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MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Tue Sep 30, 2003 6:22 pm
by syntax53
If anyone has any megamud paths they've created/fixed (and I know almost every single one of you does), it'd be appreciated if you could attach them here or email them to me so I can start posting them on mudinfo.net.
** I don't want a huge zip of all your paths, just individual ones that you KNOW work.
thanks,
syn
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Wed Oct 01, 2003 8:13 pm
by syntax53
:sleepin:
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 10:24 am
by syntax53
almost every single one of you that browse these forums plays majormud. probably 99.9% of you use megamud. you have all had to make custom path. WHY CANT ANYONE TAKE 5 F$%KING MINUTES TO UPLOAD A DAMN PATH. i've had a message posted on mudinfo.net for 3 weeks now plus this thread and i haven't gotten a single submission. why do i even bother? does everyone expect someone to waste hours and hours of their time and make all the paths themselves and have it hand fed to you?
:bs:
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 10:28 am
by Platinum
I'll give ya some paths as I make them..most of my custom paths are for edited areas so far..most of the areas that mess up (aside from loops) I just hand play now..finally starting to know my way around the realm ;) I can think of a few paths that would be nice though, when I make them I'll upload them.
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 10:31 am
by Demonic
almost every single one of you that browse these forums plays majormud. probably 99.9% of you use megamud. you have all had to make custom path. WHY CANT ANYONE TAKE 5 F$%KING MINUTES TO UPLOAD A DAMN PATH. i've had a message posted on mudinfo.net for 3 weeks now plus this thread and i haven't gotten a single submission. why do i even bother? does everyone expect someone to waste hours and hours of their time and make all the paths themselves and have it hand fed to you?
:bs:
i know that my issue personally is, i have no F'in clue which paths i have fixed and made myself. i.e. i dont know which path specifically DWFRTSSQ or whatever) let me go thru this weekend and try to figure some of them back out and ill post them.
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 11:21 am
by syntax53
i know that my issue personally is, i have no F'in clue which paths i have fixed and made myself. i.e. i dont know which path specifically DWFRTSSQ or whatever) let me go thru this weekend and try to figure some of them back out and ill post them.
you can find out what file names the paths are very easily through the megamud data window under paths.
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 11:40 am
by Demonic
ok here is a few. i included a text file with some descriptions.
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 11:48 am
by syntax53
ok here is a few. i included a text file with some descriptions.
thank you demonic!
PATH NAME Description
BLC1MCMR goes to the room to harvest mushrooms (3rd evil quest)
MCMRBLC1 from mushroom room to entrance of black caves
CAPTLOOP loops training grounds + captain of the guard
LCGHBHTT fixed party loop for 'go hatch' in deranged priests room
DREASERP fixed path from dreary village to serpentkin village
SERPDREA fixed path from serpentkin village to dreary village
for the next set, the 'go path' room on the southwestern road has to be added as a known room
DSHHHDWF path from horners hide shop to southwestern road 'go path' room
HDWFRHUD path from southwestern road to rhudar from 'go path' room
HDWFDSHH path from southwestern road 'go path' room to horners hide shop
RHUDHDWF path from rhudar to the 'go path' room on the southwestern road
BHFGLOOP hill giant fort loop (includes chieftain)
GVILSWPC fix for map change between gnome village and swamp crossroads
SWPCGVIL fix for map change between swamp crossroads and gnome village
HILLCUST custom loop for barren hills
SANDLOOP sandbar inlcuding king crab
the next paths are silver river paths. the only problem is, i have gotos and so they only go one way
BOATNSSF
BOATFORK these just navigate the silver river without error.
SRRFSILP
NSSFSRRF
this is the kind of shit i wanted to see. and i must say, demonic is one of the only ones who has taken the time to do a lot of the quest organizer textblock digging. i think he needs a pat on the back for his continued support to the community. :wordup:
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 12:06 pm
by Pantharen
I have a few paths that I have modified, when I find em all, I'll send them to you or upload em. Mostly I play by hand though, as even some of my moded path mega has graciously FUBAR'd them. I had a perfect path set to do the stealth quest from Silvermere bank, to the master assassin, including both levers. But some how Mega fucked it up and the damn thing doesn't work, it still gets lost in the chrystaline tunnels.
Re: MegaMUD Paths & Loops! [Archive] - ForumsHQ
Posted: Sat Oct 11, 2003 12:17 pm
by syntax53
definately include loops too. i guess i should have been more specific on that, but i have always considered loop and path synonomous for megamud. i know people are always looking for loops so those would be great too.