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BaABnG Beginner
Joined: 28 Feb 2005 Posts: 26
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Posted: Sun Feb 03, 2008 6:37 pm
ZMud mapper help with room directions |
ZMud ZMapper is automapping a zone for me. Here is the situation. When I go south, then, go back north, the room back north is in a different place. I am unsure how to map this. Should I set up a new zone for the new area? It is in the same zone, but the location is not where it is supposed to be.
What I mean by this is the following: First, I go south to the Great Eastern Desert
Desert Trail
You find yourself on some sort of a path in the desert. It looks as though
it has been traveled recently. The desert around you is shifting constantly
due to strong winds. You would probably get lost if you left the trail.
Obvious exits:
North - A Wide Tunnel
East - Desert Trail
South - The Great Eastern Desert
West - The Great Eastern Desert
Then, I am here:
The Great Eastern Desert
A vast desert stretches for miles, the sand constantly shifting around you.
A pyramid lies to the east and a snow-capped mountain range to the west.
Obvious exits:
North - A Small Oasis
East - The Great Eastern Desert
South - The Great Eastern Desert
North is not where it was. It is still in the desert, so I am in the same zone. How do people normally map this? This occurs often in most muds, and I am so annoyed. I like my maps to be well done, but I haven't the slightest idea how to resolve this one.
Davarna |
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_________________ Davarna and Ceriana of Aaezure Odyssey |
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mikeC130 Apprentice
Joined: 03 Jul 2006 Posts: 110
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Posted: Sun Feb 03, 2008 6:59 pm |
You will need to edit your map manually. First, make your exit from the Desert Trail to The Great Eastern Desert into a one-way exit (do this in the desert trail room), and then manually change its entrance point at the great Eastern Desert to be Northeast or Northwest (the exact direction is not important, just use an unused exit direction that makes your map layout convenient).
This will connect your two rooms. Then you can map your exit from the Great Eastern Desert to the Small Oasis normally.
Mike |
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Leitia Adept
Joined: 04 May 2007 Posts: 292 Location: Boston
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Posted: Sun Feb 03, 2008 7:17 pm |
There are two two things like that I find difficult.
The one way exit, where you use the 'one-way arrow' function to denote going there is a one way trip. The return exit in that case is always to the same room, but not to where you were. The mapper will let you map that manually.
The other exit is, I think called, muddled. That is a random function at the mud specifically designed to make the area more difficult. The mapper would call this a one way exit, but it is false, next trip through will lead to another room with different exits. If there is a reverse exit, it will usually not return you to where you started. You can color specific rooms like that manually in the hope of finding a stable path through, and if the latter, denote them to a high move cost to take the correct path. Mapping rooms can be confusing.
Mapping is a great help to me, but I have found its easy ability to edit the real utility |
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Last edited by Leitia on Sun Feb 03, 2008 7:56 pm; edited 1 time in total |
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Leitia Adept
Joined: 04 May 2007 Posts: 292 Location: Boston
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Posted: Sun Feb 03, 2008 7:32 pm |
About muddled, actually mapping that is different then avoiding it, I related badly. The path though a muddled room could lead though one and not another exit and you could, I suppose, use room scripts if you can't go with one rule. Also you can choose not to map rooms that are unreasonable. Delete them but leave the exits hanging.
Anyway, If you are in a place where people are dropping coins, forget the map and get out your purse |
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