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#1 |
Scout
Join Date: Jun 2019
Location: Finland
Posts: 40
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Free ASCII vault / prefab maps
Here's a free collection of over 1000 ASCII vault / prefab maps that I've drawn to my game Zorbus.
http://www.zorbus.net/bts/zorbus_vaults.zip Here's a dungeon gallery to preview some of them in use. I've drawn them with a custom editor but these are just plain '#' and '.' symbols. Feel free to use. |
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#2 |
Knight
Join Date: Oct 2019
Posts: 941
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I'd like more information on this editor.
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#3 |
Scout
Join Date: Jun 2019
Location: Finland
Posts: 40
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The editor is for own use only. I needed something which could draw basic shapes easily, mark possible exits and zones to vaults and so on.
If you need an ASCII editor then REXPaint might be of use: https://www.gridsagegames.com/rexpaint/ The vaults in the zip-file are just plain ASCII. |
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#4 |
Knight
Join Date: Mar 2015
Posts: 767
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Zorbus, thanks for sharing! Did you write your editor from scratch? In which language? I suppose editor itself could be even more interesting (in terms of discission there - from development point of view, as it's 'dev' section of forum) than vaults itself (but of course it's great that you made them!), so please could you tell the story about it
![]() Another good editor is Tiled - https://www.mapeditor.org/ . I use it to create locations. There is a tool made by Ilius TiledToAngbandExport ( https://github.com/ilius33/TiledToAngbandExport/ ) which help me to convert Tiled to my map format (which is basically *band format, with enhanced layer system made by Powerwyrm)
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; December 6, 2019 at 07:59. |
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#5 |
Knight
Join Date: Oct 2019
Posts: 941
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"please could you tell the story about it"
+1 |
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#6 |
Scout
Join Date: Jun 2019
Location: Finland
Posts: 40
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The game and the editor is written in pascal. I use an ancient version of Delphi to code. I don't really know other languages but at least Delphi makes writing GUI tools like the editor very easy.
The editor has freehand / line / rectangle / circle / ellipse / floodfill drawing options and cut / copy / paste / rotate so very basic stuff. As seen on the screenshot, you can set marks to the map (white arrows on blue background) where you want new areas to be created. The red rectangle on one of the arrows is where the vault is created. Green areas are zones where content is placed. One layer is for furniture. The checkboxes are for grouping vaults to throne rooms, prisons etc. and setting some options. Vaults are rotated to the right direction when generated in the game. Here's an example of a prison vault with 8 cell zones. http://www.zorbus.net/tmp/prison.png Vaults are just map templates, the content is described in a text file. This way you don't always have the same stuff in same vaults. A content could set a random monster to each of the cells in the above prison vault. The biggest hurdle in making the game probably was the lack of a clear goal of what kind of game to make. At some point I probably wanted to make the greatest roguelike ever, randomly created open-world with cities, dungeons etc. but this wasn't really going anywhere. After that I narrowed the design to the traditional, one dungeon only -style but only after coming up with the endgame plan things started to really progress. What really helped the dungeon generator was to have a separate tool where you can run the generator step-by-step, placing one area after another. Seeds are also handy for fixing bugs. Dungeon generated step-by-step: http://www.zorbus.net/bts/d02.png The green dots are marks where new areas will be placed, like in the vault editor screenshot. More behind-the-scenes stuff, screenshots of debugging tools etc. here: http://www.zorbus.net/bts/ |
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#7 |
Knight
Join Date: Oct 2019
Posts: 941
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Very interesting stuff, Zorbus! I expect to try your game after I finish one Human Paladin run for the current competition.
Any idea on how many hours you logged creating Zorbus? |
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#8 | |
Knight
Join Date: Jan 2017
Posts: 862
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I started an ascii editor http://angband.live/textdoodle.html
Left idling in the proof of concept stage. Press a key to start drawring with it, click or drag to edit a character. I would have liked to do all this: Quote:
REXpaint doesn't like to handle 198x66 maps, I'd not heard of tangar's things yet though. |
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#9 |
Scout
Join Date: Jun 2019
Location: Finland
Posts: 40
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Hard to say. I started it many years ago but had many over 6 month breaks without even thinking about it. The lack of a clear goal resulted in time spent with world, town and quest generators that were later removed.
It has been a huge time sink and I'm not entirely sure if it was worth it but I'm glad that I got something released. |
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#10 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,386
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Quote:
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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