Since you all are discussing room shapes. Here is a map layout from the original DooM that to me seems it could be used for inspiration for new template rooms in Angband:
An explanation of the map image:
There is a main courtyard with 4 pillars which each have a secret door on them that opens into a small room. In the very center of the courtyard is a teleport landing surrounded by 4 thin right angled walls. If you move diagonally in 4 different directions from the center of the courtyard you come to 4 different teleports and 4 different clusters of 4 doors. The teleports are represented by 4 orange/brown squares. 3 of the teleports teleport you to the central teleport landing. The other teleports you to the small orange/brown square (teleport) in the square room in the upper right part of the map. That teleport takes you to the central teleport landing. Nothing happens when you walk over the central teleport landing. It is simply a landing square for the teleports in the level.
To the East and South of the central courtyard are two curving corridors. To the North is a curving corridor that opens up a little at the top where a door connects to a room with more corridors holding goodies and baddies. To the West is a corridor-ish room that has 4 columns.
I think teleports like the ones in this map could be fun and make for some interesting gameplay. Another, more straightforward/classical idea of teleport implementation could be having two way teleports. Not a teleport trap, but a square that when you walk on it always teleports you to another teleport on the other side of the level. Might be nice to have them occasionally on cavern levels.
Teleports would not be generated in hallways; only in open spaces or rooms. Monsters could walk on them, too, and be teleported. If a monster is slower than @, then there is a chance the monster would be standing on the other teleport and thus @ would telefrag (instakill) the monster when @ teleports and they are still standing on the other teleport landing (only monsters that are 30% less character levels than you can be telefragged. Uniques cannot be). I suppose the same danger could exist for you: if @ is being chased by a monster faster than you and you step on a teleport when it's right behind you, then you are still standing on the teleport when the monster steps on the teleport and thus telefrags @. If the idea of telefrags is too goofy, then @ simply teleports next to the monster on the other end of the teleport.
An explanation of the map image:
There is a main courtyard with 4 pillars which each have a secret door on them that opens into a small room. In the very center of the courtyard is a teleport landing surrounded by 4 thin right angled walls. If you move diagonally in 4 different directions from the center of the courtyard you come to 4 different teleports and 4 different clusters of 4 doors. The teleports are represented by 4 orange/brown squares. 3 of the teleports teleport you to the central teleport landing. The other teleports you to the small orange/brown square (teleport) in the square room in the upper right part of the map. That teleport takes you to the central teleport landing. Nothing happens when you walk over the central teleport landing. It is simply a landing square for the teleports in the level.
To the East and South of the central courtyard are two curving corridors. To the North is a curving corridor that opens up a little at the top where a door connects to a room with more corridors holding goodies and baddies. To the West is a corridor-ish room that has 4 columns.
I think teleports like the ones in this map could be fun and make for some interesting gameplay. Another, more straightforward/classical idea of teleport implementation could be having two way teleports. Not a teleport trap, but a square that when you walk on it always teleports you to another teleport on the other side of the level. Might be nice to have them occasionally on cavern levels.
Teleports would not be generated in hallways; only in open spaces or rooms. Monsters could walk on them, too, and be teleported. If a monster is slower than @, then there is a chance the monster would be standing on the other teleport and thus @ would telefrag (instakill) the monster when @ teleports and they are still standing on the other teleport landing (only monsters that are 30% less character levels than you can be telefragged. Uniques cannot be). I suppose the same danger could exist for you: if @ is being chased by a monster faster than you and you step on a teleport when it's right behind you, then you are still standing on the teleport when the monster steps on the teleport and thus telefrags @. If the idea of telefrags is too goofy, then @ simply teleports next to the monster on the other end of the teleport.
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