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<H1>Re: [MUD-Dev]  Re: BUILDERS: Ferries</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Re: BUILDERS: Ferries</LI>
<LI><em>From</em>: Ling &lt;<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>&gt;</LI>
<LI><em>Date</em>: Mon, 8 Dec 1997 13:28:31 +0000 (GMT)</LI>
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<PRE>
On Mon, 8 Dec 1997, Adam Wiggins wrote:

&gt; In this context the map becomes more of a visual tool for brainstorming
&gt; than an actual piece of geography.  (Indeed, fantasy maps are renowned
&gt; for being completely unlike real geography..)  You draw up a rough map,
&gt; imagine impressive geographical features (mountain ranges, waterfalls,
&gt; large bodies of water, swamps, plains, forests, caves..), and plunk down
&gt; your civilizations-in-the-rough.  From there it becomes easy to imagine
&gt; the titanic battles that occured as borders got pushed forth and back,
&gt; alliances and neutralities that formed due to position (think Switzerland),
&gt; locations for important religious or magical structures, and so on...

Yep, this is my usual method of creating a new world.  Splat some ink on
paper and randomly dot some starting villages.  The rest, as they say, is
history. ;)

A more refined version involves feeding it all into a computer to simulate
geography, warts and all.  But really, I think it is quite an overkill
going through all that coding effort to evolve a single map.  Then,
opinions differ.

A starting map is also useful when recruiting builders to extend the mud.
A unified picture helps maintain consistancy, rather than letting builders
grow your world, the builders flesh out what is already in the mud.

The bit I think is iffy is making up in theme reasons why a particular
route is blocked.  Gonna have to refer to DartMUD. :)  DartMUD uses two
scales to represent its world.  The normal room doodahs and a big hex
system for the wilderness (each hex is so large that you can walk through
a hex and miss a city).  This system would be quite a cool way of having
future expansions.  There is no need to hide the fact that a dungeon
hasn't been coded yet.  When it has been coded, just plonk it in a hex and
give it a concealment rating.

  |    Ling Lo, freshwater fish (cod variant)
_O_O_  EEE, Loughborough University, England          Another 'Screemer!


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<li><strong><A NAME="00553" HREF="msg00553.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>
<ul compact><li><em>From:</em> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</li></ul>
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<LI><STRONG><A NAME="00527" HREF="msg00527.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins &lt;nightfall#user2,inficad.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  OT: News from the front</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00546" HREF="msg00546.html">Re: [MUD-Dev]  OT: News from the front</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 09 Dec 1997, 04:03 GMT
</LI>
<LI><strong><A NAME="00560" HREF="msg00560.html">Re: [MUD-Dev]  OT: News from the front</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 09 Dec 1997, 08:15 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00523" HREF="msg00523.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Mon 08 Dec 1997, 02:01 GMT
<UL>
<LI><strong><A NAME="00527" HREF="msg00527.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Mon 08 Dec 1997, 08:28 GMT
<UL>
<LI><strong><A NAME="00528" HREF="msg00528.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Mon 08 Dec 1997, 13:24 GMT
<UL>
<LI><strong><A NAME="00553" HREF="msg00553.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 09 Dec 1997, 06:05 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00687" HREF="msg00687.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 07:20 GMT
<UL>
<LI><strong><A NAME="00879" HREF="msg00879.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 19 Dec 1997, 17:59 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00508" HREF="msg00508.html">RE: [MUD-Dev]  Seminal Designs, WAS: Alignment</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sat 06 Dec 1997, 00:04 GMT
</UL></BLOCKQUOTE>

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