Name | Randomly Generated Towns v1 |
Rating | |
Author | L |
For | NetHack 3.4.3 |
Description | Randomly generated Minetown maps, and a few more dungeon floor types. |
Using algorithms from youkan's NetHack Brass, the following cartographical functions are present in this patch:
* Behold! Randomly generated Minetowns and Tourist quest filler levels! Note: this patch disables the pre-made Minetowns for the time being. * I've also been able to apply several tweaks to the town generator such that it can create a different type of main dungeon floor map! You'll see those one time in three. * Cavernous maps can now have a third terrain type specified. This can be used to create, among other things, a magma-filled cave (in the Valkyrie quest) or clusters of trees (in the Knight and Ranger quests) * Big Room generation has been altered. Each floor below level 9 and above Medusa has a one in 38 chance of being a Big Room. * I threw in my Wallified Corridors patch because it seemed to fit in. Disable it by #undefining WALLIFIED_CORRIDORS in config.h. * Rivers (different from Pasi's rivers) are implemented but unused. | |
Download | http://l.j-factor.com/nethack/mklev.diff (63.3 Kb) |
Added | June 04, 2007 17:42 |
Changed | September 10, 2010 23:39 |
Submit an update to this patch |
sonik | June 25, 2010 02:43 | |
still not found on greyfire[Quote] | ||
5 | John H. | August 03, 2007 05:58 |
Very cool! I can quibble a bit about making it possible players will get more than one bigroom in a game... but I think Nethack needs more things like that.
Does the Wallified Corridors patch affect all levels or only town levels? I'm not sure how much I like that, arguably corridors don't have to be borderless but it also seems like they shouldn't be the same wall type as rooms. Hm.[Quote] |