Making new areas [Archive] - ForumsHQ

MydKnight
Posts: 0
Joined: Fri Feb 07, 2003 6:00 am

Making new areas [Archive] - ForumsHQ

Post by MydKnight »

Ok, I am getting ready to get down to some major area creation and I am a little daunted by the room maker module. First, is there an easy way to find the room that youre looking to have as the start room other than walking someone there and sys statting the room? second, I have looked up the mechanics of a command based move room (i.e. the vortex rooms where you go vortex for black penis) and they seem a little odd. Can someone perhaps chat me up and give me something of an idea how this stuff works. Ideally i would love to talk to someone who has exp making new areas using Nightmare so i could not screw stuff up too horribly badly when I try it myself.

If some kind soul is willing to give me a hand doing this, my AIM name is Lumerian3, my Yahoo name is lumerian1, and my icq number is 76145844.
Platinum
Posts: 0
Joined: Wed Oct 24, 2001 5:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by Platinum »

Give me an example of a room you want to have as the start room, where are you trying to expand off of?
MydKnight
Posts: 0
Joined: Fri Feb 07, 2003 6:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by MydKnight »

Planning a fairly large undertaking. Broad overview, a faery area. The entrance will be the mushroom ring in bronzewood, need to type go ring to get ported there. The "there" in question will be a tree castle, kinda like a cross between the back fort and the elf town in layout/description. The "town" will have all the usual stuff, shops, etc. The broad area off of there will gradually move to a darker area and the underlying plot will be some sort of seelie/unseelie war, so as you head west out of the castle, things become dark and twisted until you arrive at the unseelie castle. Planning several monsters, items, bosses, quests, etc, but need to start somewhere so im working on creating the opening areas. First order of business is making the entrance/exit from the realm, then out from there in realm design. Like i said, a big undertaking so being able to IM would help lots.
MydKnight
Posts: 0
Joined: Fri Feb 07, 2003 6:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by MydKnight »

A subsidiary question just occurred to me. When creating a new anything, it gets assigned a number. What happens when a new update for mmud comes out? I assume that they move sequentially upwards, so what happens when that number is being used by something we make in nightmare?
Panterra X
Posts: 0
Joined: Thu May 30, 2002 5:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by Panterra X »

you get screwed thats what happens.. so use a map# that metro doesnt use
MydKnight
Posts: 0
Joined: Fri Feb 07, 2003 6:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by MydKnight »

can and have been doing with regards to maps and messages. nightmare defaults to numbering new monsters/items/etc to the next in the list though. does that mean things are gonna be fucked on my board next time a mod is released?
Panterra X
Posts: 0
Joined: Thu May 30, 2002 5:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by Panterra X »

yep... if its something like items you can export them and just change the number.. then import them back at the new number..



when making new stuff in the future use high dat #s
syntax53
Posts: 0
Joined: Wed Apr 03, 2002 6:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by syntax53 »

nod you'll need to choose numbers that are in the higher range.



quote from here (http://mmb.forumshq.com/forums/showthread.php?s=&threadid=1383&perpage=20&highlight=making%20mods&pagenumber=4)



personal BBS recored/index Numbers...

map ANY to ANY (max map is 17 for right now)

- rooms 10001 to 20000

items 10001 to 20000

shops 10001 to 20000

spells 10001 to 20000

spells 10001 to 20000

messages 20001 to 30000

textblocks 20001 to 30000

monsters 10001 to 20000

- Group 1-26 10001 to 20000

- all others 10001 to 20000



all base line muds will be then those
dxpac666
Posts: 0
Joined: Sun Dec 09, 2001 6:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by dxpac666 »

it defaults them to next higher number but you have the option to change it. don't do like I did and make a bazillion edits then upgrade. I have nothing from M in the game except items, and there's no way to get them since the rooms/monsters aren't in. Now I have to renumber everything.
MydKnight
Posts: 0
Joined: Fri Feb 07, 2003 6:00 am

Re: Making new areas [Archive] - ForumsHQ

Post by MydKnight »

Does anyone know of a utility out there that lets you build "sys map" style maps? Would help me loads to be able to hash out a basic layout before i start building individual rooms.
Post Reply

Return to “Nightmare Redux”