Also changed weights for the various maps and added another entry vault.
6PALTS6UWA7QNZWRNKUG3T7AT3ENSEZWU3BSD5TIKQHWVNIKWHYAC RHKQOVR2VMVALPIRJ2YJBMMTJGH72Z7MCK73FBFIJ42NLBPIH3VAC TVDXA2GCJGX4BY7BIA7WD74U5DOVOSYOCM3LSP4SR7T6QIZQ5A5AC JUCA26S3JSQFMZTBL7566ITHCOXXEFTFT7KDOWSUXA5JLZK5QJWAC UQCKSTVUP2SM2BYBUFGYOQ3VCSAR3A7HF4LTUMC4CUM3FQGSVUZAC QGL2GFTQEUC2GIU5VNKRKENRD6H6YO23S3LXW4BJDM6VUBXSNAJAC 22CASRVANG37DMTJYG5ZFLQWBKP4QVSBTA4WIGL5NXMQH3KDCPGQC HHCIXDLJO3J4ORKLPB2SAZXSDBGGUM425V4ZGF3EBRTXB5UBBIPQC GQZYXDOMGEAHLEMWIKD4CMCOUM2MRUA2EVQKQ4M2E2IISZU55MWAC VU3GHZU4SVCBE7NZY4LW4AVF6FMMN6CVXDAAJLTTXWHQMTU73JGQC QSPLWL6QWR5RGGORC4XJ3ICIII5JY6MLQFSD7JOI2QL664KNK5VQC NAME: enter_ossuary_2TAGS: uniq_ossuary no_monster_genCOLOUR: ' = yellowFTILE: ' = floor_tombSUBST: ' = .
NAME: enter_ossuary_2TAGS: uniq_ossuary no_monster_genSHUFFLE: CD / c=COLOUR: ' = yellowCOLOUR: C = yellowCOLOUR: D = yellowSUBST: D = =SUBST: C = cFTILE: ' = floor_tombSUBST: ' = .
ENDMAPNAME: ossuary_zaba_two_paths# There is no way up in the end. This is to give the zombies in the beginning# more time to go for a walk and another chance to meet the player.ORIENT: encompassWEIGHT: 10TAGS: ossuary no_item_gen no_monster_gen no_rotate## Standard monsters: small zombies, large zombies, boss:MONS: kobold zombie / goblin zombie / orc zombie / hobgoblin zombieMONS: big kobold zombie / gnoll zombieMONS: mummy#KFEAT: F = floorCOLOUR: F = cyanKMONS: F = rat simulacrum / goblin simulacrum / kobold simulacrum /\giant bat simulacrum / nothing w:80KFEAT: S = floorCOLOUR: S = greenKMONS: S = spectral rat / spectral goblin / spectral kobold /\spectral giant bat / nothing w:80# Loot.ITEM: any potion / any scroll / nothing w:1## There are not always traps in corridors but they are guaranteed near the loot:KFEAT: ' = arrow trap w:3 / dart trap w:5 / alarm trap w:7 / floor w:85KFEAT: " = bolt trap w:1 / net trap w:3 / arrow trap w:5 / dart trap w:10#: ossuary_setup_features(_G): ossuary_milestone(_G)MAPcccccccccccccccccccccccccccc2c2c2cc...........cc2c2c2cc+c+c+c.............c+c+c+cc..........G...G..........cc.........................cc+c=ccccccccc+ccccccccc=c+cbScc'ccG2=.......=2Gcc'ccFvbSScc'ccGc.......cGcc'ccFFvbSSScc'ccc.12321.ccc'ccFFFvbSSSScc'cc.......cc'ccFFFFvbSSSSScc'c.......c'ccFFFFFvbSSSSSS+'c...G...c'+FFFFFFvbSSSSScc'c.......c'ccFFFFFvbSSSScc'cc.""""".cc'ccFFFFvbSSScc'ccc."ddd".ccc'ccFFFvbSScc'ccGc."ddd".cGcc'ccFFvbScc'ccG2=."ddd".=2Gcc'ccFvccc+ccccccccccccccccccc+cccc11111cc1c1c1c1c1c1cc11111cc......c+c+c+c+c+c+c......cc.........................cc..........<.A.<..........ccccccccccccccccccccccccccccENDMAP# A larger ossuary than usual: there is a corridor with some monsters (and# chances of wights) to get past, and then a little treasure room at the end.## A hidden door in the treasure room leads to another corridor this one flanked# with a guardian mummy (a hint of what's to come) on one side, and a flying# skull on the other: the flying skull is basically an intelligent alarm trap,# both behind glass.## At the end of the corridor is a second treasure room, this one also# containing more flying skeleton alarm traps, plus guardian mummies inside# 3x3 rooms with secret doors.## The intent is that someone with a relatively high stealth skill (at least# for early) will be able to sneak past all of the flying skulls and grab the# loot, and escape out before waking anyone up. Whereas someone with 0 stealth# skill will wake up the mummies immediately.## XXX: Should be looked at when noise/stealth is redone.#NAME: ossuary_due_cavernWEIGHT: 10ORIENT: encompassTAGS: ossuary no_item_gen no_monster_genMONS: centaur zombie w:1 / orc zombie / hobgoblin zombie /\kobold zombie / snake zombie / orc skeleton / hobgoblin skeleton /\small snake skeleton / nothing w:5MONS: wightMONS: flying skullMONS: guardian mummy / mummy w:2ITEM: any scroll / any potionITEM: any scroll / any potion / any wand w:4KMONS: V = guardian mummyKMONS: X = flying skullSHUFFLE: VXSUBST: x = c:20 o:8SUBST: z = c:20 o:4SUBST: y = c:20 o:1SUBST: $ = 1:10 2:1KFEAT: L = =: ossuary_setup_features(_G): ossuary_milestone(_G)MAPccccccccccc.......cccc.........cc...<..A..cccc.......ccccc.....cccc...cccc.ccccc.cccc.cccc.cccc.cccc.cc ccccccccccccccccccc..ccc c...............ccc...cc c.=cc..xxx..cc=.cccc...ccc c.c4c..x3x..c4c.ccc......cccccccccccccccccccccccccc.ccc..yzy..ccc.ccc........cc$c$c$c$c$cc.....cccVccc...............cc..........c+c+c+c+c+cc.GdG.cccoccc.cxy..eee..yxx.cc..c.......+..........+..d..L.....+.c3z..eee..z3x.ccc.cc......c+c+c+c+c+cc.GdG.cccoccc.cxy..eee..yxx.ccc.c......cc$c$c$c$c$cc.....cccXccc...............ccc.cc....cccccccccccccccccccccccccc.ccc..yzy..ccc.ccc.....cc c.c4c..x3x..c4c.ccc...cc c.=cc..xxx..cc=.cccccc c...............cccccccccccccccccc