HOW TO USE THE EDITOR
Now that we have a new blank map (minus those 2 lower corners, more on that in a second), let me help you visualize the world you’re creating a bit with a less-blank map:
Behold the halls of ratmancy (my favorite level so far)! I’ve selected a hex near the mouse pointer so I can better explain what’s going on here. You can select any hex simply with left click, left clicking anywhere on the map will finish editing that hex. There is a lot of info to put on these hexes, so get ready for a lot of clicking. However, let’s go over some basics of laying out a level before we fill it with all these goodies.
The menu at the bottom of the editor has everything you need to add/remove/edit hexes. By clicking on a hex and selecting clear, you remove all data associated with that hex and return it to a blank hex (indicated by a brown, gray or teal square).
The empty hex button makes a place for the player to play a tile on their tile placement phase. These should constitute a large portion of the map, or there will be little design for the players in this particular mine.
The tunnels button opens a sub-menu of the allowed connections at that depth. Clicking on those options will present the selected piece in up to 6 rotations. Another click places that tunnel on the hilighted hex.
The null button makes the currently selected hex what we call a ‘null’ hex. These hexes cannot be played upon and players in game cannot connect tunnels to these hexes. Consider them as impassable rock in the mountains.
The outer button opens a sub-menu of all the possible outer hexes that I added to beautify your creations. Remember how 2 of these outer hexes appeared on a newly created map? This is because the in-game engine creates random outer and null hexes heading outward and downward from the corners upon playing a level. These fill out the mountain to the left and right, and connect nicely with the default corner pieces the level starts with. Not that you have to use em, feel free to play around however you like; however, there is no way to play a map without having the edges extend outward in their random way, so it might look a bit ugly.
The special button opens a sub menu with a number of important things. Note that you will not be able to access the special button unless the selected hex has a tunnel on it first. The camp option is what we use to create our starting positions. Though Delve Deeper is a 1-4 player game, we can have as many starting mining camps as we want! The unused mining camps get replaced with two flat outer hexes and a single empty hex where the playable mining camp tunnel would normally sit. The camp button will anchor the mining camp (think of it as an inverted triangle with the bottom tip being the playable tunnel) with the selected hex as the upper-left corner of the camp.
The next 3 buttons are for our hexes for scoring and healing. The fairy button will create a fairy on that tunnel that will heal any dwarves present to full at the beginning of their turn. The bank button will create a gnome bank where the players can sell off their mineables for a 2 gold processing fee. The bazaar button will create a location for players to sell relics, again, for 2 gold below their value. These 3 special types of hex are essential to creating good maps. Games making the selling off acquired loot either too easy or difficult make for very boring games. Remember, fighters move 3 hexes/turn, miners 4 and scouts 6 when plotting the locations of these important fixtures.
The final 6 buttons on the special button menu are for adding minerals to the walls of this tunnel. No wall can contain more than one type of mineral, and the types allowed are as per depth. Dirt can only contain gold, stone: gold and gems, deep: gold, gems and mithril. Use the + and – buttons to add and subtract minerals from a valid tunnel. Easy right?
The treasure button brings up another sub menu when a vaild, tunneled hex is selected. The first 3 options add to the treasure pile on the current hex. Treasure piles are exactly the same as minerals, but they’re already set to be picked up. Usually I place them as rewards for reaching hard to access chambers, or defeating hordes of tougher baddies. The clear tp option clears any existing treasure pile on that hex. Remember, treasure piles are picked up in the reverse of the order they are placed. So a scout encountering a: mithril, gold, gold, gold pile will grab the 3 golds and need to rid himself of them before being able to grab the more valuable mithril. Use this to reward players for getting miners into hard to reach positions!
The next 3 options are to place relics on a hex. A hex can have as many relics as you would like, but if you place more than 5 or 6, you’ll generally overflow onto neighboring hexes. The 3 buttons to place : + com, + unc, +rare, correspond to the 3 main categories of relic: common, uncommon and rare. These all increase in value, but also in risk. There are bogus relics for all 3 categories that randomly spawn, and the more rare the relic, the greater the reward/penalty for its sale.
Access the monster menu by selecting the monster button. Again, only hexes with valid tunnels can contain monsters. This will then open a sub-menu of the different types of monsters, and clicking on the pictures of the monsters you want will place them on that particular hex. Any hex containing monsters will be represented by an icon of goblin David Bowie. To actually see what monsters are on a hex, check that nifty little navigator I included in the upper-right of the screen when you select a hex. Adding monsters adds flavor, but be careful not to over-indulge in the monstery goodness of Delve Deeper, or you will be knee deep in baddies in no time!
All monsters in Delve Deeper seek out the closest/weakest targets to their current location, but do not move unless there is a valid path to a target. By keeping monsters in chambers separated by empty hexes, you create opportunities for the players to engage/release monsters at their leisure. This can be a good or bad thing. Experiment around!
So, let’s set some ground rules to keep you from crashing Delve Deeper upon loading up your new creation. 1) Include at least 2 mining camps on your map. 2) Try not to have tunnels that do not line up properly so that you have tunnels moving into impassable walls, this can result in all kinds of craziness, including goblins moving through your floors.
this goblin can move through the floor to the upper tunnel: bad
3) Do not place tunnels so that they create passages off the play map. At present, this can create a game crash that I intend to fix in v. 1.1. 4) Do not strand mining camps. If there is no path of at least length 1 for dwarves to follow, this can crash the game. Follow these simple rules, and anything you design should play just fine!