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Re: Ground Floor Map with Inventory | ||
Posted By: Earthtopus | Date: 2/13/12 1:29 p.m. | |
In Response To: Re: Ground Floor Map with Inventory (MrM12LRV) >95% of all monsters in the game are of fixed starting location (if I can exclude the Labyrinth) My observational evidence is continuing gameplay of the same sections multiple times to try and maintain that minimalish damage thing. One headless between the left save rune and the ladder on Ground Floor 1, three headless behind the first locked door trap in the game on Lock and Load with three more down the hallway to come after you, etc. And their position is fairly identifiable, since that first door trap always has two flanking the door a bit behind it and one farther back straight on... This only seems to break down because of some random monsters spawning in addition to this. A small sidebar (like the inventory windows you've just made) could show an example of the monsters that respawn randomly: headless and zombies in Ascension; Ghasts, Venomous Skitters (misspelled as venemous in-game), and Greater Nightmares on most Pit levels; a single headless with 100% frequency on "OK, Who Else Wants Some?", for instance. Precise monster position can more easily obtained by walking forward without light and toggling illumination to wake up monsters at a distance; in addition monsters behind opening doors are easy to get at. If there is some way to reduce the maps to coordinates (since the basic sector unit in the game is a square) it would greatly facilitate the initial description and reporting that's necessary. And since I'm a wannabe wannabe roguelike developer, or at least have a vague interest in making portable information, I'll want to record it in that way on my end.. : Pictures!! Tell me where they need to go, and I'll put them in. : If they don't have a specific place, we can always just decorate the map a
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