Difference between revisions of "Dungeon Sprint"
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− | '''Dungeon Sprint''' is a fast-paced Crawl variant in which you must explore a single brutally hard floor in pursuit of the [[ | + | '''Dungeon Sprint''' is a fast-paced Crawl variant in which you must explore a single, often brutally hard, floor in pursuit of the [[Orb of Zot]]. Each map is a unique, mostly fixed floor for you to complete. The floorplan, monsters, and locations of items and shops usually remain the same (some maps feature sub-areas with multiple variations), while the exact items and shops you find are usually random. |
− | Over the course of a single floor you will find yourself jumping from fighting goblins and rats to high level [[unique]]s, including some bosses only found in | + | Over the course of a single floor, you will find yourself jumping from fighting goblins and rats to high level [[unique]]s, including some bosses only found in them. |
− | |||
− | |||
==Maps== | ==Maps== | ||
− | There are currently nine Sprint maps | + | There are currently nine Sprint maps: |
− | |||
*[[Red Sonja]] | *[[Red Sonja]] | ||
*[[The Violet Keep of Menkaure]] | *[[The Violet Keep of Menkaure]] | ||
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*[[The Pits]] | *[[The Pits]] | ||
*[[Arena of Blood]] | *[[Arena of Blood]] | ||
− | *[[Linesprint]] | + | *[[Linesprint]] (|||||||||||||||) |
+ | |||
+ | Players can easily modify existing levels or even make a new level for Sprint by editing files in the ''source/dat/des/sprint/'' folder. Making new maps is pretty straightforward: Crawl's .des files aren't hard to read and change even for a non-programmer, and there's a how-to guide<ref>https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/levels/syntax.txt</ref> available. | ||
− | ==Differences | + | ==Differences from Crawl== |
− | + | Dungeon Sprint features only one level, though densely filled with monsters and hazards. As a result, it has many mechanical differences from vanilla Crawl. | |
− | + | *Since the game is much shorter, you gain experience 9x faster.<ref>{{source ref|0.28.0|player.cc|2482}}</ref> | |
− | * | + | *You gain 9x more [[piety]] from killing, and 27x more piety from exploration.<ref>{{source ref|0.28.0|religion.cc|2809}}</ref><ref>{{source ref|0.28.0|sprint.cc|17}}</ref> |
− | * | + | **Followers of [[Gozag]] get more gold from corpses.<ref>{{source ref|0.28.0|mon-death.cc|407}}</ref> |
− | * | + | **[[Okawaru]] and [[Uskayaw]] do not get a piety boost. |
− | * | + | **[[Ashenzari]] and [[Ru]] make their offers at an accelerated rate. |
− | *To avoid waking up all monsters, the noise made by shouting is halved and | + | **[[Trog]]'s Brothers in Arms and Greater Servant of [[Makhleb]] are 2.5x more costly to invoke.<ref>{{source ref|0.28.0|ability.cc|3433}}</ref> |
− | + | *There is only one floor: | |
− | *To win you must return with the | + | **[[Shaft]]s, [[Formicid]] shafting, the [[Delver]] background, and [[Ignis]]' Rising Flame are all disabled. |
+ | **The [[Abyss]] does not exist, so players can not be banished, while banishing monsters effectively kills them. Abyssal Knights start in the Dungeon. | ||
+ | **[[Okawaru]]'s Arena also doesn't exist, so Duel doesn't, either. | ||
+ | **As it would mess up sprint progression, floor-wide [[teleportation]] (of you and monsters) is disabled. [[Blink]] is still allowed. | ||
+ | *To avoid waking up all monsters, the noise made by shouting is halved, and scrolls of noise are removed.<ref>{{source ref|0.28.0|makeitem.cc|1381}}</ref> | ||
+ | *To win, you must return with the [[Orb of Zot]]. [[Rune]]s are not always required; maps can feature zero to all 17 runes (all 4 [[Lair]] branches), or even custom runes. | ||
+ | *Depending on the map, there may be unique items, monsters, and method of [[score|scoring]]. | ||
+ | *Some mechanics from the vanilla game are reverted: | ||
+ | **There is no [[sourceless malevolence]] (all 3 of its effects would be invalid, anyways). | ||
+ | **There is no [[Zot clock]]. The [[meteoran]] species is disabled as a result. | ||
==Trivia== | ==Trivia== | ||
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==History== | ==History== | ||
− | Dungeon Sprint was initially invented by [[Chapayev]]. It was included as an official part of the downloadable version of ''Crawl'' in [[0.7]], and has had multiple maps added since then. | + | *Sprints themselves don't update too much, but changes of new versions of Crawl will often seep and change the balance of various sprints. |
+ | *Dungeon Sprint was initially invented by [[Chapayev]]. It was included as an official part of the downloadable version of ''Crawl'' in [[0.7]], and has had multiple maps added since then. | ||
==See Also== | ==See Also== |
Latest revision as of 00:38, 8 July 2023
Dungeon Sprint is a fast-paced Crawl variant in which you must explore a single, often brutally hard, floor in pursuit of the Orb of Zot. Each map is a unique, mostly fixed floor for you to complete. The floorplan, monsters, and locations of items and shops usually remain the same (some maps feature sub-areas with multiple variations), while the exact items and shops you find are usually random.
Over the course of a single floor, you will find yourself jumping from fighting goblins and rats to high level uniques, including some bosses only found in them.
Contents
Maps
There are currently nine Sprint maps:
- Red Sonja
- The Violet Keep of Menkaure
- The Ten Rune Challenge
- Fedhas' Mad Dash
- Ziggurat Sprint
- Thunderdome
- The Pits
- Arena of Blood
- Linesprint (|||||||||||||||)
Players can easily modify existing levels or even make a new level for Sprint by editing files in the source/dat/des/sprint/ folder. Making new maps is pretty straightforward: Crawl's .des files aren't hard to read and change even for a non-programmer, and there's a how-to guide[1] available.
Differences from Crawl
Dungeon Sprint features only one level, though densely filled with monsters and hazards. As a result, it has many mechanical differences from vanilla Crawl.
- Since the game is much shorter, you gain experience 9x faster.[2]
- You gain 9x more piety from killing, and 27x more piety from exploration.[3][4]
- There is only one floor:
- Shafts, Formicid shafting, the Delver background, and Ignis' Rising Flame are all disabled.
- The Abyss does not exist, so players can not be banished, while banishing monsters effectively kills them. Abyssal Knights start in the Dungeon.
- Okawaru's Arena also doesn't exist, so Duel doesn't, either.
- As it would mess up sprint progression, floor-wide teleportation (of you and monsters) is disabled. Blink is still allowed.
- To avoid waking up all monsters, the noise made by shouting is halved, and scrolls of noise are removed.[7]
- To win, you must return with the Orb of Zot. Runes are not always required; maps can feature zero to all 17 runes (all 4 Lair branches), or even custom runes.
- Depending on the map, there may be unique items, monsters, and method of scoring.
- Some mechanics from the vanilla game are reverted:
- There is no sourceless malevolence (all 3 of its effects would be invalid, anyways).
- There is no Zot clock. The meteoran species is disabled as a result.
Trivia
Dungeon Sprint was inspired by the Tomb of Horrors, a Dungeons & Dragons module from the 1970's notorious for being unfairly deadly.
History
- Sprints themselves don't update too much, but changes of new versions of Crawl will often seep and change the balance of various sprints.
- Dungeon Sprint was initially invented by Chapayev. It was included as an official part of the downloadable version of Crawl in 0.7, and has had multiple maps added since then.
See Also
- Zot Defence - Another Crawl variant coded by Chapayev.
- Sprint guide - Tips and tricks for beating Sprint.
References
- ↑ https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/levels/syntax.txt
- ↑ player.cc:2482 (0.28.0)
- ↑ religion.cc:2809 (0.28.0)
- ↑ sprint.cc:17 (0.28.0)
- ↑ mon-death.cc:407 (0.28.0)
- ↑ ability.cc:3433 (0.28.0)
- ↑ makeitem.cc:1381 (0.28.0)