 
                
 
                 
                

 This time, there is a bridge over the river and enner will always spawn on that bridge. Guaranteed items or features are no more.
 This time, there is a bridge over the river and enner will always spawn on that bridge. Guaranteed items or features are no more.Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 100, 30;
    Items = 35:70;
    Room
    {
      Pos = 25:65,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
	AllowBoobyTrappedDoors = false;
	GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;
 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 6, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 9;
    	{
      Character = ennerbeast;
    	}
	Square, Pos 9, 22;
    {
      Items == Random { MinPrice = 200; MaxPrice = 1500; }
     }
	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	_ = GRAVEL solidterrain(GROUND);
	~ = SAND solidterrain(GROUND);
	x = FIR_WOOD solidterrain(PARQUET);
        }
      }
      {
    			#####~~~~_
			~#####~~__
			~~#####~__
			_~~#####__
			__~#####__
			___#####__
			__#####___
			_#####~___
			_#####~~__
			__#####~~_
			_xxxxxxx__
			__#####~~~
			__~#####~~
			___~#####~
			___~~#####
			__~~~#####
			___~#####~
			___~#####~
			___~~#####
			____~#####
			____#####~
			___#####~~
			___#####~~
			___#####~~
			___~#####~
			___~#####~
			_~~#####~~
			_~~#####~~
			~~~#####~~
			__#####~~~	  	
      }
    }
  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }
    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }
    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }
    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
      AttachRequired = true;
    }
	Square, BoundedRandom 70, 2, 98, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
      AttachRequired = true;
    }
   Square, Random;
    {
      Items == bone;
      Times = 20;
    }
    Square, Random;
    {
      Items == skull;
      Times = 5;
    }
    Square, Random NOT_IN_ROOM;
    	{
      Character = eddy;
      Times = 1:3;
    	}
}

 Anyway, if that's ever implemented, we would need much more special rooms, and every game there should be only several of them placed, so that you don't always eventually run into the orc room.
 Anyway, if that's ever implemented, we would need much more special rooms, and every game there should be only several of them placed, so that you don't always eventually run into the orc room.
 
                Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 60, 30;
    Items = 35:70;
    Room
    {
      Pos = 48,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
	AllowBoobyTrappedDoors = false;
	GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;
 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 6, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 4, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 5, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 6, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 7, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 3, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 7, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 2,27;
      {
        OTerrain = 0;
        AttachRequired = true;
      }
	Square, Pos 3, 16;
    	{
      Character = ennerbeast;
    	}
	Square, Pos 8, 22;
    {
      Items == Random { MinPrice = 200; MaxPrice = 1500; }
     }
	Square, Pos 8, 6;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
     }
	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	  _ = GRAVEL solidterrain(GROUND);
	~ = SAND solidterrain(GROUND);
        }
      }
      {
    			#####~~~~_
			~#####~~__
			~~#####~__
			_~~#####__
			__~#####__
			___#####__
			__#####___
			_#####~___
			_#####~~__
			__#####~~_
			__#####~__
			__~#####~~
			__~#####~~
			___~#####~
			___~~#####
			__~~~#####
			___~~#####
			___~~#####
			___~~#####
			____~#####
			____#####~
			___#####~~
			___#####~~
			___#####~~
			___~#####~
			___~#####~
			_~~#####~~
			_~~#####~~
			~~~#####~~
			__#####~~~	  	
      }
    }
  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }
    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }
    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }
    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
    }
   Square, Random;
    {
      Items == bone;
      Times = 20;
    }
    Square, Random;
    {
      Items == skull;
      Times = 5;
    }
    Square, Random NOT_IN_ROOM;
    	{
      Character = blinkdog;
      Times = 1:3;
    	}
    Square, BoundedRandom 2, 2, 45, 28, IN_ROOM|HAS_NO_OTERRAIN;
    {
      OTerrain = GRANITE altar(SOPHOS);
      AttachRequired = true;
      Items == scrollofteleportation;
    }
}

