> > Have you ever looked at the way zMUD allow users to map a MUD? > > It's actually really nice cause even though techinicly the > rooms overlap you > > can move the rooms around so you can see what the MUD would > look like on a > > real map. If I could I would show you a link to what I'm > talking about but > > I lost everything in a HDD format recently (bad backup file) and so.. > > Anyway if someone could figure out how to do something like that for a > > WorldEditor it'd be cool cause the map would show what the world was > > *suppose* to look like even though there are alot of > overlapping rooms it > > wouldn't show in the map itself. did that make any sense? > > I haven't actually, since I eschewed the use of clients when I was > an active player. If you could post the location of screenshots, or email > those to me privately, that would be great. (Description of screen shot > good too :) > > PjD Which brings an interesting point to mind--would it not be more realistic to make it so that rooms do not overlap in your MUD? I mean, it'd make it entirely zMUD compliant (and TinTin++). Umm, not including immortal zones (those are already unrealistic as it is ;-) ) $#@!NO CARRIER Treker +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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