Category: Areas/Zones

Zones From Gargauth

Gargauth (also known as Baghtru) was nice enough to grant the use of his zones.  There’s a pretty good collection: The Village of Stoneward The Village of Friehold Mosswood Village Ixxillian (the Enslaver hometown) The Training Academy The Temple of Strife Most of them converted without issue, but I had to make some minor fixes

More Zones Converted

I made a few changes to the converter because it liked to choke on mismatched ANSI codes, i.e. if you had an &+Y in the description for an exit and didn’t have an &n at the end, it would flip out. I also made a few modifications that would make it spit out warnings instead

More Map Progress

I updated the surface map a bit, adding some swamp, jungle, tundra, and arctic terrain. Surface Map: I also created underground levels 1 and 2.  The first level is a fairly large map, while the second is a bit closed in. Underground 1: Underground 2: The map zones haven’t been generated yet, I’ve just created

Version 0.50 Editor Update

Here’s another update the the zone editor.  Changes are: Extra Descriptions * Extra description editing in objects and rooms is working now. Area Settings * Added editing of area-wide flags, such as “no dimension door” or “is worldmap”. * Added height and width to area settings for use with surface/underground map zones. Walkthrough Mode *

Version 0.49 Editor Update

I started using the editor to build a hometown for the Grey Elves.  This will be the first zone I’ve tried to build from scratch using the new editor.  This update is mainly map view improvements and a few important fixes to mob editing. Map View * Rooms on map view now show terrain type

Version 0.48 Editor Update

Here’s what’s changed: Added an ‘edit affect’ button to the object editing screen that lets you edit, add, or remove object modifiers like +1 to hitroll or -3 to dexterity. Fixed a nasty glitch with object editing when the material type had a two-word name. Removed empty entries from the object type list. The object

Version 0.47 Editor Update

I’ve released an editor update today.  Changes are: Object Editing * Material type list is now sorted alphabetically. * When editing object values, value labels change based on object type for about half of the object types.  This makes it easier to tell what values you’re editing. Mob Editing * Race name is now sorted

More Zones Connected

I’ve converted and connected “The Cavern of the Worms” by Zaeru, “Fairlocke” by Lortar, and “The Elemental Plane of Air” by Lortar.  There are a few more zones that will be ready connect as soon as I can improve the zone converter to handle them.  Dang cobbled-together thing chokes for the silliest of reasons.

Picking Up Items Bug Fixed

It looks like there was a nasty bug in the zone converter for two of the three format types that we convert that caused the “wear flags” to be mapped into the “extra 2” flags.  The wearable flags include the “carryable” flag, so with those being broken, that’s why things could not be picked up

A New Version of the Zone Editor (0.46)

I spent some time on the zone editor today. Here’s a list of changes and fixes: Justice type is now selectable on the zone settings screen. In walkthrough mode, the ‘help’ and ‘commands’ commands now show a list of the available commands. Various minor text and appearance improvements, including adding a program icon. Added the

Zone Permissions Received From Gharl

Gharl was nice enough to grant permission to use his zones on Basternae 3.  This includes “The Church of Eternal Dusk”, “The Motte and Bailey of Duke Delwyn”, and “Zalkapfaan, City of the Headless”.   Thank you, sir.  Forward progress!

Generating Maps

Generating maps on Basternae 2 was a bit of a pain.  It was done with about 1000 lines of hacked-together C code that I wrote that read in an ASCII file, asked you the dimensions and map type (surface, underdark, etc), and then brute-forced it into a simple zone file.  It was not elegant, but

Basternae 3 Surface Map

I have a few goals with the Basternae 3 surface map: 1. Has to be fairly small. No epic 90,000-room maps that take half an hour to get to the next zone. 2. Has to have both raidable and non-raidable sections. The raidable sections should be easy to get to for both sides. The non-raidable

Yurgoth’s Estate and Defense of Longhollow Added

I’ve finished converting two zones and attached them to the MUD: Yurgoth’s Estate by Sarlac The Defense of Longhollow by Drevarr and Ilshad For now they’ve been attached where the Gypsy Encampment meets the Kobold pond.  Things will of course move when we get world maps in place.

Zone Converter Works Better Now

I solved a few issues with the zone converter and it handles some zones it couldn’t before, so I should be able to attach a few more soon.

Thank You To Drevarr, Nauraki, Sarim, Sarlac, and Thendar

They’ve been nice enough to grant Basternae 3 the use of their zones. I’ve also found out that the converter needs some work — there are a few special cases that it doesn’t handle and zone format variations that it doesn’t handle perfectly yet, so it will probably be a bit before all of the

Minotaur Stronghold Added

The Minotaur Stronghold zone I mentioned doing some testing with a few days back is now uploaded and connected to the MUD. It’s a scenario where an Orcish army has a Minotaur outpost under siege. Enjoy!

Editor Update (Version 0.45)

I added a few more commands to the walkthrough mode in the zone editor.  The commands list, edit, createedit, exits, and version have been added.  It also now understands the short versions of the diagonal commands — nw, ne, se, and sw.  You can get it HERE or via the sidebar link. As always, this

Editor Update (Version 0.44)

Made more progress on the editor. The walkthrough window now has basic functionality. There are only a few commands working, mainly the directional commands and the goto command. It’s all in black-and-white, but it is enough to let you walk through the rooms and get a feel for what mobs and objects are where. Pretty