| R O O M T I P S |
| Navigating by exit descriptions - Lok
In the seas area I wrote, there are many many identical rooms, some of which border on 'shoals' rooms, rooms with no exits for which you must recall. Anyway the players can get through the area easily in the daytime, but at night 'exits' doesn't work. However I put in exit descriptions in each direction so that a player could look in a direction and see if there was land, seas, shallows, or shoals in that direction. This is how they sailed. Dumb players would wait til morning. Smart players would navigate by looking at compass points. The point is this- those exit descriptions are always there, and you can put clues and paths and other hints in them to help the player. For instance the great pyramid uses exit descriptions to tell the player whether a path in any given direction is safe.
2 exit moron mazes - Lok
I have noticed a tendency in many muds now to abandon the standard merc map and remap their world. Often this is done poorly by the use of 2 exit moron mazes. By this I mean a series of 2 exit rooms which define a path which always leads somewhere. I have seen this in alot of new areas as well. A writer will make a huge segment of his/her area as a 2 exit moron maze, so the player is forced along a path throughout the area. These moron mazes really don't provide much of a mapping challenge, or variety to the area. Its very easy to beef up your room count with a 10 room road. It is much more challenging to make most of your rooms 3 and 4 exit rooms, where some thought is involved and there is a chance of a person getting lost. I think its much better to remap and connect through areas, not paths.
Randoms - Slash
Ok, the basic technique you see in most Mercs is random exits. What you do is label a room so that its exits are randomly switched. This makes it impossible to follow a set course through. In stock Mercs you see this best in The Great Eastern Desert. There are nine rooms labeled The Great Eastern Desert in this zone. All of the exits in the nine rooms go to other The Great Eastern Desert rooms, except one that takes you back to Midgaard, one to a dragon, one to a nomad camp, and one to MegaCity1. Now, if you have never played a MUD with random exits you are probably thinking that nine rooms isn't very many and someone can easily get to any of the four exits with a little poking around. WRONG! Nine random rooms is a LOT of rooms. I have burned hundreds of moves just trying to get to the MegaCity. It is REALLY hard, especially at night when you can't use the exits command to see if you are bordering the room you are looking for. So be very sparing when you use this technique.
One-way exits - Slash
Another popular technique is the one way exit. With one way exits, adventurers cannot backtrack and so must press forward in your zone. An example of this is the Galaxy zone. You enter through a crystal ball in one zone and later leave through a rope from the clouds. Another technique is solitary and private rooms. A private room only fits one character, and solitary only fits one. Note that we are talking characters, not players. So a solitary room can be used to force players to fight mobiles in single combat.
Secret doors - Slash
Secret doors are a popular technique. Note that in Merc a door must be in one of the six
cardinal directions (N, S, E, W, U, D), so that players who are on the lookout for secret doors just check all directions that don't have normal exits. All doors in Merc can have special names, so you could make a room with a life-like tapestry on the wall and the player could open tapestry; south to go into the tapestry.
Mob confinement - Lok
Many areas have no mob confinement, and all mobs wander all over the place, or even worse, are frozen in sentinel stances. If your mud has a stay terrain bit, you can use terrain to define a 'range' for your mob. If you do not have that bit, consider using no mobs room flags to limit the range. You should always mob lock your area by making the connection point to your area a no mob space. Good places for no mob spaces are stairways between levels, gates going into and out of cities, and trail junctions/or intersections. If you
do this, you can slice up your area into several smaller ranges into which you load mobs and
let them wander.
Mazes and paths - Lok
I played in a great area called the Jungle by Landru. He had it set up so that there was a path through it. The path, however was not obvious. You had to find it by looking at extras in the room descriptions. There were hints as to which way the path lead, like blaze marks on trees, or sticks pointing in certain directions. Often you would have to go 3 extras deep to find the clue. Anyway in any given room there were about 4 or more exits- 2 were on the path, and 2 lead into a nasty random maze of a jungle. Smart players could follow the path to a jungle city, and stupid ones would wander aimlessly forever in the jungle.
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