*L201 TAAL's GUIDE TO WORLD BUILDING ============================== PART 1C - THE ZONE ------------------ I mentioned ZONES earlier. Before you start making rooms, mobiles and objects it is essential that you have a good understanding of how zones in WARP work. A zone is a collection of rooms put together in a GRID. And the MUD consist of a large number of such zones. Let us begin with this simple illustration of a zone; ------------------------------- |00|01|02|03|04|05|06|07|08|09| |10|11|12|13|14|15|16|17|18|19| |20|21|22|23|24|25|26|27|28|29| |30|31|32|33|34|35|36|37|38|39| |40|41|42|43|44|45|46|47|48|49| |50|51|52|53|54|55|56|57|58|59| |60|61|62|63|64|65|66|67|68|69| |70|71|72|73|74|75|76|77|78|79| |80|81|82|83|84|85|86|87|88|89| |90|91|92|93|94|95|96|97|98|99| ------------------------------- fig A. The Grid Every zone in WARP is a assigned a (10sq x 10sq) GRID, giving a total of 100 rooms per zone. IMPORTANT: Each room within the zone is given a unique identification number called a VNUM (Virtual NUMber) based upon its column and row cordinates. The first room being 00 and the last being 99. To locate a particular idenfication number (VNUM) you simply read the row number first (i.e. downways) then the column number (i.e. acrossways). The number of the zone is attached before these room numbers and thus room 21 in zone 50 would be room 5021. This room number is important. It works like a personal locator, it tells the mud where the player is and where to send them if they head in a particular direction. Also, since the rooms are laid out in a particular grid it makes it easier for the designers and supervisors to coordinate the zones with each other. (This is why it is important that the rooms are put at the location in the map that its coordinates suggest. An exception to this is NULL rooms (See Below)). Zones aren't automatically connected with one another, and only DESIGNER+ immortals can do this. (It is important that the supervisor of an area coordinates the builders so that the zones have consistency to each other.) When you design the map of your zone you do not have to use every square of the grid, and all rooms do not have to be in the exact spot that its coordinates suggest. These rooms are called NULL rooms, and I will get back to those later. The map needs to contain the following: Connections in between the rooms used, and some idea of what terrain or surroundings each room finds itself in. How you do this is up to you. Some use colours, others use symbols to signify terrain. Here follows an example of part of a zone map (drawn in ASCII): ZONE 69 - Grunburg ================== | %00 :01 =02 :03 :04--- :05--- ~06--- ~07--- ~08 | | | * | | | | | | | | | | | | | | | @09 | | | | | | | | | e %10-s- :11-d- =12-d- :13-s- :14--- :15--- :16 ~17--- %18--- ~19 | | | | | | | | | | | | | | t28 | | | | | | | | | %20 @21-d- =22-l- @23eee :24--- :25--- :26 ~27-u59-+---- ~29 | | | | | | Map Legend ========== % - Forest : - Fields/Farmland = - Road/Street ~ - Lake @ - Indoors t - Trail or similar -- - east/west connection d - connection with door s - connection with secret door l - connection with locked/barred door e - connection with enter-exit | - north/south connection * - special note about room This is the northern part of a zone called Grunburg. At first it might look a bit confusing, but try to visualize the zone a bit, using the map legend to transform symbols into pictures. For more explanation on the actual drawing of an ASCII map, see HELP GUIDE MAP. In the above illustration you can see exactly which room connects to the other and how their VNUMS will interact. For example, lets take 6904 (zone 69, room 04) which is listed as a field. Now, move one square to the right we have 6905. The connection means, that a character standing in the fields of room 6904 moving east (right) would end up in the fields room 6905. You will also see that one point of the grid (09) isn't at its spot, this is a NULL room, which have been reused really close nearby, to make an enter-exit from room 6918. Another such NULL room can be seen with room 59, which have been used to make a room that is placed directly below where room 6928 would be, and thus the square would already be occupied and we need a NULL. All NULLs do not need be used however. By making this grid it's incredibly easy to plan with other builders how your zones are going to link. All you have to do is show this grid to the other builder and he/she will know straight away that how the borders of his/her zone will need to look. If you haven't done this you'll eventually run into all sorts of trouble. You'll have roads connecting onto oceans and mountains connecting into towns if you're unlucky. Its also imperative that you tell a supervisor your plans on linking so they can check and make sure everything will fit in ok. How do you plan the layout? You do not need to use all 100 rooms, but I reccommend a minimum of at least two thirds of the zone (60+ rooms). Further, a way of planning connections can be to start out with all rooms connected, and then you remove connections as you go, finding a reason for those rooms -not- being connected. This can be virtually anything. Dense forest and underbrush. A huge rock. A too steep mountainside. A crack in the earth. A wall. The back of a building. Just about anything, but make sure that it fits the surroundings. A room does not have an explisit size. However a wilderness zone is roughly 20 miles across. (So a room would be roughly 2x2 miles.) Try to picture the environment of your zone as you go. Think some about realism. What kind of terrain is logic to use next to one another. If in doubt about anything, do not be afraid to ask someone that is more experienced than you (i.e higher immortal level). If you can't find your supervisor online, then ask anyone that seem available. There are a few requirements for zones: 1. If it is an outdoor zone where there can be reason to believe that your zone will connect to zones around it, it absolutely must be 10 rooms wide and 10 rooms high. This is so it will fit in the grid and can be connected logically to the zones around it. This does of course not mean you have to make all the 100 rooms in the grid itself, or that you have to reach the zone-borders in every possible place, but atleast in some places. 2. The room numbering must be logical. Going east from 545 will take me to 546. The only exceptions for this is when you use NULL rooms (rooms not used at their ordinary place in the grid) to create up/down places or similar areas. Also, the terrains and surroundings of rooms should connect logically - thus you can't have a field of wheat connecting to a deep swamp without some rooms in between as transition. NEXT: HELP GUIDE WRITER or HELP GUIDE ROOMS