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Old 03-01-2003, 05:04 AM   #15
Molly
Senior Member
 
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 574
Molly will become famous soon enoughMolly will become famous soon enough
For me as a Builder it's essential that the zones are consistant in topography, ecology and architecture. For instance; you don't find an alder tree growing in a desert, and you don't find a rain forest next to an area with ice and snow. This means that you have to make a lot of fill-in areas to separate the 'real' zones, and we usually do those in the form of grids, not 'paths', meaning that you can walk from point A to B in several different ways, which is 'realistic' in itself.

We don't use the form of fake 'grids' with random exits that you see in some muds though, the grids are real, meaning that you can map everything in the mud on a graph paper. Also we try to avoid repeated descs as much as possible. Even though the grids are code generated, we usually add individual descs for each room, except in the cases where the grid is something like an ocean or 'open space', where it makes sense that all rooms should be identical.

Naturally the grids are not as detailed (extra descs, etc) as the 'real' zones that they connect, which also makes sense, since there are a lot more different things to look at in a castle than in a forest. However, all rooms in the mud have listen and smell desc, the grids too, although they are mostly repetitive in similar types of terrain. And of course the grids are not empty. They are just as full of mobs and animals as the real zones; a forest would for instance have all the usual animals, from insects and birds to large mammals, and you might also find some useful things in them, like trees that can be chopped down for timber, herbs that can be used for potions, edible mushrooms and berries etc.

Another thing that I like to be consistent is the architecture. It always irritates me when 'medieval' cities are described as having broad and straight avenues planted with trees. The medieval cities were actually very dense, to save the space inside the protecting walls. Narrow, winding alleys, low buildings, possibly with the exception of the Ducal Palace at the small square which might be two stores. No parks, no 'marble palaces', no boulevards. The streets were cobbled at the best, but more than likely filled with garbage and so was the moat.

I like the three dimensional touch too. We have a castle, with the usual medieval type of 'WC' - an oriel with a hole in the floor. If you check the moat below that oriel, you'll find that the water at that particular place is extremely muddy and has a very disgreeable smell.

Also, if you look out of the window in a house, you should see the actual landscape surrounding the house, even if you cannot go there. Same thing with the top of a mountain. Looking in all directions there should give a wide view over the landscape surrounding it, which can be useful for the players to orient themselves.

Consistency in the details adds a lot to the 'realism' in a mud, without in any way affecting the actual gameplay negatively. Not many players may notice these details, but the ones that do usually appreciate them.

One last thing; we use some types of 'portals' that you can climb, descend or jump. So you don't just go 'up' to get to the tree top, you climb the trunk. And if a deep ravine is barring your way west, you may have to 'jump ravine' to get to the other side. Or possibly first descend the cliffs to the bottom and then climb the cliff face on the opposite side. If you just go west, you are more than likely to fall down and hurt yourself badly.
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