Re: map command problems (with poorly designed zones)

From: The Fungi (fungi@yuggoth.org)
Date: 05/30/03


On Fri, May 30, 2003 at 06:57:15PM -0500, christopher j bottaro wrote:
[...]
> are there any obvious solutions i'm not thinking about or is the obvious
> solution to have builders be aware of designing a zone that "makes sense"?

Design on a grid. And perhaps only map adjacent areas of the same
type or scale (wilderness, city, indoor, ...). Maybe if you're going
to have abnormal exits in some areas, try to find a way to tag them
so they'll be ignored by the mapper.

So yes, a sensical mapping algorithm isn't going to have an easy
time interpreting a nonsensical zone.
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