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Author Topic: Manthria Map#1: Nekoma Valley  (Read 606 times)
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Artimidor Federkiel
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« on: 04 July 2002, 04:42:00 »

Here's the overview map done by Judith for the Nekoma-Valley, the region around Marcogg. Please speak now if you have any objections before everything is set in stone.

Note, that this not a detailed location map. A detailed location map is a zoom in of this map, realized with squares for each room. I hope we can show you Judith's Nepris location map by tomorrow. All other maps on which we base places descripotion should then be realized in similar ways.


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Edited by: Artimidor Federkiel at: 7/8/02 7:40:46 pm
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Gothballoon
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« Reply #1 on: 09 July 2002, 02:36:00 »

I think the only thing missing is some sence of scale as to how many jumps from point a to point b

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Artimidor Federkiel
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« Reply #2 on: 09 July 2002, 07:36:00 »

That's indeed an interesting question I've discussed with Wren the other day. And it depends a lot on how large we decide Santharia should be exactly and how much rooms you should be able to move e.g. from Nepris to Marcogg in order not to make it too small or too large. Exact realism can't be kept anyway, because if you move from one room to another this doesn't take any time (I guess implementing such an exhaustion factor isn't workable in a MUD, but I don't know how this is handled in other MUDs), so you can theoretically hurry from one place to another pretty fast.

I usually would have said Marcogg is a day's ride from Nepris, but don't know how much rooms this would mean.


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Lady Tatiana VePiras
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« Reply #3 on: 10 July 2002, 09:12:00 »

Actually in other MUD's there is a sort of exhaustion factor. You get movement (points). And say you were in a room and went one room west, that would cost you like 3 movement points. Sleeping and resting and just standing in one place regains your points. So the faster you travel the faster you would become exhausted and have to stop and sleep or rest. This makes it more realistic when traveling from one town to another, for one would have to stop and rest if the journey was a long one.

Just thought I'd enlighten those who didn't already know that lil bit of info. :P

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Quellion
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« Reply #4 on: 11 July 2002, 09:24:00 »

Some MUDs also have wilderness maps, independent of the specific locations ones. The wilderness maps are like a big grid of repetitive rooms. Like a tile map on some RPGs, you know: forest rooms, grasslands rooms, sea, mountains... And in some of those are special exits to towns, dungeons, etc...

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Artimidor Federkiel
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« Reply #5 on: 11 July 2002, 10:34:00 »

Have to admit that I never actually played a MUD except for approx. 5 minutes, but lots of textadventures in the good old times, so I don't know much about exhaustion and other RPG-like things or wilderness rooms. So it's always good to know to hear more details how certain things are realized in other MUDs:)  

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Wilen Cloverheart
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« Reply #6 on: 11 July 2002, 16:07:00 »

Better establish a research team to look into how other MUDs do it so we can make an informed decision! ;)  

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Lady Tatiana VePiras
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« Reply #7 on: 11 July 2002, 16:59:00 »

Well I have played many muds in the past. Right now I only play one on a daily basis. So if anyone does have any questions on how things usually work feel free to ask. But after discussing things with Nate, he is doing many things different than the "norm" -Tat

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