Ticket #225 (closed bug: fixed (in master))
Dungeon levels too big
| Reported by: | takkaria | Owned by: | |
|---|---|---|---|
| Milestone: | 3.1.2 beta | Keywords: | dungeon |
| Cc: |
Description
Cut size to 3/4 of current or so?
Change History
comment:2 Changed 6 years ago by andrewdoull
The dungeon code definintely tries to place too many rooms, and that could easily be cut down.
Also consider tmj implications of monster pits, and consider implementing chambers from Sangband.
comment:6 Changed 4 years ago by KZK
Their is no such thing as a dungeon that's too big. A want to see bigger dungeons. I also want to see smaller dungeons. Dungeons should come in all sizes, From monsterous, to itty-bitty.
comment:7 Changed 4 years ago by KZK
I would make dungeon level variable, by level. It should be a roll of the dice, like everything else.
I would use a formulae like these to calculate the min/max number ov levels per floor:
--a-- 10d5 + floorlevel - 1
10-50 on Level 1 109-149 on level 100
--b-- 8d6 + (2*floorlevel)
10-50 on level 1 118-248 on level 100
--c-- 17d3 + floorlevel - 2
16-50 on level 1 115-149 on level 100
comment:9 Changed 4 years ago by d_m
I have introduced a lot more variance. Now about half the levels generated will be smaller than the current norm. This should bring the average size down a bit as well as introduce a lot more variety.
comment:11 Changed 4 years ago by timo.pietila@…
Does anybody else feel that small levels are in a way for generating Greater Vaults? I don't like small levels very much, they should be rare and occassionally you should get bigger levels with big vaults or somesuch instead.
Small levels are dangerous. Tiny bit smaller is OK, a lot smaller (one screen or two screen) is way too small.
