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<H1>Vast areas in muds</H1>
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<LI><em>To</em>: Mud Dev Mailing list &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Vast areas in muds</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, 19 Jan 1998 19:24:24 +0000 (GMT)</LI>
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<PRE>
On Sat, 17 Jan 1998, Marian Griffith wrote:

[with regard to representing rather big areas in muds]

&gt; If crossing the desert means typing 'E' a couple of thousand times  and
&gt; watching the same identical description every time then it is boring in
&gt; the wrong way.  Of course I have no real solution,  but I was trying to
&gt; point out what types of areas are difficult to represent in a rooms and
&gt; exits based mud.

I've always wondered...  For a real 3d movement sort of mud, imagine the
player got shrunk into a 1 inch high stag beetle and gets transported to a
desert.  Does this mean the player will sit there watching a blank screen
as the character attempts to traverse a few thousand miles of desert or
does the occassional message appear:

"You amble past a really big rock."  (which is a pebble but the character
is only one inch high).


  |    Kilo Lima Lima Oscar dash Niner Four, over and out.        ---o
_O_O_  Electronic and Electrical Division, Loughborough Corp.    &lt;+=+=+&gt;


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<LI><STRONG><A NAME="00249" HREF="msg00249.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Vast areas in muds</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00262" HREF="msg00262.html">Re: [MUD-Dev]  Vast areas in muds</A></strong>, 
John G. <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Tue 20 Jan 1998, 16:36 GMT
<UL>
<LI><strong><A NAME="00263" HREF="msg00263.html">Re: [MUD-Dev]  Vast areas in muds</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 20 Jan 1998, 18:44 GMT
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</UL>
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</ul>
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<LI><strong><A NAME="00251" HREF="msg00251.html">Summary</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 17 Jan 1998, 15:31 GMT
<LI><strong><A NAME="00249" HREF="msg00249.html">Re: [MUD-Dev]  Re: BUILDERS: Ferries</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 17 Jan 1998, 10:40 GMT
<UL>
<LI><strong><A NAME="00253" HREF="msg00253.html">Vast areas in muds</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Mon 19 Jan 1998, 19:24 GMT
</LI>
</UL>
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<LI><strong><A NAME="00248" HREF="msg00248.html">Re: [MUD-Dev] Gods, worshipers and the balance</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 17 Jan 1998, 10:40 GMT
<UL>
<LI><strong><A NAME="00260" HREF="msg00260.html">Re: [MUD-Dev] Gods, worshipers and the balance</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 20 Jan 1998, 04:42 GMT
<UL>
<LI><strong><A NAME="00286" HREF="msg00286.html">Re: [MUD-Dev] Gods, worshipers and the balance</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Thu 22 Jan 1998, 20:43 GMT
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</UL>
</LI>
<LI><strong><A NAME="00265" HREF="msg00265.html">Re: [MUD-Dev] Gods, worshipers and the balance</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 20 Jan 1998, 21:15 GMT
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</UL></BLOCKQUOTE>

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