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➜ MUSHclient
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➜ zMud Script - Mushclient Script
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zMud Script - Mushclient Script
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| Posted by
| Shadowfyr
USA (1,792 posts) Bio
|
| Date
| Reply #15 on Fri 22 Nov 2002 05:54 PM (UTC) |
| Message
| I don't know.. I figure you can have two classes:
Class 1: Real directions, i.e. up, down, north, south, southwest or even up-north.
Class 2: Cave, Enter Path, etc. i.e. Sub-area entries.
A mapper that recognized the difference could be made to use an ovelay system, possibly Isometric and sequester obviously different areas from each other. In other words, treat 'areas' the same as most muds do, as seperate maps. By being able to switch from the 'local' map to the 'global' one you could see where you where in the village, but also switch to the global map and see where the 'entrance' to the area you are in is located. Even if you had a case where an area exited in multiple locations, if those exits where known, you could show the exit on the global world map that is closest to the one in the sub area. Also, if you used an isometric layout, then you could see many of the rooms above and below the current one and even have the mapper add a broken outline or the like to show where a stairway or such goes up or down more than one level. Current mappers at their best only give you a flat non-3D view that shows the current level you are on and 'maybe' the one under it. This is fine for a game like the old Tradewars 2002, where the links where completely random and it was practically impossible to map the 3D geometry they created. Not that I didn't briefly try mind you, but... ;)
The point is that muds are not in a practical sense 2D flat worlds. At least not from the perspective of trying to map them. You end up with multiple sheets of graph paper, so... why not multiple linked maps? If it has multiple floors, why not show something that has multiple floors, etc. Unless someone impliments a tesseract world with directions like inside-out, up-down, left and slightly sideways, etc. I don't see why it really is that big of a problem. It would take work, but I think it is far from impossible. | | Top |
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| Posted by
| Meerclar
USA (733 posts) Bio
|
| Date
| Reply #16 on Fri 22 Nov 2002 06:21 PM (UTC) |
| Message
| | Actually, something similar does exist, the map engine from Daggerfall. However, that engine dealt with permapped areas and only revealed the sections that had been explored. As far as designing a 3-d area mapper for a mud, that would seems to be a rather..... intensive coding project that most ppl simply don't have the time for, especially for inclusion in a shareware client. 3-d graphics also calls for a different knowledge base than the basic flat mapper that everyone is accustomed to dealing with. Until someone designs such a thing, I will stick to my graphpaper and pencil for mapping areas that I just have to have a map to travel successfully. |
Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org | | Top |
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| Posted by
| Shadowfyr
USA (1,792 posts) Bio
|
| Date
| Reply #17 on Fri 22 Nov 2002 06:57 PM (UTC) |
| Message
| | They really are not that complicated. Isometric systems use a grid that looks just like the normal flat maps you are used to. Extending that to seperate the rooms and allow link lines is not that big of a deal. You basically just use diamond boxes instead of squares, then add partly tranparent tiles to represent objects. In this case through tiles could be used for special markings, rather than also showing walls, etc., but the rooms would just be an outline box. Since we are not doing true 3D, the code isn't complex, but only does 'move y + 10, x + 10 and place new box here'. This is apposed to placing a box below another normally, where you only go 'move y + 10'. It is still only 2D. The difference is that since the map takes up less room in the window when done this way, you can actually show more rooms than normal and add layers above and below for other levels. It doesn't even require any math (well nothing but additon and subtraction anyway). ;) | | Top |
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| Posted by
| Magnum
Canada (580 posts) Bio
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| Date
| Reply #18 on Sat 23 Nov 2002 04:21 PM (UTC) |
| Message
| Actually, despite all the zMUD bashing, I will say this: Their graphical mapper does about as good a job as one could expect, given the nature of MUD maps.
As Shadowfyr suggests, the mapper is capable of linking multiple area maps together. That is, a global map, with linked "area" maps. As the user, you have to determine when you should drop from the current map to a new area map.
You are also capable of editing the map, to make corrections for subtle things like non-standard travel lengths. (For example, a closet to the west does not lead to the hall that can be accessed by going north, west, south.)
The biggest problem I have encountered with zMUD is it's inability to track my movements accurately. This is due to inconsistencies in the manner is which my favourite MUD presents a room description. In some areas, there is a blank line after the detailed description, in other areas there are not. Some rooms have so many exits they continue on a second line, others do not... and zMUD's mapper can't handle the inconsistencies.
Actually, this makes assembling the map a problem too. More often that not, extensive editing is required to perfect the map. I guess the general rule is if you had to edit the room to correct it, the mapper will probably have trouble detecting your movements there later.
Anyway, all of that aside, I'm not sure I would want an ever-present map on my screen anyway. I am content with the current means of moving across maps. I love the speed, and I don't want a mass of map processing to slow me down. If it could be done quickly and efficiently, I might consider it. |
Get my plugins here: http://www.magnumsworld.com/muds/
Constantly proving I don't know what I am doing...
Magnum. | | Top |
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