Manual for Builders

Draft

Interested in building an area for AAW? Here you will find information on questions about how, what you need to know, what is accepted in game and what not, etc etc. I intend to add some basic manual for building, links and some statistical dependencies between objects and their levels, so check this out regularly..
| Theme Guide | Statistic Guide | Useful Links |


Theme Guide

Here are some possible area themes in AAW. In order to build an area you should first agree with one of the area cordinators that your area fits in (theme wise and so on). More about the AAW's theme can be found by getting to know these:
  • The story of AAW, as written down by priests of Bel onto their holy Book of Ages (Ger Staefe Herigean)
  • Ancient Elven Empire and history of Elven Race.
  • "What will be"map of Brimlan continent (in modern English Brimlan means "New Land"). Continent where GC lies.

    Detailed map of the human Kingdom there and its surrounding areas and races in them on Right (clickable to enlarge). The Kingdom has two provinces: Gverdon (Gweirrean Drumbeg) and Hyldon ("Onhyldan" means lowlands). More information about the provinces is also available.

  • "What will be" map Of Vetrandus
  • . This is the continent where all began.

Brimlan
PIC 1. Kingdom Brimlan and its surroundings.



After the suitable "frames" or spec for the area is set, you may get permission to the test site (only for building), get your own vnums allocated for you and start building the area with OLC (on-line creating)..

Area cordinators:



Statistics Guide

An immortal or an area builder can view statistics of his area.

Objects:

  • Equipment has an index which is suppose to reflect items goodness. The index is scaled so that normal equipment should stay below 75, where as quest items should be between 75-100. Only artifacts and timed equipment is allowed to cross these limits.
  • No fancy oprogs which make superb weapons or such. Oprogs should be comparable with other possible flags and they should be taken in account when considering the index. Eg. if item gives spell detect_invis, its equal with affect flag detect_invis etc.

    As a guideline, avoid oprogs player can use to spellup, staffs, wands and pills already do that and their usage is limited. Instead, try to focus on mysteries and magical passages etc. which can be created with programs many ways.

  • Normal areas should not have more than few (0-3) GOOD items. Reason: most areas should be worth exploring ie. they must have good equipment too.
  • About half of the objects in any area should have no index(!) at all, having only value in making place look more real. For example a shopkeeper running his business without pants on is not very convincing! (Unless he is running some kind of sex business..)
  • Keep short descriptions _short_, preferrably under 32 characters. Reason: lots of formatting expects moderate short strings.
  • Make sure the connection rooms to your area are flagged as no_mob, unless you want your mobiles to wander to other areas.

Mobiles:

  • Most mobiles should be within level limits set for the area ie. a player character whose level falls between limits should be able to survive in the area.
  • Mobs should stay within their own area unless there is a good reason why not. But still there should be a mechanism to bring them back from time to time.


Useful Links

Art of Building
Encyclopedia Mythica
British History
Gaelic-English Dictionary
Modern English to Anglo-Saxon English Dictionary
Examples of Anglo-Saxon names
Appearance of the Pagan Anglo-Saxons
How to Succeed at Building
Ambiorix's OLC Guide
MUD Staff Resource Page

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Edited by Seandr
December 14, 2000