"You found a special room" I did? I didn't notice. In modern ports for the original Doom, they tell you when you find a secret area. One of the things I *loved* about Doom 1 (episode 1 especially) were all the cool secret areas to find with powerful items inside them. John Romero did a masterful job making the levels for Doom 1 Episode 1 and hiding lots of secret rooms throughout. There was never any question when you found a secret area. (Wolfenstein 3D was fun in this way, too).
Maybe because Angband is ascii, or maybe because there is no rhyme or reason when you stumble upon a special room or find one through a secret door, I've never really had the sense of discovering special rooms in Angband. The only way I even learned that Angband has special rooms is because I'd often see in descriptions of items I picked up: "found in a special room."
Most secret or special rooms don't feel any different to me than regular rooms. Sure, their shape or layout sometimes gets my attention, but because I often just walk into them or even start in them, they don't feel secret. It would be great if Angband could somehow make it feel more like you are finding secret rooms or secret passageways. Perhaps making it not possible to start a level in a special room? Maybe make the walls of special rooms or hallways purple? I know vaults have a different color, but maybe special rooms could, too. Or maybe special rooms could only be accessible through secret doors.
Hmm... speaking of Doom and secret doors, here's a radical idea. Maybe there could be tiles in the dungeon that when you walk over them they open a secret door somewhere else in the dungeon that otherwise cannot be opened. Some (most?) of these new special rooms would be vaults made with permanent rock, but unlike other vaults, would only be accessible through finding the lever that opens the door made of permanent rock. There would be no granite wall to find in order to tunnel into the vault.
So I imagine something like this: you are walking down a typical hallway when you round a corner and notice that one of the blocks on the corner of the hallway wall is permanent rock. This of course piques your curiosity. If you have digging ability you might try to dig around to see if it's a vault. But with a lot of digging you would discover that the vault has no point of weakness where you can tunnel in. So, puzzled, you would abandon the vault and continue on your way. If you didn't have digging ability, you might spend the rest of the level looking for a pick.
But you wouldn't be out of luck if you didn't find a pick. In fact, a pick would not help you at all. Trap detection, on the other hand, would, as it may reveal a lever on the floor (a new trap type). If you look at the tile (rune?) it says "A lever. It can be flipped". This 'trap' is a bit different from other traps @ is accustomed to. You don't necessarily want to disarm it. Instead, when you walk over it a message shows: "You flip a lever." If the lever is nearby where the secret-door-made-of-permanent-rock is that it releases, then the message will read: "You flip a lever. You hear the wall of the dungeon move nearby."
If you didn't have trap detection but did have good searching ability you might discover the lever when walking next to it or over it without being aware of it being there (just like other traps). Once it is discovered, you would have to walk over it to flip it. You wouldn't be able to accidentally trip it before you are aware of it like other traps and you wouldn't be able to disarm it by walking over it once you were aware of it: @ would have to use the [D]isarm command or a device/spell to disarm it. If you didn't want to flip the lever because you were afraid it might unleash monsters nearby you can't deal with, you could hold [CTRL] while walking over it (so basically the mechanics for this trap are kind of the reverse of other traps).
To make things more interesting; maybe not all the levers would open secret doors to vaults. Maybe there could be pits made of permanent rock and the only way to get inside the pit (and thus let all the monsters out) is to flip the trap lever. So, basically, the lever is a new trap type that differs from other traps in that it has a delayed effect which would more often then not increase the danger to the player but would often avail him to good treasures and secret rooms. Maybe sometimes it would not put him in any danger at all, but instead would open a secret door to a healing room: a new kind of special room that has healing potions or other items that heal.
I think adding this new trap type would help increase the specialness of special rooms and make them more secretive, while also giving more depth and purpose to trap detection (which is a hot topic right now). And having more vault types, special rooms and trap types doesn't hurt, either, right?
Maybe because Angband is ascii, or maybe because there is no rhyme or reason when you stumble upon a special room or find one through a secret door, I've never really had the sense of discovering special rooms in Angband. The only way I even learned that Angband has special rooms is because I'd often see in descriptions of items I picked up: "found in a special room."
Most secret or special rooms don't feel any different to me than regular rooms. Sure, their shape or layout sometimes gets my attention, but because I often just walk into them or even start in them, they don't feel secret. It would be great if Angband could somehow make it feel more like you are finding secret rooms or secret passageways. Perhaps making it not possible to start a level in a special room? Maybe make the walls of special rooms or hallways purple? I know vaults have a different color, but maybe special rooms could, too. Or maybe special rooms could only be accessible through secret doors.
Hmm... speaking of Doom and secret doors, here's a radical idea. Maybe there could be tiles in the dungeon that when you walk over them they open a secret door somewhere else in the dungeon that otherwise cannot be opened. Some (most?) of these new special rooms would be vaults made with permanent rock, but unlike other vaults, would only be accessible through finding the lever that opens the door made of permanent rock. There would be no granite wall to find in order to tunnel into the vault.
So I imagine something like this: you are walking down a typical hallway when you round a corner and notice that one of the blocks on the corner of the hallway wall is permanent rock. This of course piques your curiosity. If you have digging ability you might try to dig around to see if it's a vault. But with a lot of digging you would discover that the vault has no point of weakness where you can tunnel in. So, puzzled, you would abandon the vault and continue on your way. If you didn't have digging ability, you might spend the rest of the level looking for a pick.
But you wouldn't be out of luck if you didn't find a pick. In fact, a pick would not help you at all. Trap detection, on the other hand, would, as it may reveal a lever on the floor (a new trap type). If you look at the tile (rune?) it says "A lever. It can be flipped". This 'trap' is a bit different from other traps @ is accustomed to. You don't necessarily want to disarm it. Instead, when you walk over it a message shows: "You flip a lever." If the lever is nearby where the secret-door-made-of-permanent-rock is that it releases, then the message will read: "You flip a lever. You hear the wall of the dungeon move nearby."
If you didn't have trap detection but did have good searching ability you might discover the lever when walking next to it or over it without being aware of it being there (just like other traps). Once it is discovered, you would have to walk over it to flip it. You wouldn't be able to accidentally trip it before you are aware of it like other traps and you wouldn't be able to disarm it by walking over it once you were aware of it: @ would have to use the [D]isarm command or a device/spell to disarm it. If you didn't want to flip the lever because you were afraid it might unleash monsters nearby you can't deal with, you could hold [CTRL] while walking over it (so basically the mechanics for this trap are kind of the reverse of other traps).
To make things more interesting; maybe not all the levers would open secret doors to vaults. Maybe there could be pits made of permanent rock and the only way to get inside the pit (and thus let all the monsters out) is to flip the trap lever. So, basically, the lever is a new trap type that differs from other traps in that it has a delayed effect which would more often then not increase the danger to the player but would often avail him to good treasures and secret rooms. Maybe sometimes it would not put him in any danger at all, but instead would open a secret door to a healing room: a new kind of special room that has healing potions or other items that heal.
I think adding this new trap type would help increase the specialness of special rooms and make them more secretive, while also giving more depth and purpose to trap detection (which is a hot topic right now). And having more vault types, special rooms and trap types doesn't hurt, either, right?
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