Building

This is how you build.

Understanding Mapping and Structure.

Before you start building you must understand how the grid is constructed and how rooms are assigned within the mapping system. There are 4 different kinds of zones on the game. We'll discuss each one below.

  • City Zone: The city zone is just that, the entire city. By default on our game, every room is part of the city zone. This is both OOC and IC rooms. Generally speaking, we don't actually use this zone at all.
  • Area Zone: This is the first major zone that we use. it comprises a grouping of geographically centric neighborhood zones under one umbrella. For our purposes we will be referring to this zone as "Districts" and we have one district already created "Central Seattle (#73).
  • Neighborhood Zones: These are the sub-zones of an area zone. They encompass everything that is localized within a specific geographic area. The only neighborhood zone that we have for Central Seattle is Downtown (#74). So we'll be using this in our example.
  • Location Zones: These are not true zones, rather they are the structures within a given neighborhood. They come in two types and it is important for the distinction. More not hat later. The two types are:
    • Indoor Zones: These are houses, businesses, etc. Any area that does not qualify as a main street or out door location.
    • Outdoor Zones: These are generally the streets and potentially, but not always, parks. It really depends if the park is more than a single grid room or not, really.

Now that you understand the terms, let's talk about details. Every room, unless it is not assigned to a neighborhood must have two zones assigned to it. The Area and Neighborhood zone. The only exception to this would be like if you had a high way that connected two neighborhoods and you built the room, you could just zone it to the Area, rather than area + 2 neighborhoods. This is preferred. This means that any room in the downtown neighborhood would have both Central Seattle and Downtown zoned to it.

The final thing we need to talk about in this section is coords, or coordinates, but never fear this is a /really/ simple way to track things. Coordinates are 4 digits, usually, that identify a room. An example in our Current Neighborhood would be DT01. That means DT is the identifier for Downtown and 01 is the first room. Coordinates only apply to the NEIGHBORHOOD zone, no other zone. There would be no CS01 (Central Seattle 01) in the game, unless there was a business or location only in the central seattle area zone… NO BAD WIZARD BAD BAD BAD.

Now where coordinates get a bit tricky is dealing with Indoor and Outdoor zones. The reason is the mapping system assigns you to an outdoor area, not an indoor area. So if you were at Main Street (DT01) and you were in the Building "Bob's Bar". You would have the coordinates of DT01. This means, that any room, building or anything that would be deemed an indoor room, would have the same coordinates as the outdoor room it linked to. So in the example above "Bob's Bar" would be coordinated to DT01. Just like "Fleabag Motel" on Main Street would also have a coordinate of DT01.

Building a Room (Any kind).

So now that you understand what is what. Now you need to know how to make it all work. There are a few commands you should remember…

  • +zones — Provides a list of all zones.
  • +zone/parent <name> — Creates an area zone.
  • +zone/sub <parent name>=<sub name> — Creates a neighborhood zone for the area zone.
  • @zone here=<dbref> — Zones a room to a zone.
  • &coords here=<coords> — Sets coordinates on a room.

Step One: Build

@dig <room name>=<exit into;alias;alias>,<exit out of;alias;alias>
NEVER EVER EVER use () or <> in the exit name, the room parent does this and will capture and uppercase the first alias of the exit. So an example:
@dig Test Room=Into Test Room;itr;into;test,Out of Test Room;otr;out;o;ou;leave;exit;test

Step Two: Zone

Zone the room appropriately. Capture the two dbrefs from +zones and then use the following command for each one:
@zone here=<DBREF>
Example:
@zone here=#73
@zone here=#74
This zones the room to Central Seattle > Downtown

Step Three: Coordinate

This is where it gets tricky. If the room is an outdoor room, meaning it appears on the +map, then assign it a new coordinate. If not assign the room the same coordinate as the linked outdoor room. EVEN IF THE ROOM IS TWO OR THREE ROOMS REMOVED.
Correct:
Main Street (DT01)
Main Street > Bob's Bar (DT01)
Main Street > Bob's Bar > Bob's Office (DT01)
WRONG WRONG WRONG
Main Street > Bob's Bar (DT02)
Main Street > Bob's Bar > Bob's Office (DT02 or DT03)

Remember that the rooms all inherit their coords from the Outdoor room, the one on the map, no where else.

New Zones.

If you need to create a new Area zone just use the +zone/parent command.
+zone/parent My Area
This creates a zone object for you in +zones.
Creating a sub-area, neighborhood, is just as as easy.
+zone/sub My Area=My Neighborhood
That creates a neighborhood in the My Area area zone.

Wrapping Up!

I hope this makes it a bit easier to understand how to create a room on the game. Once you get the grid built. Record what coords you assigned to what rooms and then draw your ASCII map. I will put them on the map objects and make the maps live and colored for your viewing pleasure… There will be more stuff for you to configure, but we'll take baby steps for now.

Let me know when you're a master of this. Then we'll get onto 'map zoning' and layering.

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