My map code that I released earlier is geographically correct and as a
bonus represents areas between normal zones as a map so that you have the
fealing of being in a large wilderness area.
Kyle Goodwin
firoc.ml.org:4000
----------
> From: Michael J. Fara <mulder@CLOUD9.NET>
> To: CIRCLE@post.queensu.ca
> Subject: [IDEA] realtime landscape
> Date: Thursday, August 20, 1998 9:33 AM
>
> Well, maybe this sounds stupid, but I have seen several non-circle MUDs
> where they have a huge world, most of it forest and grassland and things
> like that. The zones are generic, usually just a bunch of interconnected
> rooms with the same bland room description, but it really makes the game
> feel more realistic.
>
> I feel that this adds a feeling of realism into the game because of the
> distance the player has to travel to get to different places and the
ability
> to go in almost any direction all the time. There are alot of MUDs where
you
> can only travel in some directions, and the locations of the zones and
> arrangement of the world often contradict each other.
>
> Something good to write would perhaps be an implementor command that
allows
> the MUD admins to create the "wild" landscapes and interconnect them
> easilly. (this is the best I can think of)
>
> Of course an alternative to this would be manually building these
> interconnected rooms, a very tedious task that would take months and
could
> be accomplished more easilly with some code, and then a bit of online
> editing.
>
> I'm just wondering if anyone has ever thought of this, or is in fact
running
> a "geographically correct" MUD and knows what I mean?
>
>
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