[CF-Devel] issues with random maps
Peter Mardahl
peterm at alfven.EECS.Berkeley.EDU
Thu Apr 12 02:46:25 CDT 2001
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Exits on Exits:
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I sometimes see exits stacked on top of each other. I think I may have
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once seen the up and down stairs on each other, but I've often seen a hole
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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.
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Monsters on Entrance:
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Monsters should never be placed on the entrance to the map. When this
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happens, you have to fight your way out, as you get placed a square or two
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away from the way back. Similarly, generators should not be placed on the
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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.
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Traps Bypassed:
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When there is a chest that requires a key to open, it often will have a
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large number of traps. However, you can ignore them. I find that if I
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pick up the chest, activate it, and drop the contents, I'm free to pick
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them up, drop the chest, and walk away without ever setting of a single
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trap. (Of course, I like to disarm them anyway so as to get the
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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.
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Traps on Walls:
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I've seen some maps generated that had traps on most of the walls. I was
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able to search and disarm them, though running into the walls would not set
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them off. Either they shouldn't be there, or they should be set off by
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bumping into the wall (which would require some new code, I suspect).
I've never seen this. Ever. Where did you see this?
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Disconnected Maps:
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I discovered this by casting "show invisible" to locate spectres. I was on
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a map that had two separate areas. The walls separating them were three
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squares thick at the narrowest point. (I went into dm mode to see what was
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up.) There was no way to get over to the other area. Fortunately, the
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stairs down were in the same area as the stairs up, so it didn't really
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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.
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Impossible to Reach Area Due to Keys:
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I found one map where one walled-off area was accessible only by using
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strange keys to open the walls around a chest. Unfortunately, the keys in
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question were all in that walled-off area, so I couldn't reach them. I
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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
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