite statue" }
KFEAT:  O = enter_temple
MAP
xxxxxxxG@Gxxxxxxx
x..f...ggg....e.x
x......ggg......x
x.d....ggg...f..x
x......ggg......x
x..e...ggg....d.x
x......ggg......x
x.e....ggg...d..x
x......ggg......x
x..f...ggg....e.x
x......ggg......x
x.f....ggg...e..x
x......ggg......x
x..d...ggg....f.x
x......ggg......x
x.d....ggg...f..x
x......ggg......x
x..e...gOg....d.x
xxxxxxxxxxxxxxxxx
ENDMAP

NAME:   minmay_temple_entry_fiery
TAGS:   temple_entry no_monster_gen
ORIENT: float
SUBST:  ' : .'l
SUBST:  ' = .l
SUBST:  l : l w:1
KFEAT:  O = enter_temple
MAP
xxx.@..xx
xxl'...xx
xxll..xxx
xlll'.xxx
xll'.'lxx
xxl.'llxx
xxx'.lxxx
xxxx.xxxx
xccc+cccx
xcG...Gcx
xc.....cx
xc..O..cx
xc.....cx
xcG...Gcx
xcccccccx
xxxxxxxxx
ENDMAP

NAME:   minmay_temple_entry_poolview
TAGS:   temple_entry no_pool_fixup
ORIENT: float
KPROP:  ? = no_rtele_into
SUBST:  ? : lw
SUBST:  c : cx
KFEAT:  O = enter_temple
MAP
ccccccccccccc
c???????????c
c???????????c
c???????????c
c???nnnnn???c
c???n...nnnnc
c???n.O.....@
c???n...nnnnc
c???nnnnn???c
c???????????c
c???????????c
c???????????c
ccccccccccccc
ENDMAP

NAME:   minmay_temple_entry_overgrown
TAGS:   temple_entry
ORIENT: float
MONS:   plant, bush
SUBST:  ?=.1, !=...1, 1:123, 2=2.., 3=12
KFEAT:  O = enter_temple
MAP
!!!!!
!???!
!?O?!
!???!
!!!!!
ENDMAP

NAME:   minmay_temple_entry_junction
TAGS:   temple_entry
ORIENT: float
SUBST:  T = TV U:1
SUBST:  X : xc v:1 b:1
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
xxx...xxx
xxX.T.Xxx
xXX...XXx
.........
.T..O..T.
.........
xXX...XXx
xxX.T.Xxx
xxx...xxx
ENDMAP

NAME:   minmay_temple_entry_glass
TAGS:   temple_entry
ORIENT: float
SUBST:  m : mb
KFEAT:  O = enter_temple
MAP
...........
.m.m.m.m.m.
...........
.m.......m.
...........
.m...O...m.
...........
.m.......m.
...........
.m.m.m.m.m.
...........
ENDMAP

NAME:   minmay_temple_entry_trees
TAGS:   temple_entry
ORIENT: float
SUBST:  t : t1
MONS:   bush
KFEAT:  O = enter_temple
MAP
.....
.t.t.
..O..
.t.t.
.....
ENDMAP

NAME:   minmay_temple_entry_spiral
TAGS:   temple_entry
ORIENT: float
KFEAT:  O = enter_temple
MAP
cncncncnc@c
n.......n.n
c.cncnc.c.c
n.n...n.n.n
c.c.c.c.c.c
n.n.nOn.n.n
c.c.cnc.c.c
n.n.....n.n
c.cncncnc.c
n.........n
cncncncncnc
ENDMAP

NAME:   minmay_temple_entry_butterflies
TAGS:   temple_entry
ORIENT: float
MONS:   butterfly
SUBST:  . = .1
KFEAT:  O = enter_temple
MAP
...
.O.
...
ENDMAP

NAME:   minmay_temple_entry_metal_lava
TAGS:   temple_entry
WEIGHT: 1
ORIENT: float
KMASK:  l = no_monster_gen
KFEAT:  O = enter_temple
MAP
vvvvvvv
vlvlvlv
@..O..@
vlvlvlv
vvvvvvv
ENDMAP

NAME:   minmay_temple_entry_nine_rooms
TAGS:   temple_entry
ORIENT: float
NSUBST: A = 1:O / *=T:40 VU
NSUBST: B = 1:. / *:c
NSUBST: C = 1:. / *:c
NSUBST: D = 1:. / *:c
NSUBST: E = 1:. / *:c
NSUBST: F = 1:. / *:c
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
ccBcccBcccBcc
c...c...c...c
B.A.D.A.E.A.B
c...c...c...c
ccDccc.cccEcc
c...c...c...c
B.A...A...A.B
c...c...c...c
ccCccc.cccFcc
c...c...c...c
B.A.C.A.F.A.B
c...c...c...c
ccBcccBcccBcc
ENDMAP

NAME:   minmay_temple_entry_mist
TAGS:   temple_entry
ORIENT: float
MARKER: ! = lua:fog_machine { cloud_type = "thin mist", pow_min = 1, \
        pow_max = 3, delay = 10, start_clouds = 1, size_min = 2, \
        size_max = 3, spread_rate = -1 }
KMASK:  W! = no_monster_gen
KFEAT:  ! = shallow_water
KFEAT:  O = enter_temple
MAP
..WWW..
.WW!WW.
WWWWWWW
W!WOW!W
WWWWWWW
.WW!WW.
..WWW..
ENDMAP

NAME:   minmay_temple_entry_grid
TAGS:   temple_entry
ORIENT: float
SUBST:  m : bm
KFEAT:  O = enter_temple
MAP
.........
...m.m...
..m.m.m..
.m.m.m.m.
..m.O.m..
.m.m.m.m.
..m.m.m..
...m.m...
.........
ENDMAP

NAME:   minmay_temple_entry_hall
TAGS:   temple_entry
ORIENT: float
SUBST:  c : c:80 xv
SUBST:  T = T:80 UV
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
ccc+ccc
c.....c
c.T.T.c
+..O..+
c.T.T.c
c.....c
ccc+ccc
ENDMAP

NAME:   minmay_temple_entry_purple_smoke
TAGS:   temple_entry
ORIENT: float
MARKER: O = lua:fog_machine { cloud_type = "purple smoke", pow_min = 1, \
        pow_max = 3, delay_min = 1, delay_max = 10, start_clouds = 5,  \
        size_min = 2, size_max = 2, spread_rate = 1 }
KFEAT:  O = enter_temple
MAP
.....
.....
..O..
.....
.....
ENDMAP

NAME:   minmay_temple_entry_statues_fountains
TAGS:   temple_entry
ORIENT: float
SUBST:  T = T:80 UV
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
.......
.G.G.G.
..T.T..
.G.O.G.
..T.T..
.G.G.G.
.......
ENDMAP

NAME:   minmay_temple_entry_large_hall
TAGS:   temple_entry
ORIENT: float
SUBST:  x : xxxc
SUBST:  T = T:80 UV
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
xx@xx@xx@xx
x.........x
@.........@
x..T...T..x
x.........x
@....O....@
x.........x
x..T...T..x
@.........@
x.........x
xx@xx@xx@xx
ENDMAP

NAME:   minmay_temple_entry_secret_door
TAGS:   temple_entry
ORIENT: float
NSUBST: m = 1:= / *:m
KFEAT:  O = enter_temple
MAP
xxx+xxx
x.....x
x.mmm.x
+.mOm.+
x.mmm.x
x.....x
xxx+xxx
ENDMAP

NAME:   minmay_temple_entry_steel_oval
TAGS:   temple_entry
WEIGHT: 1
ORIENT: float
KFEAT:  O = enter_temple
MAP
 ....vvv....
...vv...vv...
..v..vvv..v..
.v..v...v..v.
.v.v.vvv.v.v.
v.v.v...v.v.v
v.v.v.O.v.v.v
v.v.v...v.v.v
.v.v.vvv.v.v.
.v..v...v..v.
..v..vvv..v..
...vv...vv...
 ....vvv....
ENDMAP

NAME:   minmay_temple_entry_oklob
TAGS:   temple_entry
WEIGHT: 1
ORIENT: float
MONS:   plant, oklob sapling
KFEAT:  O = enter_temple
MAP
....1..
1.111.1
.11.11.
.1.O211
11.1111
.111.1.
1..11..
ENDMAP

NAME:   minmay_temple_entry_crystal_x
TAGS:   temple_entry
ORIENT: float
WEIGHT: 5
KFEAT:  O = enter_temple
MAP
.......
.b...b.
..b.b..
...O...
..b.b..
.b...b.
.......
ENDMAP

NAME:   minmay_temple_entry_junction2
TAGS:   temple_entry
ORIENT: float
WEIGHT: 5
SUBST:  x : xccbbmv
SUBST:  T = T:39 V U:1
KMASK:  TU = no_monster_gen
KFEAT:  O = enter_temple
MAP
...........
...x...x...
...x.T.x...
.xxx...xxx.
...........
..T..O..T..
...........
.xxx...xxx.
...x.T.x...
...x...x...
...........
ENDMAP

NAME:   minmay_temple_entry_water_ring
TAGS:   temple_entry no_pool_fixup
ORIENT: float
WEIGHT: 3
KMONS:  1 = big fish
KFEAT:  1 = W
KMASK:  W = no_monster_gen
NSUBST: W = 1:1
: if crawl.one_chance_in(5) then
SUBST:  W = w
KPROP:  ' = no_rtele_into
: end
SUBST:  ' = .
SUBST:  x : xxcccvvbt
KFEAT:  O = enter_temple
MAP
.............
.xxx.....xxx.
.xWWWWWWWWWx.
.xWx'''''xWx.
..W'''''''W..
..W'''''''W..
..W'''O'''W..
..W'''''''W..
..W'''''''W..
.xWx'''''xWx.
.xWWWWWWWWWx.
.xxx.....xxx.
.............
ENDMAP

NAME:   minmay_temple_entry_statues
TAGS:   temple_entry
ORIENT: float
WEIGHT: 5
KFEAT:  O = enter_temple
MAP
GGGGG
G...G
G.O.@
G...G
GGGGG
ENDMAP

NAME:   minmay_temple_entry_statues_pillars
TAGS:   temple_entry
ORIENT: float
SUBST:  c : cccxxb
KFEAT:  O = enter_temple
MAP
c.G.c
.....
G.O.G
.....
c.G.c
ENDMAP

NAME:   minmay_temple_entry_from_below_a
TAGS:   temple_entry
ORIENT: float
WEIGHT: 5
KFEAT:  O = enter_temple
MAP
      @
ccccccncc
c.......c
c.O.c.}.c
c.......c
ccncccccc
  @
ENDMAP

NAME:   minmay_temple_entry_from_below_b
TAGS:   temple_entry
ORIENT: float
WEIGHT: 2
KFEAT:  O = enter_temple
MAP
         @
cccccccccnccc
cG.........Gc
c....T.T....c
c..O.....}..c
c....T.T....c
cG.........Gc
cccnccccccccc
   @
ENDMAP

NAME:   minmay_temple_entry_enclosed_plants
TAGS:   temple_entry
ORIENT: float
SUBST:  t : t12
MONS:   plant, bush
KFEAT:  O = enter_temple
MAP
 xxxxx
xxtttxx
xt...tx
xt.O.tx
xt...tx
xxt.txx
 xx+xx
ENDMAP


##############################################################################
# Temple maps
##############################################################################

# Maps for the main temple (Ecumenical Temple branch) come here, use
# PLACE:  Temple
# ORIENT: encompass
#
# Altars are to be placed as B glyphs, and should not be modified a la SUBST
# or SHUFFLE. You could place any number of altars between one and the number
# of guaranteed gods. However, don't make temple maps with less than six
# altars.
# Guaranteed gods not present in a temple will get altars in the dungeon.
# See altar.des.
#
# There are some main themes for temple maps, and then some sporadic maps.
# For news maps in a theme, stick to its defining properties (colour, or
# shape), unless you know what you are doing. New maps for a theme can be
# used for variety and (more often) to allow differing numbers of altars.

##########################################################################
# Circular temples
#   Total weight: 65 = 40+10+5+5+5
#   The classical shape, so highest weight.
#   Several versions, to accommodate differing numbers of gods.
#   Stones walls, so grey colour. (The versions with a pool change colour.)

# 12 gods
NAME:   circular_temple_12
PLACE:  Temple
WEIGHT: 40
TAGS:   no_rotate
ORIENT: encompass
MAP
               ccccccccccccc
           ccccc.....<.....ccccc
        cccc...................cccc
      ccc.........................ccc
    ccc..............B..............ccc
   cc.........B.............B.........cc
  cc...................................cc
 cc.....................................cc
 c........B.....................B........c
cc.................T...T.................cc
c.........................................c
c.........................................c
c(......B.......T.........T.......B......{c
c.........................................c
c.........................................c
cc.................T...T.................cc
 c........B.....................B........c
 cc.....................................cc
  cc...................................cc
   cc.........B.............B.........cc
    ccc..............B..............ccc
      ccc.........................ccc
        cccc...................cccc
           ccccc.....[.....ccccc
               ccccccccccccc
ENDMAP

# 6 gods
NAME:    circular_temple_6
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
SHUFFLE: BG
MAP
               ccccccccccccc
           ccccc.....<.....ccccc
        cccc...................cccc
      ccc.........................ccc
    ccc..............B..............ccc
   cc.........G.............G.........cc
  cc...................................cc
 cc.....................................cc
 c........B.....................B........c
cc.................T...T.................cc
c.........................................c
c.........................................c
c(......G.......T.........T.......G......{c
c.........................................c
c.........................................c
cc.................T...T.................cc
 c........B.....................B........c
 cc.....................................cc
  cc...................................cc
   cc.........G.............G.........cc
    ccc..............B..............ccc
      ccc.........................ccc
        cccc...................cccc
           ccccc.....[.....ccccc
               ccccccccccccc
ENDMAP

# 13 gods
NAME:    circular_temple_13
WEIGHT:  5
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
MAP
         ccccccccccccc
      cccc...........cccc
    ccc........(........ccc
   cc.....................cc
  cc.....B...........B.....cc
 cc.........................cc
 c.............B.............c
cc...........................cc
c........B...........B........c
c.............................c
c..B...........B...........B..c
c.............................c
c........B...........B........c
cc...........................cc
 c.[...........B...........{.c
 cc.........................cc
  cc.....B...........B.....cc
   cc.....................cc
    ccc........T........ccc
      cccc...........cccc
         ccccccccccccc
ENDMAP

# 12 gods
NAME:    circular_temple_pool_12
PLACE:   Temple
WEIGHT:  5
TAGS:    no_rotate no_pool_fixup
ORIENT:  encompass
SHUFFLE: AC
SUBST:   A = B
NSUBST:  C = 1:( / 1:{ / 1:[ / 1:<
#
: local arnd = crawl.random2(6)
: if arnd == 0 then
SUBST:   W : mvbG
: elseif arnd < 3 then
SUBST:   W = w
NSUBST:  w = 6:1 / *:w
KFEAT:   1 = w
KMONS:   1 = giant goldfish / electric eel / big fish
: else
SUBST:   W = w
:end
KPROP: wW1 = no_submerge
KPROP: wW1 = no_rtele_into
#
: local brnd = crawl.random2(10)
: if brnd == 0 then
SUBST:  w = l
COLOUR: m = lightred
COLOUR: c = lightred
: elseif brnd < 4 then
SUBST:  m = c
: else
COLOUR: m = blue
COLOUR: c = blue
:end
MAP
               ccccccccccccc
           ccccc...........ccccc
        cccc...................cccc
      ccc............A............ccc
    ccc.......B.............B.......ccc
   cc.................................cc
  cc.....C........mmmmmmm........C.....cc
 cc............mmmmwwwwwmmmm............cc
 c...........mmmwwwwwwwwwwwmmm...........c
cc....B.....mmwwwwwwwWwwwwwwwmm.....B....cc
c..........mmwwwwwwwwwwwwwwwwwmm..........c
c..........mwwwwwwwwwwwwwwwwwwwm..........c
c....A.....mwwwwWwwwwwwwwwWwwwwm.....A....c
c..........mwwwwwwwwwwwwwwwwwwwm..........c
c..........mmwwwwwwwwwwwwwwwwwmm..........c
cc....B.....mmwwwwwwwWwwwwwwwmm.....B....cc
 c...........mmmmwwwwwwwwwwmmm...........c
 cc.............mmmwwwwwmmmm............cc
  cc.....C........mmmmmmm........C.....cc
   cc.................................cc
    ccc.......B.............B.......ccc
      ccc............A............ccc
        cccc...................cccc
           ccccc...........ccccc
               ccccccccccccc
ENDMAP

# 8 gods
NAME:    circular_temple_pool_8
PLACE:   Temple
WEIGHT:  5
TAGS:    no_rotate no_pool_fixup
ORIENT:  encompass
NSUBST:  A = 1:( / 1:{ / 1:[ / 1:<
#
: local arnd = crawl.random2(6)
: if arnd == 0 then
SUBST:   W : mvbG
: elseif arnd < 3 then
SUBST:   W = w
NSUBST:  w = 6:1 / *:w
KFEAT:   1 = w
KMONS:   1 = giant goldfish / electric eel / big fish
: else
SUBST:   W = w
:end
KPROP: wW1 = no_submerge
KPROP: wW1 = no_rtele_into
#
: local brnd = crawl.random2(10)
: if brnd == 0 then
SUBST:  w = l
COLOUR: m = lightred
COLOUR: c = lightred
: elseif brnd < 4 then
SUBST:  m = c
: else
COLOUR: m = blue
COLOUR: c = blue
:end
MAP
               ccccccccccccc
           ccccc...........ccccc
        cccc...................cccc
      ccc............T............ccc
    ccc.......B.............B.......ccc
   cc.................................cc
  cc.....A........mmmmmmm........A.....cc
 cc............mmmmwwwwwmmmm............cc
 c...........mmmwwwwwwwwwwwmmm...........c
cc....B.....mmwwwwwwwWwwwwwwwmm.....B....cc
c..........mmwwwwwwwwwwwwwwwwwmm..........c
c..........mwwwwwwwwwwwwwwwwwwwm..........c
c....T.....mwwwwWwwwwwwwwwWwwwwm.....T....c
c..........mwwwwwwwwwwwwwwwwwwwm..........c
c..........mmwwwwwwwwwwwwwwwwwmm..........c
cc....B.....mmwwwwwwwWwwwwwwwmm.....B....cc
 c...........mmmmwwwwwwwwwwmmm...........c
 cc.............mmmwwwwwmmmm............cc
  cc.....T........mmmmmmm........T.....cc
   cc.................................cc
    ccc.......B.............B.......ccc
      ccc............A............ccc
        cccc...................cccc
           ccccc...........ccccc
               ccccccccccccc
ENDMAP


##########################################################################
# Temples with lots of trees
#    Total weight: 40 = 15+5+2+2+3+3+10
#    Trees, sometimes other plants.

# 15 gods
NAME:    kilobyte_greek_temple_15
PLACE:   Temple
WEIGHT:  15
TAGS:    no_rotate
ORIENT:  encompass
SHUFFLE: {([
NSUBST:  . = 15:1 / 12:2 / 2:t / *:.
SUBST:   ' = .
COLOUR:  " : darkgrey w:3 / white w:1 / none
SUBST:   " = .
MONS:    plant, bush
MAP
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
tttttttttttt....1111tttttttttttttttttttttttttttttttttttttttt
tttttttt.........1111....tttttttttttt.........tttttttttttttt
tttt.......................1tttttt.......t.........ttttttttt
tt.........2........t..........''''''...............2222tttt
tt.....{..21...t...............''ccccccccccccccc.....22.tttt
ttt...........ttt.......(......''G'c"""""""""""ctt..t..ttttt
tttt......2....................''''c"B"B"B"B"B"ctt......tttt
tttttt.....................t...''G'c"""""""""""cttt.....tttt
ttttttttt..1.....2...t.........''''+"B"B"B"B"B"ctt...t....tt
tttttttt.....[.................''G'c"""""""""""ct...ttt..ttt
ttttttttt...................1..''''c"B"B"B"B"B"ct..tttt.tttt
ttttttttttttttt....2....t......''G'c"""""""""""ct....t..tttt
ttttttttttttttttt..............''ccccccccccccccct.......2ttt
tttttttttttttttttt..........t.........t......ttt......2ttttt
ttttttttttttttttttttt...............................22tttttt
ttttttttttttttttttttttt............t..........t....ttttttttt
tttttttttttttttttttttttttttt...........t.........ttttttttttt
ttttttttttttttttttttttttttttttt..............ttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
ENDMAP

# 8 gods
NAME:    jpeg_temple_alley_garden_8
PLACE:   Temple
TAGS:    no_rotate
WEIGHT:  5
ORIENT:  encompass
COLOUR:  ' : darkgrey w:3 / white w:1 / none
COLOUR:  . = green, " = brown
FTILE:   .t = floor_grass, 'ABGT = floor_vault, D" = floor_dirt
SUBST:   D = G
NSUBST:  A = { / ( / [
NSUBST:  . = 12:1 / 7:2 / *:.
SUBST:   "' = .
MONS:    bush, plant
MAP
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
tt''''''''''....................................................tt
tt'G'''''G''.............................t............t.........tt
tt''''''''''......................t.............................tt
tt''''''''''....................................t...............tt
tt''''A'''''...............................................t....tt
tt''''''''''................cccccccccccccccccccccccc............tt
tt''''''''''................c''''''''''''''''''''''c....t.......tt
tt''''''''''..t.t.t.t.t.t...c'''B''''B''''B''''B'''c............tt
tt'T'''''T''"""""""""""""""Dc''''''''''''''''''''''c............tt
tt''''''''''""""""""""""""""+''''''''''''''''''''''c.........t..tt
tt''''A'''''""""""""""""""""+''''''T''''''''T''''''c...t........tt
tt''''''''''""""""""""""""""+''''''''''''''''''''''c............tt
tt'T'''''T''"""""""""""""""Dc''''''''''''''''''''''c............tt
tt''''''''''..t.t.t.t.t.t...c'''B''''B''''B''''B'''c......t.....tt
tt''''''''''................c''''''''''''''''''''''c............tt
tt''''''''''................cccccccccccccccccccccccc............tt
tt''''A'''''..........................................t.........tt
tt''''''''''..................t.................................tt
tt''''''''''.................................t..................tt
tt'G'''''G''.........................t.......................t..tt
tt''''''''''....................................................tt
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
ENDMAP

# 12 gods
NAME:    jpeg_temple_clearing_12
WEIGHT:  2
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
SHUFFLE: '"
FTILE:   ' = floor_dirt, ."tABX = floor_grass
NSUBST:  A = { / ( / [
SUBST:   ' = ., " = t
KFEAT:   X : G / U / T
COLOUR:  . = green / brown w:2
MAP
                ttttttttt
           ttttttttttttttttt
         ttttttttt.....ttttttttt
      tttttttttt.........tttttttttt
    ttttttttt''..A.....A..''ttttttttt
   tttttttt''tt.....X.....tt''tttttttt
 ttttttttt'tttt...........tttt'ttttttttt
ttttt.....tttttt....A....tttttt.....ttttt
ttt..B......tttttt.....tttttt......B..ttt
tt...........ttttttt"ttttttt...........tt
tt.....X..B..ttttttt"ttttttt..B..X.....tt
tt...........tttttt"""tttttt...........tt
ttt..B......t"""tt""w""tt"""t......B..ttt
ttttt.....tttttt"""www"""tttttt.....ttttt
ttttt'tttttttttttt""w""tttttttttttt'ttttt
tttttt'tttttttttttt"""tttttttttttt'tttttt
ttttttt'tt.....tt""ttt""tt.....tt'ttttttt
 ttttttt......B..ttttttt..B......ttttttt
 tttttt.B.........ttttt.........B.tttttt
  ttttt.....X.....ttttt.....X.....ttttt
  ttttt...........ttttt...........ttttt
   ttttt......B..ttttttt..B......ttttt
    tttttt.....tt''ttt''tt.....tttttt
      ttttttttttttt'''ttttttttttttt
        ttttttttttttttttttttttttt
               ttttttttttt
ENDMAP

# 9 gods
NAME:    jpeg_temple_clearing_9
WEIGHT:  2
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
SUBST:   ' : t"
FTILE:   "A = floor_dirt, tBTX. = floor_grass
NSUBST:  A = { / ( / [
SUBST:   " = .
SHUFFLE: TX
KFEAT:   X : G / U
COLOUR:  . = green / brown w:2
MAP
                ttttttttt
           ttttttttttttttttt
         ttttttttt.....ttttttttt
      tttttttttt.........tttttttttt
    ttttttttt''..X.....X..''ttttttttt
   tttttttt''tt.....B.....tt''tttttttt
 ttttttttt'tttt...........tttt'ttttttttt
ttttt.....tttttt....X....tttttt.....ttttt
ttt..B......tttttt.....tttttt......B..ttt
tt...........ttttttt"ttttttt...........tt
tt.....X..B..ttttttt"ttttttt..B..X.....tt
tt..........."tttttt"tttttt"...........tt
ttt..B......tt""ttt"""ttt""tt......B..ttt
ttttt.....tttttt"""AAA"""tttttt.....ttttt
ttttt'tttttttttttt"""""tttttttttttt'ttttt
tttttt'ttttttttt""ttttt""ttttttttt'tttttt
ttttttt'tt....."ttttttttt".....tt'ttttttt
 ttttttt......T..ttttttt..T......ttttttt
 tttttt.T.........ttttt.........T.tttttt
  ttttt.....B.....ttttt.....B.....ttttt
  ttttt...........ttttt...........ttttt
   ttttt......T..ttttttt..T......ttttt
    tttttt.....tt''ttt''tt.....tttttt
      ttttttttttttt'''ttttttttttttt
        ttttttttttttttttttttttttt
               ttttttttttt
ENDMAP

# 12 gods
NAME:       minmay_temple_forest_path_12
PLACE:      Temple
ORIENT:     encompass
WEIGHT:     3
LFLOORCOL:  green
LFLOORTILE: floor_moss
SUBST:      t = t:18 1:1 .:1
MONS:       plant / bush w:1 / fungus w:1
MAP
tttttttttttttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttt
ttt...tttttttttttttttttttttttttttttttttttttttttttt
tt.......ttttttttttt...tttttttttttttttttttt.{.tttt
tt..B..tt...ttttt.......tttttttttttttttttt[...(ttt
tt.....ttttt.tt..tt..B..tttttttttttttttttt.....ttt
ttt...ttttttt..tttt.....tttttttttttttttttt.....ttt
ttt.ttttttttt.ttttt....ttttttttttt...tttttt...tttt
tttt.ttttttt.ttttt.tttttttttttttt.....tttttt.ttttt
tttt.ttttttt.ttttt.tttttttttttttt..B..tttttt.ttttt
ttttt.ttttt...tttt.tttttttttttttt.....tttttt.ttttt
ttttt.tttt.....tt.tttttttttttttttt...tttttt.tttttt
tttt.ttttt..B..tt.tttttttttttttttt.tttttt..ttttttt
tttt.ttttt.....ttt.tttttt...ttttttt.tttt.ttttttttt
tttt.tttttt...ttt.t..ttt........tt...tt.tttttttttt
ttttt.ttttttttttt.ttt.....B..ttt..ttt.t.tttt...ttt
ttttt.tttttttttt.ttttttt.....ttttttttt.tttt.....tt
ttttt...ttttttt.ttttttttt...tttttttttt.tttt..B..tt
tttt.....ttt...ttttttttt.tttttttttttttt.ttt.....tt
tttt..B.....tt.ttttttttt.tttttttttttttt.tt.....ttt
tttt.....ttttt.tttttttttt....tttt...tttt..tttttttt
tttt....ttttt.ttttttttt..tttt........ttt.ttttttttt
tttt.ttttttt.tttt...tt.ttttttttt..B..t..tttttttttt
ttttt.tttttt.ttt......tttttttttt......tttttttttttt
tttttt..ttt.tttt..B..tttttttttttt...tttttttttttttt
tttttttt...ttttt.......ttt..tttttttt.ttttttttttttt
ttttttttttttttttt...ttt...tt.ttttttt.ttttttttttttt
ttttttttttttttttt.ttttttttttt...ttttt.ttttt...tttt
ttttttttttttttttt.tttttttttttttt.tttt...tt.....ttt
tttttt...tt...tt.tttttttttttttttt.tt.ttt....B..ttt
ttttt......ttt..tttttttttttttttttt..tttttt.....ttt
ttttt..B..tttttttttttttttt...tt...ttttttttt...tttt
ttttt.....ttttttttttttttt......ttttttttttttttttttt
tttttt...tttttttttttttttt..B..tttttttttttttttttttt
ttttttttttttttttttttttttt.....tttttttttttttttttttt
tttttttttttttttttttttttttt...ttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttttttttttttt
ENDMAP

# 13 gods
#
# XXX: The tiles for floor around the altars might be better.
NAME:    cyrus_temple_forest_13
WEIGHT:  3
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
NSUBST:  . = 10:X / 34:Y / *:.
SUBST:   X : tXY.
SUBST:   X = t.
SUBST:   Y : Y.
SUBST:   Y = 1112..
SUBST:   _ = .
SUBST:   " : """.
COLOUR:  .12 = green
COLOUR:  " : darkgrey
COLOUR:  ' : white / lightgrey
FTILE:   .t12 = floor_grass
FTILE:   " = floor_dirt
FTILE:   ' = floor_vault
MONS:    plant, bush
MAP
                 ttttttttttttttttttttttttttt
                 ttttttttttttttttttttttttttt
                 tt.......................tt
                 tt.."""............."""..tt
                 tt.."B"....."""....."B"..tt
                 tt.."""....."B"....."""..tt
ccccccccccccccccccc.........."""..........tt
c(''G''G''G''G''G'c.......................tt
c'''''''''''''''''+__.."""..."""..."""....tt
c{''''''''''''''''+__.."B"..."T"..."B"....tt
c'''''''''''''''''+__.."""..."""..."""....tt
c[''G''G''G''G''G'c.......................tt
ccccccccccccccccccc.........."""..........tt
                 tt.."""....."B"....."""..tt
                 tt.."B"....."""....."B"..tt
                 tt.."""............."""..tt
                 tt.......................tt
                 ttttttttttttttttttttttttttt
                 ttttttttttttttttttttttttttt
ENDMAP

# Autumnal temple, 12 altars (oiseaux)
NAME:   oiseaux_autumnal_temple_12
PLACE:  Temple
ORIENT: encompass
TAGS:   no_rotate no_pool_fixup
MARKER: A = lua:fog_machine { cloud_type = "thin mist", pow_min = 2, \
        pow_max = 6, delay = 4, start_clouds = 1, size_min = 2, \
        size_max = 6, spread_rate = 2 }
SUBST:  A : w
SUBST:  c : cd"""""""
SUBST:  " = cd
FTILE:  B{[( = FLOOR_PEBBLE_BROWN
FTILE:  t. = FLOOR_SWAMP
TILE:   d = FLOOR_PEBBLE
TILE:   c = WALL_STONE_BRICK
TILE:   ' = FLOOR_PEBBLE_BROWN
TILE:   t = DNGN_TREE_YELLOW w:5 / DNGN_TREE_LIGHTRED w:5 / DNGN_TREE_RED / DNGN_TREE_DEAD: 3
COLOUR: . = brown
COLOUR: t = red w:5 / yellow w:5 / brown
COLOUR: ' = darkgrey
SUBST:  'd = .
MAP
tttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttt
ttttttttttAwwwtttttttttttttttttttttttttt
tttttttttttttwwwtttttttttttttttttttttttt
tttttttttttttttwwwtttttttttttttttttttttt
tttttttttttttttttwwwtttttttttttttttttttt
tttttttttttttttttttwwttttttttttttttttttt
ttttttttttttttttttttwwtttttttttttttttttt
ttttttttttttttttttttwwtttttttttttttttttt
tttttttttttt..tttttwwtttttttcccctttttttt
ttttttttt.''.ddtttWwwtttttttc''''ttttttt
tttttttt..c'''c..tWwwWttttttc'B'tttttttt
tttttt....d'B'c...WwwW..ttt.d.''''.ttttt
ttttt......'''c..WwwW'dd..t.c.'''..ttttt
tttt........''..Wwwc'''c'......'....tttt
tt...ccdcd...'tWwwWc'B''.....''....ttttt
ttt..c'''c.....WwW.d''.......'''..tttttt
ttt..c'B'''.'..WwwWt....t...d'B'd..ttttt
tttt.c''.c......Wwwtt........''.cttttttt
ttttttt......t..ttwttt....'.'..ttttttttt
ttttttttttt...ttttwwttt..t.......ttttttt
tttttttttttt..tttttwttttt..dcc'...tttttt
ttttttttttt'.ttttttwwtttt..''c.....ttttt
ttttttt.ccc''...ttttwwwttt'B'c......tttt
tttttt..d'''''.ttcttttwwtt'''d.....ttttt
ttt.....c''B''c..c'Btttwwt.....'.dd.tttt
tttt....c'''''c..c'''ttWwwW.....''c..ttt
ttt.......'''....dcc'cttWwW.dd.'B't...tt
tt..dd.....''......'''.tWwwWdd..''c..ttt
tt..c''.....'t.....'''''tWwwddW..cc...tt
tt..t'B'.....'.........'.tWwddwW.....ttt
ttt..'''.........t.........WddwwW...tttt
tt...c...t............t....'ddWwwW...ttt
ttttt...'...t....''....t....ddtWwwW..ttt
tttttttt..'ttt..''''.tttt.....ttWwwWtttt
ttttttttt'.tttttd'B''.ttttt..'ttttwttttt
tttttttt''ttttttc'''.ttttttt'.ttttwwtttt
ttttttt''tttttttcccdttttttttt''ttttwwttt
ttttttcd'ttttttttttttttttttt''tttttwwttt
ttttttc'''ctttttttttttttttttt''''tttwwtt
ttttttc'B'cttttttttttttttttt''''''tttwtt
ttttttc'''c.ttttttttttttttt''({[''tttAtt
ttttttdcccc.tttttttttttttttt''''''tttttt
ttttttt.....tttttttttttttttttt''tttttttt
tttttttttt.ttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttt
tttttttttttttttttttttttttttttttttttttttt
ENDMAP


##########################################################################
# Water temples
#   Total weight: 25 = 8+7+7+1+1+1

# XXX: Most or all of the water temple maps could use open sea borders
#      from the shoals. But the line
#         : set_border_fill_type("open_sea")
#      does not work.

# 12 gods
NAME:    eino_temple_water_12
PLACE:   Temple
WEIGHT:  8
TAGS:    no_pool_fixup no_rotate
ORIENT:  encompass
SHUFFLE: {([
MAP
ccccccccccccccccccccccccccccccccc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwww...wwwwwwwwwwwwwwc
cwwwwwwwwwwwww..B..wwwwwwwwwwwwwc
cwwwwwwwwwww.........wwwwwwwwwwwc
cwwwwwwwwww..B.....B..wwwwwwwwwwc
cwwwwwwwwwww.........wwwwwwwwwwwc
cwwwwwwwwwww...www...wwwwwwwwwwwc
cwwwwwwwwww...wwwww...wwwwwwwwwwc
cwwwwwwwww...ww...ww...wwwwwwwwwc
cwwwwwwwww......B......wwwwwwwwwc
cwwwwwwww..B.........B..wwwwwwwwc
cwwwwwwwww...www.......wwwwwwwwwc
cwwwwwwwwwwwwwwww...wwwwwwwwwwwwc
cwwwwwwwwwwwwwwwww...wwwwwwwwwwwc
cwwwwwwwwwwwwwwwwww...wwwwwwwwwwc
cwwwwwwwwwwwwwwwwww...wwwwwwwwwwc
cwwwwwwwwwwwwwwwww...wwwwwwwwwwwc
cwwwwwwwwwwwwwwww...wwwwwwwwwwwwc
cwwwwwwwwww...........wwwwwwwwwwc
cwwwwwwwww..G.{.[.(.G..wwwwwwwwwc
cwwwwwwwwww...........wwwwwwwwwwc
cwwwwwwwwwwww...wwwwwwwwwwwwwwwwc
cwwwwwwwwwww...wwwwwwwwwwwwwwwwwc
cwwwwwwwwww...wwwwwwwwwwwwwwwwwwc
cwwwwwwwwww...wwwwwwwwwwwwwwwwwwc
cwwwwwwwwwww...wwwwwwwwwwwwwwwwwc
cwwwwwwwwwwww...wwwwwwwwwwwwwwwwc
cwwwwwwwww.......www...wwwwwwwwwc
cwwwwwwww..B.........B..wwwwwwwwc
cwwwwwwwww......B......wwwwwwwwwc
cwwwwwwwww...ww...ww...wwwwwwwwwc
cwwwwwwwwww...wwwww...wwwwwwwwwwc
cwwwwwwwwwww...www...wwwwwwwwwwwc
cwwwwwwwwwww.........wwwwwwwwwwwc
cwwwwwwwwww..B.....B..wwwwwwwwwwc
cwwwwwwwwwww.........wwwwwwwwwwwc
cwwwwwwwwwwwww..B..wwwwwwwwwwwwwc
cwwwwwwwwwwwwww...wwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
ccccccccccccccccccccccccccccccccc
ENDMAP

# 7 gods
# Author unknown
NAME:    temple_island_7
PLACE:   Temple
WEIGHT:  7
TAGS:    no_rotate
ORIENT:  encompass
SUBST:   W = W:30 w
SUBST:   ~ = ':20 W
COLOUR:  ' = green / brown w:2
FTILE:   'A = floor_grass, .BT = floor_vault
NSUBST:  ' = 5:t / 7:1 / 4:2 / .
NSUBST:  A = { / ( / [
MONS:    bush, plant
:   set_border_fill_type("open_sea")
MAP
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwWWWWWWWWWWWWWWWWWWWwwwwwwwwwwww
wwwwwwwwwwwWW~~~~~~~~~~~~~~~~~WWwwwwwwwwwww
wwwwwwwwwwWW~'''''''''''''''''~WWwwwwwwwwww
wwwwwwwwwWW~'''''''''''''''''''~WWwwwwwwwww
wwwwwwwwWW~'''''''''''''''''''''~WWwwwwwwww
wwwwwwwWW~''''''''ccccccc''''A'''~WWwwwwwww
wwwwwwWW~'''''''ccc.....ccc'''''''~WWwwwwww
wwwwwWW~''''''ccc....B....ccc''''''~WWwwwww
wwwwwW~''''''cc...B.....B...cc''''''~Wwwwww
wwwwwW~''''''+...............c''''''~Wwwwww
wwwwwW~''A'''+.......T...B...c''''''~Wwwwww
wwwwwW~''''''+...............c''''''~Wwwwww
wwwwwW~''''''cc...B.....B...cc''''''~Wwwwww
wwwwwWW~''''''ccc....B....ccc''''''~WWwwwww
wwwwwwWW~'''''''ccc.....ccc'''''''~WWwwwwww
wwwwwwwWW~''''''''ccccccc''''A'''~WWwwwwwww
wwwwwwwwWW~'''''''''''''''''''''~WWwwwwwwww
wwwwwwwwwWW~'''''''''''''''''''~WWwwwwwwwww
wwwwwwwwwwWW~'''''''''''''''''~WWwwwwwwwwww
wwwwwwwwwwwWW~~~~~~~~~~~~~~~~~WWwwwwwwwwwww
wwwwwwwwwwwwWWWWWWWWWWWWWWWWWWWwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
ENDMAP

# 8 gods
NAME:   minmay_temple_bridge_a_8
PLACE:  Temple
ORIENT: encompass
WEIGHT: 7
: if crawl.one_chance_in(10) then
SUBST:  w = l
:   set_border_fill_type("endless_lava")
: else
:   set_border_fill_type("open_sea")
: end
MAP
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwww...wwwwwwwwwwwwwwww...wwwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwww..{..wwwwwwwwwwwwww.....wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww.....wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwww......wwwwwwwwwwww......wwwwwwww
wwwwwwww.....................B..wwwwwwww
wwwwwwww..(.....................wwwwwwww
wwwwwwww.....................B..wwwwwwww
wwwwwwww......wwwwwwwwwwww......wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww.....wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwww..[..wwwwwwwwwwwwww.....wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwwww...wwwwwwwwwwwwwwww...wwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
ENDMAP

# 8 gods
NAME:   minmay_temple_bridge_b_8
PLACE:  Temple
ORIENT: encompass
WEIGHT: 1
: if crawl.one_chance_in(10) then
SUBST:  w = l
:   set_border_fill_type("endless_lava")
: else
:   set_border_fill_type("open_sea")
: end
MAP
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwww....wwwwwwwwwwwwwwwwww
wwwwwwwww...wwwww.wwww.wwwww...wwwwwwwww
wwwwwwww.....www.wwbbww.www..B..wwwwwwww
wwwwwwww..{..www.wbbbbw.www.....wwwwwwww
wwwwwwww.....www.wwbbww.www..B..wwwwwwww
wwwwwwww.....wwww.wwww.wwww.....wwwwwwww
wwwwwwww.....wwwww.ww.wwwww..B..wwwwwwww
wwwwwwww......wwww.ww.wwww......wwwwwwww
wwwwwwww...........ww........B..wwwwwwww
wwwwwwww..(........ww...........wwwwwwww
wwwwwwww...........ww........B..wwwwwwww
wwwwwwww......wwww.ww.wwww......wwwwwwww
wwwwwwww.....wwwww.ww.wwwww..B..wwwwwwww
wwwwwwww.....wwww.wwww.wwww.....wwwwwwww
wwwwwwww.....www.wwbbww.www..B..wwwwwwww
wwwwwwww..[..www.wbbbbw.www.....wwwwwwww
wwwwwwww.....www.wwbbww.www..B..wwwwwwww
wwwwwwwww...wwwww.wwww.wwwww...wwwwwwwww
wwwwwwwwwwwwwwwwww....wwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
ENDMAP

# 8 gods
NAME:   minmay_temple_bridge_c_8
PLACE:  Temple
ORIENT: encompass
WEIGHT: 1
: if crawl.one_chance_in(10) then
SUBST:  w = l
:   set_border_fill_type("endless_lava")
: else
:   set_border_fill_type("open_sea")
: end
MAP
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwww...wwwwwwwwwwwwwwww...wwwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwww..{..wwwwww..wwwwww.....wwwwwwww
wwwwwwww.....wwwww.ww.wwwww..B..wwwwwwww
wwwwwwww.....wwwww.ww.wwwww.....wwwwwwww
wwwwwwww.....wwwww.ww.wwwww..B..wwwwwwww
wwwwwwww......www.wwww.www......wwwwwwww
wwwwwwww.......w.wwbbww.w....B..wwwwwwww
wwwwwwww..(.....wwbbbbww........wwwwwwww
wwwwwwww.......w.wwbbww.w....B..wwwwwwww
wwwwwwww......www.wwww.www......wwwwwwww
wwwwwwww.....wwwww.ww.wwwww..B..wwwwwwww
wwwwwwww.....wwwww.ww.wwwww.....wwwwwwww
wwwwwwww.....wwwww.ww.wwwww..B..wwwwwwww
wwwwwwww..[..wwwwww..wwwwww.....wwwwwwww
wwwwwwww.....wwwwwwwwwwwwww..B..wwwwwwww
wwwwwwwww...wwwwwwwwwwwwwwww...wwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
ENDMAP

# 8 gods
NAME:   minmay_temple_bridge_d_8
PLACE:  Temple
ORIENT: encompass
WEIGHT: 1
: if crawl.one_chance_in(10) then
SUBST:  w = l
:   set_border_fill_type("endless_lava")
: else
:   set_border_fill_type("open_sea")
: end
MAP
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwww...www...wwwwwwwwww...wwwwwwwww
wwwwwwww.....w.www.wwwwwwww..B..wwwwwwww
wwwwwwww..{..w.wbw.wwww..ww.....wwwwwwww
wwwwwwww.....w.www.www.ww.w..B..wwwwwwww
wwwwwwww.....ww.w.www.www.w.....wwwwwwww
wwwwwwww.....ww.w.ww.ww..ww..B..wwwwwwww
wwwwwwww......w.w.ww.w.www......wwwwwwww
wwwwwwww........w.w.ww.w.....B..wwwwwwww
wwwwwwww..(.....w.w..w.w........wwwwwwww
wwwwwwww........w.ww.w.w.....B..wwwwwwww
wwwwwwww......www.w.ww.w.w......wwwwwwww
wwwwwwww.....ww..ww.ww.w.ww..B..wwwwwwww
wwwwwwww.....w.www.www.w.ww.....wwwwwwww
wwwwwwww.....w.ww.www.www.w..B..wwwwwwww
wwwwwwww..[..ww..wwww.wbw.w.....wwwwwwww
wwwwwwww.....wwwwwwww.www.w..B..wwwwwwww
wwwwwwwww...wwwwwwwwww...www...wwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
ENDMAP


##########################################################################
# Lava/triangular temples (dpeg)
#   Total weight: 30 = 10+10+5+5
#   Surrounded by lava, so red colour.

# 12 gods
NAME:   triangle_lava_temple_12
PLACE:  Temple
WEIGHT: 10
TAGS:   no_rotate
ORIENT: encompass
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllll...lllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllll.......lllllllllllllllllllllllllllx
xllllllllllllllllllllllllll.........llllllllllllllllllllllllllx
xlllllllllllllllllllllllll...........lllllllllllllllllllllllllx
xllllllllllllllllllllllll......{......llllllllllllllllllllllllx
xlllllllllllllllllllllll...............lllllllllllllllllllllllx
xllllllllllllllllllllll.................llllllllllllllllllllllx
xlllllllllllllllllllll......B.....B......lllllllllllllllllllllx
xllllllllllllllllllll.....................llllllllllllllllllllx
xlllllllllllllllllll.......................lllllllllllllllllllx
xllllllllllllllllll...B.................B...llllllllllllllllllx
xlllllllllllllllll.............B.............lllllllllllllllllx
xllllllllllllllll.............................llllllllllllllllx
xlllllllllllllll...............................lllllllllllllllx
xllllllllllllll.................................llllllllllllllx
xlllllllllllll.....B.......B.......B.......B.....lllllllllllllx
xllllllllllll.....................................llllllllllllx
xlllllllllll.......................................lllllllllllx
xllllllllll.........................................llllllllllx
xlllllllll....(.........B.............B.........[....lllllllllx
xllllllll......................B.....................lllllllllx
xllllllll............................................lllllllllx
xlllllllll..........................................llllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# 11 gods
NAME:   triangle_lava_temple_11
PLACE:  Temple
WEIGHT: 10
TAGS:   no_rotate
ORIENT: encompass
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllll...lllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllll.......lllllllllllllllllllllllllllx
xllllllllllllllllllllllllll.........llllllllllllllllllllllllllx
xlllllllllllllllllllllllll...........lllllllllllllllllllllllllx
xllllllllllllllllllllllll......{......llllllllllllllllllllllllx
xlllllllllllllllllllllll...............lllllllllllllllllllllllx
xllllllllllllllllllllll.................llllllllllllllllllllllx
xlllllllllllllllllllll......B.....B......lllllllllllllllllllllx
xllllllllllllllllllll.....................llllllllllllllllllllx
xlllllllllllllllllll.......................lllllllllllllllllllx
xllllllllllllllllll...B.................B...llllllllllllllllllx
xlllllllllllllllll.............B.............lllllllllllllllllx
xllllllllllllllll.............................llllllllllllllllx
xlllllllllllllll...............................lllllllllllllllx
xllllllllllllll.................................llllllllllllllx
xlllllllllllll.....B.......B.......B.......B.....lllllllllllllx
xllllllllllll.....................................llllllllllllx
xlllllllllll.......................................lllllllllllx
xllllllllll.........................................llllllllllx
xlllllllll....(.........B.............B.........[....lllllllllx
xllllllll......................T.....................lllllllllx
xllllllll............................................lllllllllx
xlllllllll..........................................llllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xlllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# 12 gods
NAME:    temple_eino_lava_12
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
WEIGHT:  5
SHUFFLE: {([
COLOUR:  c = red
MAP
       cccc    ccc
      cclccccccclcc
   ccccl.lcclccl.lcccc
  cclll...c...c...lllcc
  clll..B.G...G.B..lllc
  cll.......B.......llc
 ccl.................lcc
ccl...................lcc
cl..B...............B..lc
ccl...................lcc
 cccG...............Gccc
 cc..........[........cc
 cl..B.....(.......B..lc
 cc..........{........cc
 cccG...............Gccc
ccl...................lcc
cl..B...............B..lc
ccl...................lcc
 ccl.................lcc
  cll.......B.......llc
  clll..B.G...G.B..lllc
  cclll...c...c...lllcc
   ccccl.lcclccl.lcccc
      cclccccccclcc
       ccc     ccc
ENDMAP

# 8 gods
NAME:    temple_eino_lava_8
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
WEIGHT:  5
SHUFFLE: {([
COLOUR:  c = red
MAP
      ccc     ccc
     cclccccccclcc
  ccccl.lcclccl.lcccc
 cclll...c...c...lllcc
 clll..B.G...G.B..lllc
 cll.......B.......llc
 cl.................lc
 ccG...............Gccc
cc...................cc
cl..B....{.(.[....B..lc
cc...................cc
 ccG...............Gcc
 cl.................lc
 cll.......B.......llc
 clll..B.G...G.B..lllc
 cclll...c...c...lllcc
  ccccl.lcclccl.lcccc
     cclccccccclcc
      ccc     ccc
ENDMAP


##########################################################################
# Temples with curved shapes
#   Total weight: 15 = 5+5+5
#   Rock walls.

# 12 gods
NAME:    dpeg_five_rooms_temple_12
PLACE:   Temple
TAGS:    no_rotate
WEIGHT:  5
ORIENT:  encompass
KFEAT:   X : G / U / T
MAP
                   xxxxxxxxx
              xxxxxx.......xxxxxx
         xxxxxx........x........xxxxxx
      xxxx........xxxxx+xxxxx........xxxx
     xx.....xxxxxxxxx.....xxxxxxxxx.....xx
    xx...xxxxxxxxxx.........xxxxxxxxxx...xx
   xx..xxxxxxxxxxx..(.....[..xxxxxxxxxxx..xx
  xx..xxxxxxxxxxxx.....X.....xxxxxxxxxxxx..xx
  x..xxxxxxxxxxxxx...........xxxxxxxxxxxxx..x
 xx..xxx.....xxxxxx....{....xxxxxx.....xxx..xx
 x..+x..B......xxxxxx.....xxxxxx......B..x+..x
xx..x...........xxxxxxxxxxxxxxx...........x..xx
x..xx.....X..B..xxxxxxxxxxxxxxx..B..X.....xx..x
x..xx...........xxxxxxxxxxxxxxx...........xx..x
x..xxx..B......xxxxxxxxxxxxxxxxx......B..xxx..x
x..xxxxx.....xxxxxxxxxxxxxxxxxxxxx.....xxxxx..x
x..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..x
x..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..x
x..xxxxxxxxxx.....xxxxxxxxxxx.....xxxxxxxxxx..x
xx..xxxxxxx......B..xxxxxxx..B......xxxxxxx..xx
 x..xxxxxx.B.........xxxxx.........B.xxxxxx..x
 xx..xxxxx.....X.....xxxxx.....X.....xxxxx..xx
  x..xxxxx...........xxxxx...........xxxxx..x
  xx..xxxxx......B..xxxxxxx..B......xxxxx..xx
   xx..xxxxxx.....xxxxxxxxxxx.....xxxxxx..xx
    xx...xxx+xxxxxxxxxxxxxxxxxxxxx+xxx...xx
     xxx....xxxxxxxxxxxxxxxxxxxxxxx....xxx
       xxx........xxxxxxxxxxx........xxx
         xxxxxx........x........xxxxxx
              xxxxxx.......xxxxxx
                   xxxxxxxxx
ENDMAP

# 12 gods
NAME:    minmay_temple_curvy_12
PLACE:   Temple
WEIGHT:  5
ORIENT:  encompass
SHUFFLE: {[(, GT
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxx
xxxxxxx.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxx
xxxxxxx..B..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..B..xxxxxxx
xxxxxxx.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxx
xxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxx
xxxxxxxxx+xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxx
xx...xxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxx...xx
x.....x........xxxxxxxxxxxxxxxxxxxxxxxxx........x.....x
x..B..+..G........xxxxxxxxxxxxxxxxxxx........G..+..B..x
x.....x.............xxxxxx...xxxxxx.............x.....x
xx...xxx.............xxxx.....xxxx.............xxx...xx
xxxxxxxxx+xxxx.......xxxx..[..xxxx.......xxxx+xxxxxxxxx
xxxxxxxx...xxxxxx.....xxx.....xxx.....xxxxxx...xxxxxxxx
xxxxxxx.....xxxxxxx....xxx...xxx....xxxxxxx.....xxxxxxx
xxxxxxx..B..xxxxxxxx.....xx+xx.....xxxxxxxx..B..xxxxxxx
xxxxxxx.....xxxxxxxx...............xxxxxxxx.....xxxxxxx
xxxxxxxx...xxxxxxxxxx....T...T....xxxxxxxxxx...xxxxxxxx
xxxxxxxxxxxxxxxxxxxxx.............xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxx......(......xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxx.............xxxxxxxxxxxxxxxxxxxxx
xxxxxxxx...xxxxxxxxxx....T...T....xxxxxxxxxx...xxxxxxxx
xxxxxxx.....xxxxxxxx...............xxxxxxxx.....xxxxxxx
xxxxxxx..B..xxxxxxxx.....xx+xx.....xxxxxxxx..B..xxxxxxx
xxxxxxx.....xxxxxxx....xxx...xxx....xxxxxxx.....xxxxxxx
xxxxxxxx...xxxxxx.....xxx.....xxx.....xxxxxx...xxxxxxxx
xxxxxxxxx+xxxx.......xxxx..{..xxxx.......xxxx+xxxxxxxxx
xx...xxx.............xxxx.....xxxx.............xxx...xx
x.....x.............xxxxxx...xxxxxx.............x.....x
x..B..+..G........xxxxxxxxxxxxxxxxxxx........G..+..B..x
x.....x........xxxxxxxxxxxxxxxxxxxxxxxxx........x.....x
xx...xxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxx...xx
xxxxxxxxx+xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx+xxxxxxxxx
xxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxx
xxxxxxx.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxx
xxxxxxx..B..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..B..xxxxxxx
xxxxxxx.....xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxx
xxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# 8 gods
NAME:    minmay_temple_curvy_8
PLACE:   Temple
TAGS:    no_rotate
WEIGHT:  5
ORIENT:  encompass
SHUFFLE: {[(
MONS:    plant
SUBST:   y = Ww, Y = W., 1 : 1G.
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxx...xxxxxxxxxxxxxxxxxxxxwwwxxxx
xxx..{..xxxxxxxxxxxxxxxxxxwwwwwxxx
xxx.....xxxxxxxxxxxxxxxxxxWywwwxxx
xx..[.(..xx...xxxxxx...xxWWWWWwwxx
xx.......x.....xxxx.....xWY.YWywxx
x1.......+..B..xxxx..B..+....WWyxx
xx.......x.....xxxx.....x.....WWxx
x1.......xx...xxxxxx...xx.......1x
xx.......xxxxxxxxxxxxxxxx.......xx
x1.......xx...xxxxxx...xx.......1x
xx.......x.....xxxx.....x.......xx
x1.......+..B..xxxx..B..+.......1x
xx.......x.....xxxx.....x.......xx
x1.......xx...xxxxxx...xx.......1x
xx.......xxxxxxxxxxxxxxxx.......xx
x1.......xx...xxxxxx...xx.......1x
xx.......x.....xxxx.....x.......xx
x1.......+..B..xxxx..B..+.......1x
xx.......x.....xxxx.....x.......xx
x1.......xx...xxxxxx...xx.......1x
xx.......xxxxxxxxxxxxxxxx.......xx
x1.......xx...xxxxxx...xx.......1x
xx.......x.....xxxx.....x.......xx
x1.......+..B..xxxx..B..+.......1x
xx.......x.....xxxx.....x.......xx
xx.......xx...xxxxxx...xx.......xx
xxx.......xxxxxxxxxxxxxx.......xxx
xxx..........xxxxxxxx..........xxx
xxx............xxxx............xxx
xxxx............xx............xxxx
xxxx..........................xxxx
xxxxx...........xx...........xxxxx
xxxxxxx........xxxx........xxxxxxx
xxxxxxxxxx...xxxxxxxx...xxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP


##############################################################################
# Chambers temples (dpeg)
#   Total weight: 10 = 3+5+2
#   Metal walls, so cyan colour.

# 10 gods
NAME:   chambers_temple_10
PLACE:  Temple
TAGS:   no_rotate
ORIENT: encompass
WEIGHT: 3
MAP
          vvvvvvvvvvvvvvvvvvvvvvvvvvvv
      vvvvv..........................vvvvv
    vvv.....vvv.vvvvvvv.vvvvvvv.vvvv.....vvv
    v...vvvvv.....vvv.....vvv.....vvvvvv...v
 vvvv.vvvvvv...B...v...B...v...B...vvvvvvv.vvv
vv.....vvvvv.......v.......v.......vvvvv.....vv
v.......vvvvv.....vvv.....vvv.....vvvvv.......v
v..B....vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv....B..v
v........vvvvvv.vvvvvvv.vvvvvvv.vvvvvv........v
vv.....v..vvvvv.vvvvvvv.vvvvvvv.vvvvv..v.....vv
 vvv.vvvv.............................vvvv.vvv
  v..vvvv.............................vvvv..v
  v.vvvvv...T......(...{...[......T...vvvvv.v
  v..vvvv.............................vvvv..v
 vvv.vvvv.............................vvvv.vvv
vv.....v..vvvvv.vvvvvvv.vvvvvvv.vvvvv..v.....vv
v........vvvvvv.vvvvvvv.vvvvvvv.vvvvvv........v
v..B....vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv....B..v
v.......vvvvv.....vvv.....vvv.....vvvvv.......v
vv.....vvvvv.......v.......v.......vvvvv.....vv
 vvvv.vvvvvv...B...v...B...v...B...vvvvvv.vvvv
    v...vvvvv.....vvv.....vvv.....vvvvv...v
    vvv.....vvv.vvvvvvv.vvvvvvv.vvv.....vvv
      vvvvv.........................vvvvv
          vvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

# 12 gods
NAME:   chambers_temple_12
PLACE:  Temple
TAGS:   no_rotate
ORIENT: encompass
WEIGHT: 5
MAP
          vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
      vvvvv..................................vvvvv
    vvv.....vvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvv.....vvv
    v...vvvvv.....vvv.....vvv.....vvv.....vvvvvv...v
 vvvv.vvvvvv...B...v...B...v...B...v...B...vvvvvvv.vvv
vv.....vvvvv.......v.......v.......v.......vvvvv.....vv
v.......vvvvv.....vvv.....vvv.....vvv.....vvvvv.......v
v..B....vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv....B..v
v........vvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvv........v
vv.....v..vvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvv..v.....vv
 vvv.vvvv.....................................vvvv.vvv
  v..vvvv.....................................vvvv..v
  v.vvvvv......T.......(...{...[.......T......vvvvv.v
  v..vvvv.....................................vvvv..v
 vvv.vvvv.....................................vvvv.vvv
vv.....v..vvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvv..v.....vv
v........vvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvv........v
v..B....vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv....B..v
v.......vvvvv.....vvv.....vvv.....vvv.....vvvvv.......v
vv.....vvvvv.......v.......v.......v.......vvvvv.....vv
 vvvv.vvvvvv...B...v...B...v...B...v...B...vvvvvv.vvvv
    v...vvvvv.....vvv.....vvv.....vvv.....vvvvv...v
    vvv.....vvv.vvvvvvv.vvvvvvv.vvvvvvv.vvv.....vvv
      vvvvv.................................vvvvv
          vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP

# 14 gods
NAME:   chambers_temple_14
PLACE:  Temple
TAGS:   no_rotate
ORIENT: encompass
WEIGHT: 2
MAP
          vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
      vvvvv..........................................vvvvv
    vvv.....vvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvv.....vvv
    v...vvvvv.....vvv.....vvv.....vvv.....vvv.....vvvvvv...vv
 vvvv.vvvvvv...B...v...B...v...B...v...B...v...B...vvvvvvv.vvv
vv.....vvvvv.......v.......v.......v.......v.......vvvvv.....vv
v.......vvvvv.....vvv.....vvv.....vvv.....vvv.....vvvvv.......v
v..B....vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv....B..v
v........vvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvv........v
vv.....v..vvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvv..v.....vv
 vvv.vvvv.............................................vvvv.vvv
  v..vvvv.............................................vvvv..v
  v.vvvvv........T.........(...{...[.........T........vvvvv.v
  v..vvvv.............................................vvvv..v
 vvv.vvvv.............................................vvvv.vvv
vv.....v..vvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvv..v.....vv
v........vvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvv........v
v..B....vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv....B..v
v.......vvvvv.....vvv.....vvv.....vvv.....vvv.....vvvvv.......v
vv.....vvvvv.......v.......v.......v.......v.......vvvvv.....vv
 vvvv.vvvvvv...B...v...B...v...B...v...B...v...B...vvvvvv.vvvv
    v...vvvvv.....vvv.....vvv.....vvv.....vvv.....vvvvv...v
    vvv.....vvv.vvvvvvv.vvvvvvv.vvvvvvv.vvvvvvv.vvv.....vvv
      vvvvv.........................................vvvvv
          vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
ENDMAP


##########################################################################
# Watered room temples (greensnark)
#   Total weight: 10 = 5+5
#   A room with fountains and water.

# 12 gods
NAME:   water_room_temple_a_12
TAGS:   no_pool_fixup no_rotate
WEIGHT: 5
PLACE:  Temple
ORIENT: encompass
MAP
ccccccccccccccccccccccccccccccccccccccccccccccccccc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwww.........................wwwwwwwwwwwwc
cwwwwwwww.................................wwwwwwwwc
cwwwww...................B...................wwwwwc
cwww......B.............................B......wwwc
cwww.............B...............B.............wwwc
cww......................(......................wwc
cww.............................................wwc
cww...B......B...........T...........B......B...wwc
cww.............................................wwc
cww...................[.....{...................wwc
cwww.............B...............B.............wwwc
cwww......B.............................B......wwwc
cwwwww...................B...................wwwwwc
cwwwwwwww.................................wwwwwwwwc
cwwwwwwwwwwww.........................wwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
ccccccccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP

# 12 gods
NAME:   water_room_temple_b_12
TAGS:   no_pool_fixup no_rotate
WEIGHT: 5
PLACE:  Temple
ORIENT: encompass
MAP
ccccccccccccccccccccccccccccccccccccccccccccccccccc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
cwwwwwwwwwwww.........................wwwwwwwwwwwwc
cwwwwwwww.................................wwwwwwwwc
cwwwww...................G...................wwwwwc
cwww......B.............................B......wwwc
cwww.............B...............B.............wwwc
cww......................(......................wwc
cww.............................................wwc
cww...B......B...........T...........B......B...wwc
cww.............................................wwc
cww...................[.....{...................wwc
cwww.............B...............B.............wwwc
cwww......B.............................B......wwwc
cwwwww...................G...................wwwwwc
cwwwwwwww.................................wwwwwwwwc
cwwwwwwwwwwww.........................wwwwwwwwwwwwc
cwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwc
ccccccccccccccccccccccccccccccccccccccccccccccccccc
ENDMAP


##########################################################################
# Magenta chambers (zaba)
#   Total weight: 10 = 8+2
#   Wall colour is magenta (in console).

# 12 gods
NAME:    zaba_magenta_temple_12
PLACE:   Temple
WEIGHT:  8
TAGS:    no_rotate
ORIENT:  encompass
COLOUR:  c = magenta
SHUFFLE: {[
MAP
ccccccccccccccccccccccccccccccccccccccccccc
cccc.......ccccccc.......ccccccc.......cccc
cc...B...B...ccc...B...B...ccc...B...B...cc
c.............c.............c.............c
cc...........ccc...........ccc...........cc
cccc...(.............[.............{....ccc
cc...........ccc...........ccc...........cc
c.............c.............c.............c
cc...B...B...ccc...B...B...ccc...B...B...cc
cccc.......ccccccc.......ccccccc.......cccc
ccccccccccccccccccccccccccccccccccccccccccc
ENDMAP

# 8 gods
NAME:    zaba_magenta_temple_8
PLACE:   Temple
WEIGHT:  2
TAGS:    no_rotate
ORIENT:  encompass
COLOUR:  c = magenta
SHUFFLE: {[
MAP
ccccccccccccccccccccccccccccccccccccccccccc
cccc.......ccccccc.......ccccccc.......cccc
cc...B...B...ccc...T...T...ccc...B...B...cc
c.............c.............c.............c
cc...........ccc...........ccc...........cc
cccc...(.............{.............[....ccc
cc...........ccc...........ccc...........cc
c.............c.............c.............c
cc...B...B...ccc...T...T...ccc...B...B...cc
cccc.......ccccccc.......ccccccc.......cccc
ccccccccccccccccccccccccccccccccccccccccccc
ENDMAP


##########################################################################
# Crystal temples
#   Total weight: 8 = 1+1+1+1+1+1+1+1
#   These are intentionally rare, just like crystal is.
#   Crystal walls, so green colour.

# 15 gods
NAME:   dpeg_three_leaves_temple_15
PLACE:  Temple
TAGS:   no_rotate
ORIENT: encompass
WEIGHT: 1
MAP
       bbb               bbb
     bbb.bb             bb.bbb
    bb....bb           bb....bb
   bb......bbb       bbb......bb
  bb.....B...bb     bb...B.....bb
 bb..B........bbb bbb........B..bb
 bb.........B...bbb...B.........bb
bb....B..........b..........B....bb
bb........B...{.....[...B........bb
 bbbbbbbb........b........bbbbbbbb
        bbbbbbbb...bbbbbbbb
              bb.(.bb
             bb.....bb
            bb..B.B..bb
           bb.........bb
          bb...........bb
         bb....B...B....bb
        bb.......B.......bb
         bbb...........bbb
           bbbb.....bbbb
              bbbbbbb
ENDMAP

# 9 gods
NAME:   dpeg_three_leaves_temple_9
PLACE:  Temple
TAGS:   no_rotate
ORIENT: encompass
WEIGHT: 1
MAP
       bbb               bbb
     bbb.bb             bb.bbb
    bb....bb           bb....bb
   bb......bbb       bbb......bb
  bb.....B...bb     bb...B.....bb
 bb..B........bbb bbb........B..bb
 bb.............bbb.............bb
bb....B....T.....b.....T....B....bb
bb............{.....[............bb
 bbbbbbbb........b........bbbbbbbb
        bbbbbbbb...bbbbbbbb
              bb.(.bb
             bb.....bb
            bb.......bb
           bb....T....bb
          bb...........bb
         bb....B...B....bb
        bb.......B.......bb
         bbb...........bbb
           bbbb.....bbbb
              bbbbbbb
ENDMAP

# 12 gods
NAME:    eino_narrow_crystal_temple_a_12
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
SHUFFLE: {([
WEIGHT:  1
MAP
            bbbbb
      bbbbbbb...bbbbbbb
      b...b..bbb..b...b
      b.B..bbbbbbb..B.b
      b...bbbbbbbbb...b
      bbbb.bbbbbbb.bbbb
         bb.bbbbb.bb
 bbbbb    bb.bbb.bb    bbbbb
 b...b     bb...bb     b...b
 b.B.b      b.B.b      b.B.b
 b...bb     b...b     bb...b
 bb.b.bb    bb.bb    bb.b.bb
 bb.bb.bb   bb.bb   bb.bb.bb
 b.bbbb.bb  b...b  bb.bbbb.b
bb.bbbbb.bbbb.[.bbbb.bbbbb.bb
b.bbbbbbb...b...b...bbbbbbb.b
b.bbbbbbb.B...{...B.bbbbbbb.b
b.bbbbbbb...b...b...bbbbbbb.b
bb.bbbbb.bbbb.(.bbbb.bbbbb.bb
 b.bbbb.bb  b...b  bb.bbbb.b
 bb.bb.bb   bb.bb   bb.bb.bb
 bb.b.bb    bb.bb    bb.b.bb
 b...bb     b...b     bb...b
 b.B.b      b.B.b      b.B.b
 b...b     bb...bb     b...b
 bbbbb    bb.bbb.bb    bbbbb
         bb.bbbbb.bb
      bbbb.bbbbbbb.bbbb
      b...bbbbbbbbb...b
      b.B..bbbbbbb..B.b
      b...b..bbb..b...b
      bbbbbbb...bbbbbbb
            bbbbb
ENDMAP

# 12 gods
NAME:    eino_narrow_crystal_temple_b_12
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
SHUFFLE: {([
WEIGHT:  1
MAP
              bbbbb
              b...b
              b.B.b
             bb...bb
            bb.b.b.bb
           bb.bb.bb.bb
          bb.bbb.bbb.bb
       bbbb.bbbb.bbbb.bbbb
       b...bbbbb.bbbbb...b
       b.B.bbbbb.bbbbb.B.b
      bb...bbbb...bbbb...bb
     bb.bbb.bbb.B.bbb.bbb.bb
    bb.bbbbb.bb...bb.bbbbb.bb
   bb.bbbbbbb.bb.bb.bbbbbbb.bb
bbbb.bbbbbbbbb.b.b.bbbbbbbbb.bbbb
b...bbbbbb...bb.[.bb...bbbbbb...b
b.B........B.........B........B.b
b...bbbbbb...bb{.(bb...bbbbbb...b
bbbb.bbbbbbbbb.b.b.bbbbbbbbb.bbbb
   bb.bbbbbbb.bb.bb.bbbbbbb.bb
    bb.bbbbb.bb...bb.bbbbb.bb
     bb.bbb.bbb.B.bbb.bbb.bb
      bb...bbbb...bbbb...bb
       b.B.bbbbb.bbbbb.B.b
       b...bbbbb.bbbbb...b
       bbbb.bbbb.bbbb.bbbb
          bb.bbb.bbb.bb
           bb..b.bb.bb
            bb.b.b.bb
             bb...bb
              b.B.b
              b...b
              bbbbb
ENDMAP

# 10 gods
NAME:    eino_wide_crystal_templ_10
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
WEIGHT:  1
SHUFFLE: {([
MAP
            bbbbb
          bbb...bbb
          b...(...b
    bbbbbbb.b...b.bbbbbbb
    b...b...........b...b
bbbbb.{.....b.T.b.....[.bbbbb
b...b.....B.......B.....b...b
b.B....bb...b...b...bb....B.b
b...b...b.....B.....b...b...b
bbbbb.B....bb...bb....B.bbbbb
    b...b...b...b...b...b
    bbbbb.B.......B.bbbbb
        b...b...b...b
        bbbbb.B.bbbbb
            b...b
            bbbbb
ENDMAP

# 13 gods
NAME:    eino_wide_crystal_templ_13
PLACE:   Temple
TAGS:    no_rotate
ORIENT:  encompass
WEIGHT:  1
SHUFFLE: {([
MAP
            bbbbb
            b...b
            b.(.b
        bbbbb...bbbbb
        b...bb.bb...b
        b.B.......B.b
    bbbbb...b...b...bbbbb
    b...bb.bb.B.bbbbb...b
bbbbb.{.b...b...b.....[.bbbbb
b...b...b.B.bbbbb.B.b...b...b
b.B....bb...........bb....B.b
b...b...bbbbb.B.bbbbb...b...b
bbbbb.B....bb...bb....B.bbbbb
    b...b...bbbbb...b...b
    bbbbb.B.......B.bbbbb
        b...b...b...b
        bbbbb.B.bbbbb
            b...b
            bbbbb
ENDMAP

# 15 gods
NAME:    minmay_crystal_snake_temple_15
TAGS:    no_rotate
PLACE:   Temple
WEIGHT:  1
ORIENT:  encompass
MAP
        bbb   bbb   bbb
       bb.bb bb.bb bb.bb
      bb...bbb...bbb...bb
      b..B.....B.....(..b
      bb...bbb...bbb...bb
       bb.bb bb.bb bb.bb
  bbb   b.b   bbb   b.b
 bb.bb bb.bb       bb.bb
bb...bbb...bb     bb...bb
b..B.....B..b     b..B..b
bb...bbb...bb     bb...bb
 bb.bb bb.bb       bb.bb
  bbb   bbb   bbb   b.b
             bb.bb bb.bb
            bb...bbb...bb
            b..B.....B..b
            bb...bbb...bb
             bb.bb bb.bb
        bbb   b.b   bbb   bbb   bbb
       bb.bb bb.bb       bb.bb bb.bb
      bb...bbb...bb     bb...bbb...bb
      b..[.....B..b     b..B.....B..b
      bb...bbb...bb     bb...bbb...bb
       bb.bb bb.bb       bb.bb bb.bb
        b.b   bbb   bbb   b.b   bbb
       bb.bb       bb.bb bb.bb
      bb...bb     bb...bbb...bb
      b..B..b     b..{.....B..b
      bb...bb     bb...bbb...bb
       bb.bb       bb.bb bb.bb
        b.b   bbb   b.b   bbb
       bb.bb bb.bb bb.bb
      bb...bbb...bbb...bb
      b..B.....B.....B..b
      bb...bbb...bbb...bb
       bb.bb bb.bb bb.bb
        bbb   bbb   bbb
ENDMAP

# 12 gods
NAME:    minmay_crystal_spiral_temple_12
TAGS:    no_rotate
PLACE:   Temple
WEIGHT:  1
ORIENT:  encompass
MAP
                        bbbbbbb
                        b.....b
                        b.....b
                        b..B..b
                       bb.....bb
                      bb.......bb
                  bbbbb...bbb...bbbbb
                  b......bb bb......b
                  b.....bb   bb.....b
                  b..B..b     b..B..b
                 bb.....b     b.....bb
                bb......b     b......bb
bbbbbbb     bbbbb...bbbbbbbbbbbbbbb...bbbbb
b.....b     b......bb   b.....b   bb......b
b..{..b     b.....bb    b.....b    bb.....b
b.....b     b..B..b     b..B..b     b..B..b
b.[.(.bb    b.....bb   bb.....b    bb.....b
b......bb   b......bb bb......b   bb......b
bbbbb...bbbbbbbbb...bbb...bbbbbbbbb...bbbbb
    bb......b   bb.......bb   b......bb
     bb.....b    bb.....bb    b.....bb
      b..B..b     b..B..b     b..B..b
      b.....bb    b.....b    bb.....b
      b......bb   b.....b   bb......b
      bbbbb...bbbbbbbbbbbbbbb...bbbbb
          bb......b     b......bb
           bb.....b     b.....bb
            b..B..b     b..B..b
            b.....bb   bb.....b
            b......bb bb......b
            bbbbb...bbb...bbbbb
                bb.......bb
                 bb.....bb
                  b..B..b
                  b.....b
                  b.....b
                  bbbbbbb
ENDMAP

# 10 gods
NAME:   roderic_octagonal_lattice_temple
PLACE:  Temple
WEIGHT: 5
ORIENT: encompass
TAGS:   no_rotate
SUBST:  ' : ......b
MAP
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbb'''bbbbbbbbb'''bbbbbbbbb'''bbbbbbb
bbbbbbb'B'bbbbbbbbb'B'bbbbbbbbb'B'bbbbbbb
bbbbbbb...bbbbbbbbb...bbbbbbbbb...bbbbbbb
bbbbbb..b..bbbbbbb..b..bbbbbbb..b..bbbbbb
bbbbbb.bbb.bbbbbbb.bbb.bbbbbbb.bbb.bbbbbb
bbbb...bbb...bbb...bbb...bbb...bbb...bbbb
b''..bbbbbbb..b..bbbbbbb..b..bbbbbbb..''b
b'B.bbbbbbbbb...bbbbbbbbb...bbbbbbbbb.B'b
b''..bbbbbbb..b..bbbbbbb..b..bbbbbbb..''b
bbbb...bbb...bbb...bbb...bbb...bbb...bbbb
bbbbbb.bbb.bbbbbbb.bbb.bbbbbbb.bbb.bbbbbb
bbbbbb..b..bbbbbbb..b..bbbbbbb..b..bbbbbb
bbbbbbb...bbbbbbbbb...bbbbbbbbb...bbbbbbb
bbbbbbbb.bbbbbbbbbb.{.bbbbbbbbbb.bbbbbbbb
bbbbbbb...bbbbbbbbb...bbbbbbbbb...bbbbbbb
bbbbbb..b..bbbbbbb..b..bbbbbbb..b..bbbbbb
bbbbbb.bbb.bbbbbbb.bbb.bbbbbbb.bbb.bbbbbb
bbbb...bbb...bbb...bbb...bbb...bbb...bbbb
b''..bbbbbbb..b..bbbbbbb..b..bbbbbbb..''b
b'B.bbbbbbbbb...bbbbbbbbb...bbbbbbbbb.B'b
b''..bbbbbbb..b..bbbbbbb..b..bbbbbbb..''b
bbbb...bbb...bbb...bbb...bbb...bbb...bbbb
bbbbbb.bbb.bbbbbbb.bbb.bbbbbbb.bbb.bbbbbb
bbbbbb..b..bbbbbbb..b..bbbbbbb..b..bbbbbb
bbbbbbb...bbbbbbbbb...bbbbbbbbb...bbbbbbb
bbbbbbb'B'bbbbbbbbb'B'bbbbbbbbb'B'bbbbbbb
bbbbbbb'''bbbbbbbbb'''bbbbbbbbb'''bbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
ENDMAP


##########################################################################
# Some sporadic layouts
#   Total weight: 14 = 3+10+1

# 12 gods
NAME:    minmay_freezing_vapour_temple_12
TAGS:    no_rotate
PLACE:   Temple
WEIGHT:  3
ORIENT:  encompass
COLOUR:  c = white
# XXX: What are good tiles to use here?
MARKER:  d = lua:fog_machine { cloud_type = "freezing vapour", \
             pow_min = 3, pow_max = 5, delay = 5, start_clouds = 3, \
             size = 2, spread_rate= 0 }
MAP
ccccccccccccccc
c.............c
c.d.d.d.d.d.d.c
c.............c
c.d.B.B.B.B.d.c
c.............c
c.d.B..[..B.d.c
c.............c
c.d.B.{.(.B.d.c
c.............c
c.d.B.B.B.B.d.c
c.............c
c.d.d.d.d.d.d.c
c.............c
ccccccccccccccc
ENDMAP

# 6 gods
# plus 6 more altars to Lugonu.
# NOTE: A random number of temple gods would be nicer, but
#       this does not currently work. Since the map is evaluated
#       twice (once at gamestart, once at Temple generation),
#       pre-rolled altars may end up not being placed without
#       overflow altars to replace them elsewhere, leading to
#       gods missing from the game entirely.
NAME:     corrupted_temple_6
PLACE:    Temple
WEIGHT:   10
ORIENT:   encompass
NSUBST:   O = 6:B / *:O
KFEAT:    O = altar_lugonu
MONS:     plant col:random name:demonic name_adjective
SUBST:    . = . x:1 w:1 l:1
SUBST:    x = xxxcv
SUBST:    ' = .
: local brnd = crawl.random2(4)
: if brnd == 0 then
LROCKCOL: magenta
: elseif brnd == 1 then
LROCKCOL: lightblue
: elseif brnd == 2 then
LROCKCOL: lightcyan
: else
LROCKCOL: lightred
: end
MAP
       xxxxx
      xx.O.xx
      x.'...x
      xO.V.Ox
      x.'.'.x
      xx.O.xx
 xxxxx x'..x xxxxx
xx.O.xxx.'.xxx.O.xx
x...'''''.'.'..'..x
xO.V.O.....'.O'V.Ox
x.'.......'.....'.x
xx.O.xxx.'.xxx.O.xx
 xxxxx x..'x xxxxx
       x.'.x
       x..'x
       x..'x
       x.'.x
       x[.(x
       x1{1x
       xxxxx
ENDMAP

# 6 gods
NAME:       temple_of_Zot_ovaries
PLACE:      Temple
TAGS:       no_rotate
WEIGHT:     1
ORIENT:     encompass
LFLOORCOL:  magenta
LROCKCOL:   lightmagenta
LFLOORTILE: floor_tomb
LROCKTILE:  wall_zot_magenta
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx......xxxxxx.......xxxxxx......xxxxx
xxxx........xxxx.........xxxx........xxxx
xxx..........xxx.........xxx..........xxx
xxx.................B.................xxx
xxxx...B.....xxx.........xxx.....B...xxxx
xxx..........xxx.........xxx..........xxx
xxx..........xxxx.......xxxx..........xxx
xxxx........xxxxxxxxxxxxxxxxx........xxxx
xxxxx......xxxxxxxxxxxxxxxxxxx......xxxxx
xxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxx
xxxxx.......xxxxxxxxxxxxxxxxx.......xxxxx
xxxx..............xxxxx..............xxxx
xxx...........xxx...x...xxx...........xxx
xxx...........xxxx.....xxxx...........xxx
xxx.....B.....xxxx.....xxxx.....B.....xxx
xxx...........xxx...B...xxx...........xxx
xxxx.........xxxx.......xxxx.........xxxx
xxxxx.......xxxx.........xxxx.......xxxxx
xxxxxx.....xxx....[.{.(....xxx.....xxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP

# 7 gods
NAME:       temple_of_Zot_orb
PLACE:      Temple
TAGS:       no_rotate
WEIGHT:     1
ORIENT:     encompass
LFLOORCOL:  magenta
LROCKCOL:   lightmagenta
LFLOORTILE: floor_tomb
LROCKTILE:  wall_zot_magenta
MAP
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxx......xxxxxx.......xxxxxx......xxxxx
xxxx........xxxx....B....xxxx........xxxx
xxx..........xxx.B.....B.xxx..........xxx
xxx.................B.................xxx
xxxx.........xxx.B.....B.xxx.........xxxx
xxx..........xxx....B....xxx..........xxx
xxx..........xxxx.......xxxx..........xxx
xxxx........xxxxxxxxxxxxxxxxx........xxxx
xxxxx......xxxxxxxxxxxxxxxxxxx......xxxxx
xxxxxxx.xxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxx
xxxxx.......xxxxxxxxxxxxxxxxx.......xxxxx
xxxx..............xxxxx..............xxxx
xxx...........xxx...x...xxx...........xxx
xxx...........xxxx.....xxxx...........xxx
xxx...........xxxx.....xxxx...........xxx
xxx...........xxx.......xxx...........xxx
xxxx.........xxxx.......xxxx.........xxxx
xxxxx.......xxxx.........xxxx.......xxxxx
xxxxxx.....xxx....[.{.(....xxx.....xxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
ENDMAP


#############################################################################
# Overflow temples
##############################################################################

# To make an overflow temple for N altars, give it the tag
# "temple_overflow_N".

# The boring standard.
NAME:   overflow_temple_1_default
TAGS:   temple_overflow_1 allow_dup
MAP
B
ENDMAP

NAME:   minmay_overflow_temple_star_quad
TAGS:   temple_overflow_3
ORIENT: float
MAP
           c
           c
          ccc
          cBc
         cc.cc
         c...c
        cc...cc
        c.....c
      ccc.....ccc
    ccc....G....ccc
  ccc......c......ccc
cccB.....GcccG.....Bccc
  ccc......c......ccc
    ccc....G....ccc
      ccc.....ccc
        c.....c
        cc...cc
         c...c
         cc.cc
          c.c
          c+c
           @
ENDMAP

NAME:   minmay_overflow_temple_star_hex
TAGS:   temple_overflow_5
ORIENT: float
KMASK:  T = no_monster_gen
MAP
          ccc
         ccBcc
        cc...cc
       cc.....cc
cccccccc...G...cccccccc
cB...................Bc
ccc......G...G......ccc
  ccc.............ccc
    ccc....T....ccc
  ccc.............ccc
ccc......G...G......ccc
cB...................Bc
cccccccc...G...cccccccc
       cc.....cc
        cc...cc
         cc.cc
          c+c
          ...
          .@.
ENDMAP

NAME:   minmay_overflow_temple_hex
TAGS:   temple_overflow_6
ORIENT: float
MAP
   cccccccccc
   cB......Bc
  cc........cc
  c...c..c...c
 cc..........cc
 c...c....c...c
cc............cc
cB..c......c..Bc
cc............cc
 c...c....c...c
 cc..........cc
  c...c..c...c
  cc........cc
   cB......Bc
   cccc++cccc
      ....
      ....
      .@@.
ENDMAP
