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Implement all map names and hints
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filiph committed Oct 11, 2020
1 parent 00bbadc commit a69ad85
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Expand Up @@ -148,12 +148,12 @@ ROOM: $big_o_observatory

POS: 26, 12

FIRST_MAP_NAME: The Very Top
FIRST_HINT: The staircase is all marble and concrete, an exquisite combination of ancient minimalism and current excess. It leads up to a sun lit space.

MAP_NAME: Observatory
HINT: At the very top of the Pyramid, a room for the Lich King.

FIRST_MAP_NAME: The very top
FIRST_HINT: The staircase is all marble and concrete, an exquisite combination of ancient minimalism and current excess. It leads up to a sun lit space.

DESCRIPTION: $NONE

FIGHT_SITUATION:
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Expand Up @@ -3,7 +3,12 @@ APPROACH: $big_o_antechamber FROM $top_of_climb

// ---
ROOM: $big_o_antechamber

FIRST_MAP_NAME: A Clean Chamber
FIRST_HINT: Far apart from most of the commotion, this part of the Pyramid clearly sees much less regular use. The corridors are empty and clean, and they all converge on this one silent room.

MAP_NAME: Antechamber
HINT: The room with the trap door in the ceiling and the curious lock mechanism.

POS: 26, 20

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Expand Up @@ -4,7 +4,13 @@ APPROACH: $darg_tent FROM $barracks
ROOM: $darg_tent

POS: 33, 24
MAP_NAME: Darg's tent

FIRST_MAP_NAME: On Top of the Eastern Shaft
FIRST_HINT: There is access to the outside of the Pyramid here. The walls close to the ancient door are painted red and decorated with human teeth and other signs of orc power.

MAP_NAME: Orc Leader's Tent
HINT: A tent placed on top of the Eastern shaft, overlooking the bay.


FIRST_DESCRIPTION:
Tent outside, at the top of the elevator structure. Overlooking the bay. Some important orc must be stationed here.
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Expand Up @@ -4,7 +4,12 @@ APPROACH: $outlook FROM $top_of_climb
ROOM: $outlook

POS: 18, 24

FIRST_MAP_NAME: On Top of the Western Shaft
FIRST_HINT: Something is on top of the shaft. The access to outside is well used, though it's unguarded.

MAP_NAME: Outlook
HINT: A place for a sentry with excellent eyes.

FIRST_DESCRIPTION:
A hawkman is looking into the distance, looking bored. He sees me immediately, but doesn't seem to care.
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Expand Up @@ -7,7 +7,10 @@ APPROACH: $top_of_climb FROM $keep_servants
ROOM: $top_of_climb

POS: 19, 28
MAP_NAME: Top of the climb

// Using the same text even before the player has visited this place.
MAP_NAME: Top of a Shaft
HINT: A dark pit extends hundreds of feet toward the bottom of the Pyramid.

FIRST_DESCRIPTION:
A huge, dark pit. The bottom is unseen, in complete darkness.
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Expand Up @@ -5,7 +5,12 @@ APPROACH: $crowdsource FROM $barracks
ROOM: $crowdsource

POS: 27, 29

FIRST_MAP_NAME: Religious Place
FIRST_HINT: Orc symbols indicate a temple, a sacrificial place, or both.

MAP_NAME: Crowd's Temple
HINT: A temple with no windows, lit by torches. The darkness and the rows of columns provide good opportunities to hide.

FIRST_DESCRIPTION:
This room serves as a temple for the orcs. It has no windows and is lit by torches. The darkness and the rows of columns provide good opportunities to hide.
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Expand Up @@ -7,7 +7,12 @@ APPROACH: $barracks FROM $darg_tent
ROOM: $barracks

POS: 34, 31

FIRST_MAP_NAME: Large Quiet Area
FIRST_HINT: Sounds of orcs snoring.

MAP_NAME: Barracks
HINT: A large room taking up two floors with bunk beds and a dining area.

FIRST_DESCRIPTION:
A large room taking up two floors. Bunk beds, and a dining area. [We] stay hidden.
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Expand Up @@ -9,9 +9,12 @@ c.hasHappened(evTookSarnToBleeds)
ROOM: $conet

POS: 17, 34
MAP_NAME: Conet

// TODO: First map name should say "quiter area"
FIRST_MAP_NAME: Some Mechanism
FIRST_HINT: Somethings is making a quiet chafing sounds similar. Reminds me of millstones.

MAP_NAME: Conet
HINT: A room filled with a large device.

FIRST_DESCRIPTION:
A kobold is operating a large device. He is turning a huge wheel, drawing some kind of a spring.
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Expand Up @@ -4,7 +4,8 @@ APPROACH: $maintenance_shaft FROM $elevator_28
ROOM: $maintenance_shaft

POS: 34, 40
MAP_NAME: Maintenance Shaft above 28th Floor
MAP_NAME: Maintenance Shaft
HINT: A narrow crawlspace above the 28th floor.

FIRST_DESCRIPTION:
Musty, dark place. Through cracks, I can see rooms under me.
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Expand Up @@ -5,9 +5,15 @@ APPROACH: $smithy FROM $conet
ROOM: $smithy

POS: 24, 40

FIRST_MAP_NAME: Sounds of an Anvil
FIRST_HINT: A regular metallic beat and a smell of coal dust and hot steel.

MAP_NAME: Smithy
HINT: The involuntary workplace of my brother Sarn under the orc rule.

FIRST_DESCRIPTION:
// TODO: describe crawling through a high ventilation shaft
My brother, Sarn, working for the orcs, forging weapons. He seems not fully aware of his surroundings.

[[CODE]]
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Expand Up @@ -9,7 +9,9 @@ APPROACH: $elevator_28 FROM $junction
ROOM: $elevator_28

POS: 32, 42

MAP_NAME: Elevator Shaft Entrance on 28th Floor
HINT: The metal doors on the side of the dark vertical shaft are half-open here, letting some light in.

FIRST_DESCRIPTION:
Orc noises from all around, but thankfully no orc in sight. [[IF !c.hasHappened(evKarlGuardsKilled)]]Brutal laughter from the east.[[ENDIF]]
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Expand Up @@ -7,12 +7,12 @@ FLAGS: $IDLE

POS: 35, 42

FIRST_MAP_NAME: Guard Room
FIRST_HINT: An antechamber to a much bigger room, with a guard post and a huge, reinforced gate.

MAP_NAME: God's Lair
HINT: A temple to the ancients, overtaken by the orcs some time ago. For them, it serves as a pen for a huge creature, Karl.

FIRST_MAP_NAME: A guard room
FIRST_HINT: An antechamber to a much bigger room, with a guard post and a huge, reinforced gate.


FIRST_DESCRIPTION:
Two orcs, a berserker and a captain, watch me approach in amazement.
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Expand Up @@ -15,11 +15,13 @@ c.hasHappened(evTookSarnToBleeds)
ROOM: $junction

POS: 27, 45
MAP_NAME: Hub on 26th floor
HINT: An area of increased foot traffic in the heart of the orcs’ outpost.
FIRST_MAP_NAME: Increased foot traffic

FIRST_MAP_NAME: Increased Foot Traffic
FIRST_HINT: In this direction, footsteps and orc voices are more frequent. But the area is also dark and full of debris. It won’t be hard to hide.

MAP_NAME: Traffic Hub on 26th Floor
HINT: An area of increased foot traffic in the heart of the orcs’ outpost.

FIRST_DESCRIPTION:
This place is traffic hub. Squads of orcs travel in every conceivable direction. Some are climbing rickety ladders upwards or downwards, others walk loudly across unkempt rooms. There are many paths through here, and many hiding spots. [We] have no trouble staying unseen.

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Expand Up @@ -5,7 +5,12 @@ APPROACH: $reservoir FROM $training_grounds
ROOM: $reservoir

POS: 25, 48

FIRST_MAP_NAME: Damp Place
FIRST_HINT: Corridors around this place smell of stale water. A faint splashing can be heard.

MAP_NAME: Reservoir
HINT: A large, filthy pool in the middle of the building.

FLAGS: $IDLE

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Expand Up @@ -4,10 +4,13 @@ APPROACH: $cockroach_farm FROM $junction
ROOM: $cockroach_farm

POS: 29, 52

FIRST_MAP_NAME: Smell of Rot
FIRST_HINT: The closer I am to this area, the more I can smell rotten food and flesh. No voices, though, and no footsteps.

MAP_NAME: Cockroach Farm
HINT: The main source of food for the orcs.
FIRST_MAP_NAME: Smell of rot
FIRST_HINT: The closer I am to this area, the more I can smell rotten food and flesh. No voices, though, and no footsteps.


FIRST_DESCRIPTION:
I am in a maze of twisty little passages, all alike. All crawling with cockroaches.
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Expand Up @@ -5,10 +5,15 @@ APPROACH: $training_grounds FROM $battlefield
ROOM: $training_grounds

POS: 21, 54

FIRST_MAP_NAME: Grunts of Strain
FIRST_HINT: Loud grunts and clashes of steel. Orc laughter.

MAP_NAME: Training Grounds
HINT: A small army of orcs, goblins and kobolds, all training for war.

FIRST_DESCRIPTION:
An army of orcs, goblins and kobolds, all training for war.
A small army of orcs, goblins and kobolds, all training for war.

DESCRIPTION: $NONE

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Expand Up @@ -7,7 +7,12 @@ APPROACH: $battlefield FROM $training_grounds
ROOM: $battlefield

POS: 28, 64

FIRST_MAP_NAME: Battlefield Floor
FIRST_HINT: The frontier between the humans at the bottom and the orcs at the top. Currently held and guarded by the orcs.

MAP_NAME: Battlefield Floor
HINT: A floor devoid of walls.

WHERE: among the columns

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Expand Up @@ -6,7 +6,12 @@ ROOM: $oracle_main
FLAGS: $IDLE

POS: 39, 65
MAP_NAME: Oracle's

FIRST_MAP_NAME: Someone's Study
FIRST_HINT: A room with a good view of the forest of San Francisco and the Bay.

MAP_NAME: Oracle's Study
HINT: A place full of books and the smell of coffee.

FIRST_DESCRIPTION:
A woman is here. She seems deep in though, walking up and down the room, over debris.
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Expand Up @@ -6,7 +6,9 @@ APPROACH: $jungle_entrance FROM $pond
ROOM: $jungle_entrance

POS: 21, 72

MAP_NAME: Jungle
HINT: This is where the interior of the Pyramid opens into a large crater, covered in vegetation.

FIRST_DESCRIPTION:
Corridors full of vegetation. Path through that, like a path in a forest, but indoors.
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Expand Up @@ -5,7 +5,12 @@ APPROACH: $deathless_village FROM $dragon_egg_room
ROOM: $deathless_village

POS: 18, 68

FIRST_MAP_NAME: Village in the Jungle
FIRST_HINT: I can see some buildings through the canopy of leaves. The buildings are placed on a ledge overlooking the crater.

MAP_NAME: Village of the Deathless
HINT: A village of cultists positioned on a ledge overlooking the jungle.

FIRST_DESCRIPTION:
On a ledge overlooking the jungle, a village of cultists. They call themselves the Deathless, and they worship the ancients. Their leader is a child.
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Expand Up @@ -6,11 +6,18 @@ c.hasHappened(evDeathlessRespectGained)
ROOM: $dragon_egg_room

POS: 15, 67

FIRST_MAP_NAME: Sacred Place
FIRST_HINT: A well-hidden place of worship near the village of the Deathless.

MAP_NAME: Sacred Place
HINT: The place with the Dragon Egg.

FIRST_DESCRIPTION:
The sacred shrine of the Deathless.

There's a pedestal here, and on it, the legendary Dragon Egg.

![Illustration of a pedestal with "Ovum Draconis" written on it. On the pedestal, there is a frag grenade.](dragonegg.png)

TODO: The Deathless decide they will give me the Dragon Egg, to aid in my quest. It's a big deal. I receive the dragon egg. The Deathless explain to me its operation. (It's a frag grenade.)
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Expand Up @@ -5,7 +5,9 @@ APPROACH: $pond FROM $pond_lizard_rock
ROOM: $pond

POS: 14, 74

MAP_NAME: Pond
HINT: A small body of water at the bottom of the crater.

FIRST_DESCRIPTION:
[We] follow a narrow path through the foliage, smelling the crispness of pine needles and the smell of fresh, cold air. The path leads towards a clearing with a pond. A strange, big, ancient object is suspended above the pond, held above the ground by damaged pillars.
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Expand Up @@ -6,7 +6,9 @@ c.playerHasVisited("pond_lizard_rock")
ROOM: $pond_lizard_rock

POS: 13, 72
MAP_NAME: The Lizardman's Rock

MAP_NAME: Lizardman's Rock
HINT: A concrete platform near the pond that serves as the lizardman's new base.

FIRST_DESCRIPTION:
[We] circle the pond and climb on a concrete platform that serves as the lizardman's new base. I notice a half-eaten human leg lying on the ground here.
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Expand Up @@ -10,7 +10,8 @@ FLAGS: $IDLE

POS: 37, 70

MAP_NAME: Knights Headquarters
MAP_NAME: Command Post
HINT: This is the original center of operations of the Knights of San Francisco.

FIRST_DESCRIPTION:
I come to the headquarters. A large room overlooking the bay. Latrines on the right, hanging out of the window frames, providing fertilizer to the farmer slope below. To the left, as far from the latrines as possible, the bunks where a few of the knights sleep.
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Expand Up @@ -10,10 +10,14 @@ ROOM: $elevator_12
FLAGS: $IDLE

POS: 32, 72
MAP_NAME: Elevator Shaft Entrance on 12th Floor

DESCRIPTION:
A rare access to the ancient elevator shaft.
MAP_NAME: Elevator Shaft Entrance on the 12th Floor
HINT: A rare access to the ancient elevator shaft.

FIRST_DESCRIPTION:
Darkness shrouds most of the vertical shaft above, except for a single bright slit many floors above. Down here, only a narrow passage connects the elevator shaft with the corridors surrounding it.

DESCRIPTION: $NONE


NOTES:
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Expand Up @@ -6,7 +6,9 @@ ROOM: $slopes
FLAGS: $IDLE

POS: 42, 78

MAP_NAME: Slopes
HINT: The farmland on the outer wall of the Pyramid.

FIRST_DESCRIPTION:
The steep slope of the Pyramid is covered in vines from this point down. Young men and women are picking Fruit.
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Expand Up @@ -8,12 +8,13 @@ ROOM: $farmers_village
FLAGS: $IDLE

POS: 35, 83
MAP_NAME: Farmers' village
HINT: A settlement of people who farm the vines that grow on the outside of the Pyramid.

FIRST_MAP_NAME: A settled area
FIRST_MAP_NAME: Settled Area
FIRST_HINT: From the outside, this part of the Pyramid is covered with vines, and there are clear signs of settlement in the windows.

MAP_NAME: Farmers' Village
HINT: A settlement of people who farm the vines that grow on the outside of the Pyramid.

FIRST_DESCRIPTION:
The corridors here look more like streets. Painted walls on either side, with wooden windows in them, and doors. Well dressed people go about their business. Polite nods in my direction.

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Expand Up @@ -13,7 +13,9 @@ ROOM: $keep_bedroom
FLAGS: $IDLE

POS: 15, 86
MAP_NAME: Lord's quarters

MAP_NAME: Lord's Quarters
HINT: Though derelict, these are still the nicest parts of the Keep.

FIRST_DESCRIPTION:
Redwood parquetry, the wooden flooring of the rich, creaks underfoot.
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Expand Up @@ -6,8 +6,9 @@ ROOM: $keep_dining
FLAGS: $IDLE

POS: 9, 86

MAP_NAME: Dining Room
HINT: The place where the Lord of the Keep dined with his family. A place with a good overview of the Pyramid's surroundings.
HINT: The place where the Lord of the Keep dined with his family. A place with a good view of the redwoods outside.

FIRST_MAP_NAME: Dining Room
FIRST_HINT: I can see a female figure silhouetted against a tall window. She is not moving but I can feel she's alive, or at the very least undead. She waits.
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