RavenRed: Just a bit of thought on what criteria could get added to the Dungeon Generation code to make it as customisable as possible. Modules could then look radically different to Vanilla ToME. Forgive me if I'm reiterating already existing features, or things which are absolutely unfeasible.
Corridor Width - Wide Halls or narrow passages? You decide. Settable from 1 to 5.
Corridor Deviation - The difference between higgledy-piggledly meandering and gun-barrel straight could be a number from one to ten.
Streamers - Add "Always Streamers" as an option... think of a "river" dungeon, for example, that would always have the river (streamer) running through it.
Vault % - % Chance that there will ALWAYS be a vault on the level. At 100%, it obviously becomes "Always Generate Unusual Rooms", wheras at 0%, generation will always be "in depth".
Trap Frequency - Number of traps per 1000 squares. Is this place a deathtrap or a cakewalk?
Monster Respawn Rate - How many hundred turns does the dungeon create new nasties?
Dungeon Specific Vaults - the "Castle of Evil"™ will only appear in Moria whilst the Augean Stables™ will only appear in the Old Forest (and so forth)
Numebr of Exits - Is there only one way to escape or are there so many you can barely move for tripping over another staircase?
Just a few ideas. Feel free to comment on, criticise and add.
2cworth and counting...
NeilStevens: These kinds of things shouldn't be decided by the player at all, plus in ToME 3 dungeon generation is already moved to lua, so I'm moving this to Module Developers Discussion.
RavenRed: Fair enough. I never meant it to be player settable. Thanks for the moving and the muse-whacking... any comments on the content?
NeilStevens: I think these are all reasonable things for modules to do.
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