On Mon, 1 Apr 2002, Steven Lembark wrote: > > > There are some very deep random dungeons. The problems I have with some > > of them is that since they only use 'standard' monsters, the difficulty > > can jump pretty good. The giant race dungeon comes to mind - you start > > with things like ogres, then small trolls, hill giants, and then goes to > > trolls. There is a pretty big gap (I find) between the hill giant and > > trolls - I might be able to slice my way through the hill giants without [...] Well there is, if I remeber correctly a directory maps/styles/monsterstyles/ Where it seems possible to define your own random levels (with respect to monsters). So if a map has a special monster need it should probably be possible to do even with random levels. > > But the monsters aren't the only part. Well-designed dungeons > can be physically harder even with the same monsters due to > fewer places to hide/escape or combinations of monsters and > traps. Random dungeons can help with the monsters being well- > scaled, but the really interesting parts come from dungeon > layout itself. > > Catch there is that we need people to do the careful design. [...] > the process fun to plan && well-streamlined. Emphasis there > would be on allowing people to lay out "effective" dungeons > [whatever definition we come up with] with minimal overhead. Maybe a map editor could give some support here? I currently have no idea how to make an "effective map" template, but I have a few other ideas that would simplify map making. How about a few quick buttons, to which you could temporay assign a few commonly used tiles for the current map. Like if you use stone floor tiles and lava alot on a map. And in the Java editor, a "fill below" option like the old X11 editor had. A random level monster designer, that makes files to put under the styles/ directory. Maybe there could be templates for commonly used map mechanisms, like a 1-8 randomizer; spikes,boulder and 8 buttons. I know these aren't really hard to make, but if you're new to map making a collection of map mechanisms could at least give you some ideas on what is possible. (or just a machanism gallery in the help section) /Henric