arch map
msg
Creator: Gnat the Gnu
Email: gnu@foo.bar
Date: Mon Feb  5 19:23:15 2001
endmsg
end
arch awall_1_1
end
arch awall_2_1_1
y 1
end
arch awall_2_1_1
y 2
end
arch awall_3_2
y 3
end
arch awall_3_2
y 4
end
arch awall_2_1_1
y 5
end
arch awall_2_1_1
y 6
end
arch awall_2_1_1
y 7
end
arch awall_3_2
y 8
end
arch awall_1_2
y 9
end
arch furious_floor
x 1
end
arch mover_3
x 1
end
arch block_door_closed
x 1
y 1
speed 0.500000
connected 1
end
arch mover_1
x 1
y 1
end
arch bwall_0
x 1
y 2
end
arch awall_2_2_3
x 1
y 3
end
arch awall_2_2_4
x 1
y 4
end
arch button_small
x 1
y 5
end
arch grate_closed_1
x 1
y 6
end
arch button_small
x 1
y 7
end
arch awall_2_1_2
x 1
y 8
end
arch furious_floor
x 2
end
arch mover_3
x 2
end
arch bwall_0
x 2
y 1
end
arch angry_floor
x 2
y 2
end
arch calm_floor
x 2
y 2
end
arch pedestal
x 2
y 3
end
arch grate_closed_1
x 2
y 4
end
arch button_small
x 2
y 5
end
arch awall_1_4
x 2
y 6
end
arch grate_closed_2
x 2
y 7
end
arch awall_2_1_2
x 2
y 8
end
arch furious_floor
x 3
end
arch mover_5
x 3
end
arch block_door_closed
x 3
y 1
speed 0.500000
end
arch mover_6
x 3
y 1
end
arch block_door_closed
x 3
y 2
speed 0.500000
connected 2
end
arch mover_4
x 3
y 2
end
arch awall_1_1
x 3
y 3
end
arch awall_2_2_1
x 3
y 4
end
arch button_small
x 3
y 5
end
arch awall_2_1_2
x 3
y 6
end
arch button_small
x 3
y 7
end
arch awall_2_1_2
x 3
y 8
end
arch awall_1_1
x 4
end
arch awall_2_1_1
x 4
y 1
end
arch awall_2_2_1
x 4
y 2
end
arch calm_floor
x 4
y 3
end
arch charm_floor
x 4
y 3
connected 3
end
arch awall_2_1_2
x 4
y 4
end
arch button_small
x 4
y 5
end
arch awall_2_1_2
x 4
y 6
end
arch button_lever
name lever to release guard
x 4
y 7
connected 2
end
arch awall_2_2_3
x 4
y 8
end
arch awall_2_1_1
x 4
y 9
end
arch awall_2_1_1
x 4
y 10
end
arch awall_2_2_1
x 4
y 11
end
arch bed_save
x 5
y 1
end
arch awall_2_1_2
x 5
y 2
end
arch block_door_closed
x 5
y 3
speed 0.500000
connected 2
end
arch check_inv
slaying pet-recognition-no1
x 5
y 3
last_heal 1
connected 3
end
arch awall_2_1_2
x 5
y 4
end
arch button_small
x 5
y 5
end
arch mover_7
x 5
y 5
end
arch awall_2_1_2
x 5
y 6
end
arch button_lever
name lever to chain up guard
x 5
y 7
connected 1
end
arch mover_8
x 5
y 8
end
arch bed_save
x 5
y 10
end
arch awall_2_1_2
x 5
y 11
end
arch awall_1_1
x 6
end
arch awall_2_1_1
x 6
y 1
end
arch awall_3_4
x 6
y 2
end
arch igate_closed_2
x 6
y 3
end
arch awall_2_2_4
x 6
y 4
end
arch grate_closed_2
x 6
y 5
end
arch awall_2_2_3
x 6
y 6
end
arch awall_2_1_1
x 6
y 7
end
arch awall_2_1_1
x 6
y 8
end
arch awall_2_1_1
x 6
y 9
end
arch awall_2_1_1
x 6
y 10
end
arch awall_2_2_4
x 6
y 11
end
arch button_small
x 7
y 3
end
arch button_small
x 7
y 5
end
arch magic_mouth
msg
NOTES:
1)-Should consider changing the path
with movers+furious floors into just
a furious floor connected straight to
player's lever.This would also change
shape of room.
2)-Should have CheckInv slot on pet
collection door (which checks for
rights to room, charms pet, and removes
rights because player is moving out)
either (a) give player token to take
back to office, or, as I think now,
(b)give player 10% of their deposit
back, right then, in cash, and place
a note token in an anteroom on smae map.
THEN players can get job in office to
travel (via tunnel/portal) to anteroom
in slum map(which is magic proof),
collect tokens(made of adamantite), and
go back thru another tunnel, back to
checkpoint in office where Checkinv
registers which tokens player has got,
and takes them from him. Each token
gives player a few coins. Anteroom
should have window to show when there
are tokens there, and every hour
or so, a (meaningless) token should be
generated if there are not many tokens
there to collect, to improve interest.
Anteroom floor should have unique items
set! Or, tokens should be unique.
3)-Movers should be set up to make
it likely that pets end up going back
to kennel.Buttons in corridor open the
kennel gate.Movers stop pet escaping
hovel.
4)-Existence of rights-to-room calms
the pet/guard, but lack of it angers it.
Thinking about it,this can be
accomplished by just having 2 checkinvs
at the doorways.
5)-What to do if pet dies? Looks strange
for ex-tenant to go to collect pet that
isn't there and then get money for no
reason (money is given as player is
recognised as being rightful tenant).
Perhaps ghostly figure should appear,
nod acknowledgement and hand you your
money, to explain it.Either
implement this at magic mout, or
possibly have a something teleported
in, only to disappear again (ghost,
previously paralyzed and poisoned?)
6)-pedestals in kennel to stop door
closing on player.otherwise, door won't
open from inside.
7)-Rent should be implemented, How?
Decaying items in 2nd anteroom can give
timers (1hr?), before rent due again,
prolly 6 silver, or 1 gold, or (?),
but how collect? Guard at main door
seems to imply posh place w/good
security. Possibly have him reading
paper or sleeping when others go
past.Make it fairly easy for intruders
to get in. Be able to buy visitor passes
for 10gc or so? Maybe.
8)-V Important: Way of closing kennel
door for putting pet in, that allows
player to get pet/guard into kennel in
1st place, but doesnt allow intruders
to get pet back in...
Lever switch at end of corridor to
operate kennel door, but switch is
deactivated once "Chain up pet" lever
is pulled. HOW? Also, how make sure
creature moves into exit tunnel at
leaving time? Open block but use
teleporter.
endmsg
x 11
y 5
end
