> Exits on Exits: > > I sometimes see exits stacked on top of each other. I think I may have > once seen the up and down stairs on each other, but I've often seen a hole > to a special treasure map on top of the stairs. Some of the exits on exits were intentional: one is an exit to the previous level, the other is an exit out of the whole random map. As for the other, yeah, it's a bit ugly, but a player can simply select the appropriate exit with his mouse. > Monsters on Entrance: > > Monsters should never be placed on the entrance to the map. When this > happens, you have to fight your way out, as you get placed a square or two > away from the way back. Similarly, generators should not be placed on the > entrance. Well, I agree with you here: the problem is that the code for placing monsters is unaware of exits: I borrowed it from crossfire at large, and the crossfire-at-large code for placing things doesn't care about exits. A phase of monster-removal might be added, but great care would have to be taken not to remove an important key from the map. > Traps Bypassed: > > When there is a chest that requires a key to open, it often will have a > large number of traps. However, you can ignore them. I find that if I > pick up the chest, activate it, and drop the contents, I'm free to pick > them up, drop the chest, and walk away without ever setting of a single > trap. (Of course, I like to disarm them anyway so as to get the > experience.) Arguably, this isn't a problem with random maps but rather with the container code. This could be repaired easily, though, if we cease ever requiring a key to open these treasure chests. Then I could switch them over to the other type, which spring their traps when they're apllied and drop everything onto the floor. > Traps on Walls: > > I've seen some maps generated that had traps on most of the walls. I was > able to search and disarm them, though running into the walls would not set > them off. Either they shouldn't be there, or they should be set off by > bumping into the wall (which would require some new code, I suspect). I've never seen this. Ever. Where did you see this? > Disconnected Maps: > > I discovered this by casting "show invisible" to locate spectres. I was on > a map that had two separate areas. The walls separating them were three > squares thick at the narrowest point. (I went into dm mode to see what was > up.) There was no way to get over to the other area. Fortunately, the > stairs down were in the same area as the stairs up, so it didn't really > mess anything up that time. What crossfire version and what type of layout was it? I've gone to some trouble to ensure that ALL maps are fully connected: i.e., you can get anywhere in the map from anywhere in the map. I ran hundreds of test cases to see if this actually worked out. > Impossible to Reach Area Due to Keys: > > I found one map where one walled-off area was accessible only by using > strange keys to open the walls around a chest. Unfortunately, the keys in > question were all in that walled-off area, so I couldn't reach them. I > suppose there's a chance that one was in an icecube, but I don't think so. Here I think you simply failed to look hard enough for keys. When I put in any keyed door, I make *two* keys for it: one on either side of the door. When a monster cannot be found in which to put the key, it is dropped onto the ground, which is why you saw a pile of keys inside. It's not possible for a key to be in an icecube. The only things that can harm keys are alchemy or the matching doors. PeterM