Difference between revisions of "Maze"
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(→Strategy: Added strategy to avoid traps in mazes as much as possible -- Boudewijn Waijers -- 16 july 2015) |
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==Strategy== | ==Strategy== | ||
Some form of [[magic mapping]] is a good idea when in a maze. Maze walls are [[dig]]gable, so a [[wand of digging]] or [[pick-axe]] can be handy to navigate and to make a clearer path between the [[stairs]]. | Some form of [[magic mapping]] is a good idea when in a maze. Maze walls are [[dig]]gable, so a [[wand of digging]] or [[pick-axe]] can be handy to navigate and to make a clearer path between the [[stairs]]. | ||
+ | |||
+ | Note that traps in a maze are always generated in specific spots in a "roster-like" pattern. Suppose your maze looks like this in the top left corner: | ||
+ | |||
+ | <pre> | ||
+ | ----------------- | ||
+ | | | | ||
+ | | --- ----- | --- | ||
+ | | | | | | | ||
+ | |-- |-- | ----- | | ||
+ | | | | | | ||
+ | | --- ----- ----| | ||
+ | </pre> | ||
+ | |||
+ | then traps can <i>only</i> be generated on the spots marked ^ below: | ||
+ | |||
+ | <pre> | ||
+ | ----------------- | ||
+ | |^ ^ ^ ^ ^ ^|^ ^ | ||
+ | | --- ----- | --- | ||
+ | |^ ^|^ ^|^ ^|^ ^| | ||
+ | |-- |-- | ----- | | ||
+ | |^ ^|^ ^|^ ^ ^ ^| | ||
+ | | --- ----- ----| | ||
+ | </pre> | ||
+ | |||
+ | When you realise this, it is easy to see why it is important to walk diagonally whenever possible: | ||
+ | |||
+ | <pre> | ||
+ | ----------------- | ||
+ | | .,. .,.,. | .,. | ||
+ | |.---.-----.|.--- | ||
+ | | . | | . | . | | ||
+ | |--.|-- |.-----.| | ||
+ | | . | | . .,. | | ||
+ | |.--- -----.----| | ||
+ | </pre> | ||
+ | |||
+ | If you avoid dead ends and the corners of passages as much as possible (follow the dots and comma's), the chance of you hitting a trap is reduced significantly (only the spots marked with a comma are really potential trap spots; the dots are safe). | ||
==History== | ==History== |
Revision as of 21:25, 16 July 2015
A maze level is a type of level found in the floors before the Castle and in Gehennom. As the name states, it is set up like a maze, with narrow passages and dead-ends. There are zero, one, or two Minotaurs, H, generated on each maze level.[1]
Contents
Strategy
Some form of magic mapping is a good idea when in a maze. Maze walls are diggable, so a wand of digging or pick-axe can be handy to navigate and to make a clearer path between the stairs.
Note that traps in a maze are always generated in specific spots in a "roster-like" pattern. Suppose your maze looks like this in the top left corner:
----------------- | | | --- ----- | --- | | | | | |-- |-- | ----- | | | | | | --- ----- ----|
then traps can only be generated on the spots marked ^ below:
----------------- |^ ^ ^ ^ ^ ^|^ ^ | --- ----- | --- |^ ^|^ ^|^ ^|^ ^| |-- |-- | ----- | |^ ^|^ ^|^ ^ ^ ^| | --- ----- ----|
When you realise this, it is easy to see why it is important to walk diagonally whenever possible:
----------------- | .,. .,.,. | .,. |.---.-----.|.--- | . | | . | . | |--.|-- |.-----.| | . | | . .,. | |.--- -----.----|
If you avoid dead ends and the corners of passages as much as possible (follow the dots and comma's), the chance of you hitting a trap is reduced significantly (only the spots marked with a comma are really potential trap spots; the dots are safe).
History
"Maze"-type levels appeared as far back as Rogue, although not in any set location.
UnNetHack
In UnNetHack, mimics found on a maze level are more likely to mimic a statue than a mimic found elsewhere in the dungeon.