User:Flag On The Moon/Maps

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This page has some maps that I've designed for quests and special levels.

Alternate Priest Home Levels

One feature of the Biodiversity patch is that the home level of the Priest quest depends on the pantheon of the player. Here are some additional home levels for pantheons that did not have them in the patch.

Shrine (Shinto/Samurai pantheon)

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|.|.(.+...+.S......_......+.................................................
|.|...|d..|.|......@......|.................................................
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|.-----...|.|.@...........|.............................--.--...--###--.....
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-----------.|.............|.............................|.{.|....#####......
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The Japanese pantheon home level is based on a Shinto shrine. The Arch Priest and several acolytes start in the haiden, the hall of worship. Behind it is the honden, the sanctuary of the kami. Inside the honden is a chest containing a mirror.

The outer gate and the door of the sanctuary are flanked by statues of large dogs, representing komainu, "lion-dogs", guardian figures.

The shrine is besieged by twelve human zombies and two hostile tengu.

Venice

Maps for a quest set in and around Venice. Inspired by the use of a real-world setting in the SLASH'EM Yeoman quest.

Piazza San Marco

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|.......|...................................u.|.|............--}}}.|.......|
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|.......|.....|.......|.....|...|...|.........................}}}}..........
|general|.@.@.|liquor.|.....|...|.b.+..............-----------}}}}-----S----
|.......|..@..|.......|.....|zoo|.o.|..............|.........|}}}}|.1|..|.2|
|.......|.....|.......|.....|...|.o.|..............|.........|####|+#-+#-+#|
-----------------------------...|.k.|..............|.throne..+....+.......@|
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A simplified version of the Piazza San Marco, notably omitting the north side of the square.

Geographical notes:

  • The water at the bottom of the map is the Lagoon.
  • The temple is the Basilica San Marco. The fountain marks the approximate location of the Campanile.
  • The throne room is the Palazzo Ducale. The prison is the Palazzo delle Prigioni, used at one time as a prison, and linked to the Palazzo Ducale by the Ponte dei Sospiri (Bridge of Sighs).
  • The trees along the lagoon represent the palace gardens.
  • The second-hand bookstore is the Biblioteca Marciana.
  • The treasure zoo is the Zecca (Mint).
  • The liquor emporium is in roughly the location of the Caffè Florian, a cafe dating back to the 1700s.
  • The general store is the National Archeological Museum.

There is a random ring (possibly drawn from a shortlist of especially desirable ones) "lost" on a water tile in the lagoon. This is an allusion to the annual Marriage of the Sea ceremony .

And here's what this looks like in des-file format:

FLAGS:hardfloor
GEOMETRY:center,center
#0        1         2         3         4         5         6         7
#12345678901234567890123456789012345678901234567890123456789012345678901234
MAP
----------------------------------------------------------   |}}}}.---------#0
|.......|.....................................|....+.....|   |}}}}.|.......|#1
|.......|.....................................|.----.....-----}}}}.|.......|#2
|.......+.....................................|.|............--}}}.|.......|#3
|.......|.....................................+.+.............|}}}.|.......|#4
|.......|.....................................|.|............--}}}.|.......|#5
---------...........................{.........|.----.....-----}}}}.----+----#6
..............................................|....+.....|   |}}}}..........#7
----+------+------+------+-----------.........----------------}}}}..........#8
|.......|.....|.......|.....|...|...|.........................}}}}..........#9
|.......|.....|.......|.....|...|...+..............-----------}}}}-----S----#0
|.......|.....|.......|.....|...|...|..............|....\....|}}}}|..|..|..|#1
|.......|.....|.......|.....|...|...|..............|.........|FFFF|+F-+F-+F|#2
-----------------------------...|...|..............|.........+....+........|#3
}}}}}}}}}}}}}}}}}}}}}}}}}}}}|...|...|..............|.........|FFFF|F+-F+-F+|#4
}}T.....T.....T.....T.....}}--+------... ...... ...-----+-----}}}}|..|..|..|#5
}}...T.....T.....T.....T......................................}}}}--F--F--F-#6
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ENDMAP
NON_DIGGABLE:(00,00,75,19)
BRANCH:(74,08,74,08),(0,0,0,0)
STAIR:(00,07),down
# The National Archeological Museum
REGION[50%]:(01,09,07,12),lit,"shop"
DOOR:closed,(04,08)
# Vigili Urbani
MONSTER:('@',"watchman"),(10,06),peaceful
MONSTER:('@',"watchman"),(10,08),peaceful
MONSTER:('@',"watch captain"),(11,10),peaceful
DOOR:closed,(11,08)
# Caffe Florian, a cafe dating back to the 1700s
REGION:(15,09,21,12),lit,"potion shop"
DOOR:closed,(18,08)
# The Zecca, or Mint
REGION:(29,09,31,14),lit,"zoo",filled
DOOR:closed,(30,15)
# The Biblioteca Marciana
REGION:(33,09,35,14),lit,"scroll shop"
DOOR:closed,(36,10)
# The palace gardens
MONSTER:('n',"water nymph"),(05,15)
MONSTER:('n',"water nymph"),(11,15)
MONSTER:('n',"water nymph"),(17,15)
# Attributes of St. Theodore and St. Mark, atop columns
OBJECT:('`',"statue"),(40,15),"crocodile",1
OBJECT:('`',"statue"),(47,15),"panther",1 # should be (winged) lion
# St. Mark's Basilica
REGION:(47,01,61,07),lit,"temple"
ALTAR:(59,04),lawful,shrine
DOOR:closed,(46,04)
DOOR:closed,(48,04)
DOOR:closed,(51,01)
DOOR:closed,(51,07)
FOUNTAIN:(36,06) # at the approximate location of the Campanile
# The "Horses of St. Mark"
OBJECT:('`',"statue"),(44,01),"warhorse",1
OBJECT:('`',"statue"),(44,03),"warhorse",1
OBJECT:('`',"statue"),(44,05),"warhorse",1
OBJECT:('`',"statue"),(44,07),"warhorse",1
# Palazzo Ducale
REGION:(52,11,60,14),lit,"throne"
DOOR:locked,(61,13)
# Palazzo delle Prigioni
$place = { (68,11), (74,11), (73,15), (70,15), (67,15) }
SHUFFLE: $place
MONSTER:('@',"watchman"), (74,13), peaceful
MONSTER:('@',"prisoner"), $place[0], peaceful
MONSTER:('@',"prisoner"), $place[1], peaceful
ENGRAVING:(71,11),engrave,"CASANOVA STETTE QUA" # lit. "Casanova stood here"
DOOR:locked,(66,13)
DOOR:locked,(67,12)
DOOR:locked,(70,12)
DOOR:locked,(73,12)
DOOR:locked,(68,14)
DOOR:locked,(71,14)
DOOR:locked,(74,14)
# Misc
DOOR:closed,(08,03)
DOOR:closed,(25,08)
DOOR:closed,(71,06)
REGION[50%]:(68,01,74,05),lit,"shop"

Upper filler level(s)

A swamp level, as in the Healer quest. This represents crossing from Venice to mainland Italy. Normally one would take a boat or some other means of transportation to get across, but this quest supposes that the island is under quarantine, so you must make the passage on your own.

Forte Marghera

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At the locate level, you reach mainland Italy at Forte Marghera (built in the early 1800s). The simplified layout of the fort features four barracks and two blockhouses manned by centaurs. There is also an adult dragon of a random color.

Lower filler level(s)

Woodlands, as in the Ranger quest. This represents the route from Mestre (mainland Venice) to Padua.

Padua

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Your quest nemesis resides in a garden in Padua (freely modeled on the real Orto botanico di Padova, founded in 1545), surrounded by shriekers and random molds.

The real-life Orto botanico is surrounded by university buildings, a large public square with numerous sculptures, and a basilica dedicated to the patron saint of Padua. These were not included, to keep the map simple and symmetrical.

Scattered throughout this level are cryptic engravings hinting at alchemical recipes.

Alternate Officer Quest

A quest in a gritty urban setting, with sex and drugs.

Quest monsters include black lights and various monsters with theft attacks. In addition, several levels have "Yendorian skinheads".

This quest assumes the presence of SLASH'EM features such as firearms and spontaneous generation of fungi from corpses.

Precinct

-----------.-----------.-------------------..-----------.....-----------..| 
|..|......|.|....|....|.|........|..|..|..|..|....|....|.....|....|....|..| 
|..--..--+-.---+----+--.|........|+#-+#-+#|..|....|....|.....|....|....|..| 
|...----n.....#.........---+--...|........|..|....|....|.....|....|....|..| 
|...+....----.---+--@.......n------+-..-+-|..|....|....|.....|....|....|..| 
|----.--+-..|.|....|.-------.|...|..#..#..|..|....|....|.....|....|....|..| 
|...|.|..|..+.|....|.|.....|.+...|---++---|..|....|....|.....|....|....|..| 
|...+.|..-+--.------.|barr.|.|...|........|..--+----+---.....---+---+---..| 
|...|.----..|......#.+acks.|.-----.@.@.@.@|..............................#--
|----.|..|..----+---.|.....|.....)........).................................
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|..+.----.+..-------}.|.|...|@+..|........|..---+----+--.....-----+-----..| 
|..|.|..|.|..|......@.|.|...|.|..|-+----+--..|....|....|.....|..|...|..|..| 
|+--.+..|.----.--------.--+--.|..|..|.....|..|....|....|.....+..|...|..+..| 
|..------n.....|......+n......----..|.....|..|....|....|.....|--|...|--|..| 
|..|....+.---+--......--+--.-+-..|-------S|..|....|....|.....+..|...|..+..| 
|..|....|.|....|......|...|.|....|........|..|....|....|.....|..|...|..|..| 
---------.-----------------.---------------..-----------.....-----------..|  

The jail holds a thug, a mugger, and a player monster rogue, all generated peaceful. At the other side of the police station are a (trapped) evidence locker (with tins of yellow mold and potions of hallucination) and an armory with two rooms. The outer room of the armory contains leather armor, clubs, low boots, and a few random weapons and pieces of armor; the secret room contains more valuable firearms and ammunition.

After you've accepted your assignment, you can recruit some of the rookie cops to help you if you have the right snack.

Beware: mixed in among the hostile muggers on this level are two or three peaceful ones. For their sake (and yours), use farlook to verify if a creature is a real threat before you use ranged attacks.

Upper filler level

A city park: a "woodland" map, as in the Ranger Quest.

In addition to randomly generated monsters, there are six muggers, six wood nymphs, and a feral dog. Some random potions discarded on the ground.

Forbidden Fruit

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...................................................---..------....------..---.
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 |....|.....|.....|....|.....|....|.....|....|.....|.......  ......  ....>..|.
 |....|.....|.....|....|.....|....|.....|....+.....--...... ---++--- ......--.
 |book|.barr|acks.|....|grave|....|.....|....|......--..-----......-----..--..
 |....|.....|.....|....|.....|....|.....|....|.......|-+-..#........#..-+-|...
 |....|.....|.....|....|.....|....|.....|....|.......--..................--...
.--------+----------+----+-+------------------.......|......@.@.@.@.......|...
..........................#..||..|.........|........--.#................#.--..
..........................#..||..+...._....+........|.......@.n.n.@........|..
..........................#......|.........|........|(....................(|..
..........................#######|.........|........|.......@.n.n.@........|..
.....}}}}}}}}}}}}}}}}}...........------------.......--.#................#.--..
...}}}}}}}}}}}}}}}}}}}............|.........|........|......@.@.@.@.......|...
.....}}}}}}}}}}}}}}}}}............|...zoo...+........--..................--...
..................................|.........|.........---..#........#..---....
..................................|.........|...........-----......-----......
..<...............................-----------...............---++---..........
................................             .................................

The club is frequented by peaceful NPCs from all the vanilla quests (students, chieftains, neanderthals, attendants, pages, abbots, acolytes, hunters, roshi, guides, warriors, apprentices), with several nymphs to entertain them.

Elsewhere on the level are two functioning stores (one guaranteed to be a bookstore), two barracks, a real zoo, and an abandoned temple with an attached graveyard.

Lower filler level(s)

Mines-type caverns, with similar monsters to those above, as well as a number of fungi.

House of Vice

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   --...--.........--......}}}}}}}}}}}}}}}}}}......--!-+-+-+-!--...--
   |....|...........|......}}}}}}}}}}}}}}}}}}......|!.........!|....|
  --...--...........--.....}}}}}}}}}}}}}}}}}}.....----!---S-!----...--
 --....|.............|.....}}}}}}}}}}}}}}}}}}.....|..---...---..|....--
 |.....|.............|.....}}}....}}}}....}}}.....|...+.....+...|.....|
 |.....|......<......|........}}}}....}}}}........|...|..@..|...|.....|
 |.....|.............|.....}}}....}}}}....}}}.....--+--.....--+--.....|
 --....|.............|.....}}}}}}}}}}}}}}}}}}.....|...--...--...|....--
  --...--...........--.....}}}}}}}}}}}}}}}}}}.....--...-+---...--...--
   |....|...........|...^..}}}}}}}}}}}}}}}}}}..^...|..--...--..|....|
   --...--.........--......}}}}}}}}}}}}}}}}}}......--.+.....+.--...--
    --...---.....-S---------}}}}}}}}}}}}}}}}---------S-.....-S-...--
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      ---...........---      }}}}}}}}}}}}}}      ---...........---
        -------------        }}}}}}}}}}}}}         -------------
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The target of your raid, Professor Vice, stands over a sink in the center room on the right side, and is generated with a lab coat, two potions of hallucination, and three potions randomly selected from the following list: sickness, acid, confusion, paralysis. He occupies a small room with no doors aligned with him orthogonally or diagonally, so it is very difficult to take him by surprise without getting into melee range. (He resists poison, so a stinking cloud won't help.) He has a hallucination-causing melee attack, a physical melee attack, a thieving melee attack, and a passive hallucination-causing attack.

The entire level is a kind of informal fungus farm, with a large number of random corpses, including several player monster corpses, and at least a dozen fungi, including yellow molds, violet fungi, and shriekers, already present at level generation. The shriekers have attracted four purple worms, which are placed randomly around the level and will gladly swallow pets or pluck you off your steed.

The five side rooms contain (1) a succubus, (2) an incubus, (3) a gaggle of six nymphs, (4) trolls, and (5) pudding corpses. The closets behind your nemesis contain (1) a hostage, (2) a huge pile of killer coins, and (3) his pet shoggoth, generated hiding. The placement of each of these features is randomized, so tread carefully.

The hall behind the nemesis contains potions, random treasure, mimics, and (evidence of more illicit behavior) a thoroughly rusty thoroughly corroded -3 orcish dagger.