Kharaen2006-12-29 06:22:35
I'm releasing my ZMUD maps to anyone that wants them. Contains a lot of areas, though some may be incomplete. Some colouring done, exits customized so that you automatically transverse prime or whatever. Made by a Serenwilder, so obviously Glomdoring and Etherglom aren't really in the maps.
Free zmud maps.
If you want it, PM me, and I'll send it to you. Stupid forum won't let me post both parts.
Or if you just want the whole of the maps in one piece, PM me.
Free zmud maps.
If you want it, PM me, and I'll send it to you. Stupid forum won't let me post both parts.
Or if you just want the whole of the maps in one piece, PM me.
Richter2006-12-30 05:24:46
Should finish the map and charge 50cr per, you'd make a killing.
Kharaen2006-12-30 16:03:11
That's the FIRST part of the map, it's a two-part file, but the forum won't let me add more then 442kb per post, I believe, and it's 521kb all together. As mentioned in the first post, if you like the first little taste, feel free to PM or message me to get the second part, or for me to email the whole file of the maps. I really don't mind doing that.
I'd charge credits, but I'd feel so lame if I did, so I don't. I do accept donations though
Er, I'll include my teleports and walking classes in this post:
The dai alias are to Dairuchi maps...one is incomplete, feel free to colour code that one.
Teleports work well in the desert, you go into the nomad camp, and when you come out, you are teleported to the appropriate exit. I love that about my maps
IF you get snatched up by rocks in Oleiveir Valley, just LOOK at the room, it'll snatch the room title, and you'll be teleported to that room. That's convenient too I think
#CLASS {Teleports}
#ALIAS dai2 {#te 1347}
#ALIAS dai1 {#te 1403}
#ALIAS dai3 {#te 1455}
#ALIAS dai4 {#te 1506}
#ALIAS dai5 {#te 1843}
#ALIAS dai6 {#te 1869}
#ALIAS dai7 {#te 1956}
#ALIAS home {portal enter attai}
#ALIAS sl {ship look}
#TRIGGER {^The Ring of Portals.$} {#te 1}
#TRIGGER {^The Moonhart Mother Tree.$} {#te 223}
#TRIGGER {^Within the tent of Shibuchi.$} {#te 1297}
#TRIGGER {^Hartstone Grove.$} {#te 408}
#TRIGGER {^The Aetherplex Chamber.$} {#te 2163}
#TRIGGER {^Common Room of the d'Attai Establishment.$} {#te 2945}
#TRIGGER {^The Portals of Serenwilde.$} {#te 504}
#TRIGGER {^Near the argent trunk of the Moonhart Mother Tree.$} {#te 3065}
#TRIGGER {^The Portals of Magnagora.$} {#te 3923}
#TRIGGER {^A pleasant forest cleaning.$} {#te 4045}
#TRIGGER {^Entering the ruins of Castle Djarrakh.$} {#te 3371}
#TRIGGER {^An alluvial fan in the Skarch.$} {#te 1661}
#TRIGGER {^The Glade of Observation.$} {#te 4111}
#TRIGGER {^The Glade of Preparation.$} {#te 4110}
#TRIGGER {^Broad ledge pockmarked with shallow depressions.$} {#te 4457}
#TRIGGER {^A precariously perched nest upon a precipice.$} {#te 4528}
#TRIGGER {^A tangle of creosote brush.$} {#te 1670}
#TRIGGER {^A thicket of prickly pear cactus.$} {#te 1664}
#TRIGGER {^A sun-baked playa.$} {#te 1621}
#TRIGGER {^An infertile wasteland.$} {#te 1585}
#TRIGGER {^A copse of palm trees.$} {#te 1593}
#TRIGGER {^A wide basin in the sand.$} {#te 1631}
#TRIGGER {^Dropping back away from a wind-lashed promontory.$} {#te 4441}
#TRIGGER {^A rocky finger of land.$} {#te 5128}
#TRIGGER {^A sheltered cove in a jagged headland.$} {#te 4439}
#TRIGGER {^The windward side of a rocky headland.$} {#te 4436}
#TRIGGER {^Alongside a fallen pine tree.$} {#te 4394}
#TRIGGER {^Within a wide and shallow nest.$} {#te 5269}
#TRIGGER {^Pocked ledge leading into a wide and shallow cavern.$} {#te 5270}
#TRIGGER {^Festering beach.$} {#te 4668}
#TRIGGER {^Ruined huts.$} {#te 4338}
#TRIGGER {^Wandering along a sandy bay.$} {#te 4444}
#TRIGGER {^A barren stretch of sand.$} {#te 4446}
#TRIGGER {^Bone-littered sands.$} {#te 4341}
#TRIGGER {^An empty bay alongside a calm ocean.$} {#te 4450}
#TRIGGER {^Black beach approaching rocks.$} {#te 4342}
#TRIGGER {^Pristine beach interrupted by a pile of rotting seaweed.$} {#te 4451}
#TRIGGER {^Before the Portal of Fate.$} {#te 2231}
#TRIGGER {^The spectator stands of the Klangratch Tournies.$} {#te 2216}
#TRIGGER {^The Convergence of Avaerin.$} {#te 5759}
#TRIGGER {^You portal to Roseflame Hall.$} {#te 5820}
#TRIGGER {^Seeing Through the Aetherfoal's Eyes.$} {#te 5981}
#TRIGGER {^A clearing in the woods.$} {#te 3426}
#TRIGGER {^Brown sugar peak.$} {#te 6003}
#TRIGGER {^Entrance to the Facility.$} {#teleport 5980}
#CLASS 0
There's a few incomplete spaces, and I haven't fully explored Celest, Celestia, Water, Glomdoring, and Etherglom. Exits are convenient, you'll automatically go in/out, transverse, enter, and so on. I altered the keypad because I got tired of adding #if statments in the exits for swimming. The numpad is REALLY convenient, I find
I'd charge credits, but I'd feel so lame if I did, so I don't. I do accept donations though
Er, I'll include my teleports and walking classes in this post:
The dai alias are to Dairuchi maps...one is incomplete, feel free to colour code that one.
Teleports work well in the desert, you go into the nomad camp, and when you come out, you are teleported to the appropriate exit. I love that about my maps
IF you get snatched up by rocks in Oleiveir Valley, just LOOK at the room, it'll snatch the room title, and you'll be teleported to that room. That's convenient too I think
CODE
#CLASS {Teleports}
#ALIAS dai2 {#te 1347}
#ALIAS dai1 {#te 1403}
#ALIAS dai3 {#te 1455}
#ALIAS dai4 {#te 1506}
#ALIAS dai5 {#te 1843}
#ALIAS dai6 {#te 1869}
#ALIAS dai7 {#te 1956}
#ALIAS home {portal enter attai}
#ALIAS sl {ship look}
#TRIGGER {^The Ring of Portals.$} {#te 1}
#TRIGGER {^The Moonhart Mother Tree.$} {#te 223}
#TRIGGER {^Within the tent of Shibuchi.$} {#te 1297}
#TRIGGER {^Hartstone Grove.$} {#te 408}
#TRIGGER {^The Aetherplex Chamber.$} {#te 2163}
#TRIGGER {^Common Room of the d'Attai Establishment.$} {#te 2945}
#TRIGGER {^The Portals of Serenwilde.$} {#te 504}
#TRIGGER {^Near the argent trunk of the Moonhart Mother Tree.$} {#te 3065}
#TRIGGER {^The Portals of Magnagora.$} {#te 3923}
#TRIGGER {^A pleasant forest cleaning.$} {#te 4045}
#TRIGGER {^Entering the ruins of Castle Djarrakh.$} {#te 3371}
#TRIGGER {^An alluvial fan in the Skarch.$} {#te 1661}
#TRIGGER {^The Glade of Observation.$} {#te 4111}
#TRIGGER {^The Glade of Preparation.$} {#te 4110}
#TRIGGER {^Broad ledge pockmarked with shallow depressions.$} {#te 4457}
#TRIGGER {^A precariously perched nest upon a precipice.$} {#te 4528}
#TRIGGER {^A tangle of creosote brush.$} {#te 1670}
#TRIGGER {^A thicket of prickly pear cactus.$} {#te 1664}
#TRIGGER {^A sun-baked playa.$} {#te 1621}
#TRIGGER {^An infertile wasteland.$} {#te 1585}
#TRIGGER {^A copse of palm trees.$} {#te 1593}
#TRIGGER {^A wide basin in the sand.$} {#te 1631}
#TRIGGER {^Dropping back away from a wind-lashed promontory.$} {#te 4441}
#TRIGGER {^A rocky finger of land.$} {#te 5128}
#TRIGGER {^A sheltered cove in a jagged headland.$} {#te 4439}
#TRIGGER {^The windward side of a rocky headland.$} {#te 4436}
#TRIGGER {^Alongside a fallen pine tree.$} {#te 4394}
#TRIGGER {^Within a wide and shallow nest.$} {#te 5269}
#TRIGGER {^Pocked ledge leading into a wide and shallow cavern.$} {#te 5270}
#TRIGGER {^Festering beach.$} {#te 4668}
#TRIGGER {^Ruined huts.$} {#te 4338}
#TRIGGER {^Wandering along a sandy bay.$} {#te 4444}
#TRIGGER {^A barren stretch of sand.$} {#te 4446}
#TRIGGER {^Bone-littered sands.$} {#te 4341}
#TRIGGER {^An empty bay alongside a calm ocean.$} {#te 4450}
#TRIGGER {^Black beach approaching rocks.$} {#te 4342}
#TRIGGER {^Pristine beach interrupted by a pile of rotting seaweed.$} {#te 4451}
#TRIGGER {^Before the Portal of Fate.$} {#te 2231}
#TRIGGER {^The spectator stands of the Klangratch Tournies.$} {#te 2216}
#TRIGGER {^The Convergence of Avaerin.$} {#te 5759}
#TRIGGER {^You portal to Roseflame Hall.$} {#te 5820}
#TRIGGER {^Seeing Through the Aetherfoal's Eyes.$} {#te 5981}
#TRIGGER {^A clearing in the woods.$} {#te 3426}
#TRIGGER {^Brown sugar peak.$} {#te 6003}
#TRIGGER {^Entrance to the Facility.$} {#teleport 5980}
#CLASS 0
CODE
#CLASS {Teleports|Walking}
#VAR Flying {0}
#VAR burrow {0}
#VAR Swimming {0}
#VAR aether {0}
#TRIGGER {^You begin to flap your wings powerfully and rise quickly up into the firmament.$} {#var Flying 1}
#TRIGGER {^You begin to descend, the wind whistling past you as the earth draws ever} {#var Flying 0}
#TRIGGER {^You are not currently burrowed underground, and can only burrow below.$} {#var burrow 0}
#TRIGGER {^You are packed much too tightly into the earth to do that.$} {#var burrow 1}
#TRIGGER {^You cannot swim while mounted on a steed.$} {#var swimming 0}
#TRIGGER {^You begin to steadily swim} {#var Swimming 1}
#TRIGGER {^You get down on your belly and begin trying to swim, but only succeed in rolling} {#var Swimming 0}
#TRIGGER {^Kicking quickly, you rise back to the surface.$} {#var Swimming 1}
#TRIGGER {^Taking a deep breath, you dive below the surface.$} {#var Swimming 1}
#TRIGGER {^There's water ahead of you. You'll have to swim in that direction to make it} {#var Swimming 1}
#TRIGGER {^You step up to the command chair, locking yourself into the module and linking} {#var aether 1}
#TRIGGER {^release your lock on the command of the command chair.} {#var aether 0}
#KEY SUB {#if (@Swimming=1) {swim up};#if (@burrow=1) {burrow up};#if (@flying=1) {up};#if (@flying=0 & @burrow=0 & @Swimming=0) {up}}
#KEY ADD {#if (@Swimming) {swim down};#if (@burrow) {burrow down};#if (@flying) {down};#if (!@flying & !@burrow & !@Swimming) {down}}
#KEY MULT {#if (@Swimming=1) {swim out};#if (@burrow=1) {burrow out};#if (@flying=1) {out};#if (@flying=0 & @burrow=0 & @Swimming=0) {out}}
#KEY DIV {#if (@Swimming=1) {swim in};#if (@burrow=1) {burrow in};#if (@flying=1) {in};#if (@flying=0 & @burrow=0 & @Swimming=0) {in}}
#KEY KEY8 {#if (@Swimming=1) {swim n};#if (@burrow=1) {burrow n};#if (@flying=1) {n};#if (@aether) {pilot steer n};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {n}}
#KEY KEY2 {#if (@Swimming=1) {swim s};#if (@burrow=1) {burrow s};#if (@flying=1) {s};#if (@aether) {pilot steer s};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {s}}
#KEY KEY4 {#if (@Swimming=1) {swim w};#if (@burrow=1) {burrow w};#if (@flying=1) {w};#if (@aether) {pilot steer w};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {w}}
#KEY KEY6 {#if (@Swimming=1) {swim e};#if (@burrow=1) {burrow e};#if (@flying=1) {e};#if (@aether) {pilot steer e};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@Aether) {e}}
#KEY KEY7 {#if (@Swimming=1) {swim nw};#if (@burrow=1) {burrow nw};#if (@flying=1) {nw};#if (@aether) {pilot steer nw};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {nw}}
#KEY KEY9 {#if (@Swimming=1) {swim ne};#if (@burrow=1) {burrow ne};#if (@flying=1) {ne};#if (@aether) {pilot steer ne};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {ne}}
#KEY KEY1 {#if (@Swimming=1) {swim sw};#if (@burrow=1) {burrow sw};#if (@flying=1) {sw};#if (@aether) {pilot steer sw};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {sw}}
#KEY KEY3 {#if (@Swimming=1) {swim se};#if (@burrow=1) {burrow se};#if (@flying=1) {se};#if (@aether) {pilot steer se};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {se}}
#KEY KEY5 {#if {@aether} {sl} {#IF (!@aether) {look}}}
#CLASS 0
#VAR Flying {0}
#VAR burrow {0}
#VAR Swimming {0}
#VAR aether {0}
#TRIGGER {^You begin to flap your wings powerfully and rise quickly up into the firmament.$} {#var Flying 1}
#TRIGGER {^You begin to descend, the wind whistling past you as the earth draws ever} {#var Flying 0}
#TRIGGER {^You are not currently burrowed underground, and can only burrow below.$} {#var burrow 0}
#TRIGGER {^You are packed much too tightly into the earth to do that.$} {#var burrow 1}
#TRIGGER {^You cannot swim while mounted on a steed.$} {#var swimming 0}
#TRIGGER {^You begin to steadily swim} {#var Swimming 1}
#TRIGGER {^You get down on your belly and begin trying to swim, but only succeed in rolling} {#var Swimming 0}
#TRIGGER {^Kicking quickly, you rise back to the surface.$} {#var Swimming 1}
#TRIGGER {^Taking a deep breath, you dive below the surface.$} {#var Swimming 1}
#TRIGGER {^There's water ahead of you. You'll have to swim in that direction to make it} {#var Swimming 1}
#TRIGGER {^You step up to the command chair, locking yourself into the module and linking} {#var aether 1}
#TRIGGER {^release your lock on the command of the command chair.} {#var aether 0}
#KEY SUB {#if (@Swimming=1) {swim up};#if (@burrow=1) {burrow up};#if (@flying=1) {up};#if (@flying=0 & @burrow=0 & @Swimming=0) {up}}
#KEY ADD {#if (@Swimming) {swim down};#if (@burrow) {burrow down};#if (@flying) {down};#if (!@flying & !@burrow & !@Swimming) {down}}
#KEY MULT {#if (@Swimming=1) {swim out};#if (@burrow=1) {burrow out};#if (@flying=1) {out};#if (@flying=0 & @burrow=0 & @Swimming=0) {out}}
#KEY DIV {#if (@Swimming=1) {swim in};#if (@burrow=1) {burrow in};#if (@flying=1) {in};#if (@flying=0 & @burrow=0 & @Swimming=0) {in}}
#KEY KEY8 {#if (@Swimming=1) {swim n};#if (@burrow=1) {burrow n};#if (@flying=1) {n};#if (@aether) {pilot steer n};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {n}}
#KEY KEY2 {#if (@Swimming=1) {swim s};#if (@burrow=1) {burrow s};#if (@flying=1) {s};#if (@aether) {pilot steer s};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {s}}
#KEY KEY4 {#if (@Swimming=1) {swim w};#if (@burrow=1) {burrow w};#if (@flying=1) {w};#if (@aether) {pilot steer w};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {w}}
#KEY KEY6 {#if (@Swimming=1) {swim e};#if (@burrow=1) {burrow e};#if (@flying=1) {e};#if (@aether) {pilot steer e};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@Aether) {e}}
#KEY KEY7 {#if (@Swimming=1) {swim nw};#if (@burrow=1) {burrow nw};#if (@flying=1) {nw};#if (@aether) {pilot steer nw};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {nw}}
#KEY KEY9 {#if (@Swimming=1) {swim ne};#if (@burrow=1) {burrow ne};#if (@flying=1) {ne};#if (@aether) {pilot steer ne};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {ne}}
#KEY KEY1 {#if (@Swimming=1) {swim sw};#if (@burrow=1) {burrow sw};#if (@flying=1) {sw};#if (@aether) {pilot steer sw};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {sw}}
#KEY KEY3 {#if (@Swimming=1) {swim se};#if (@burrow=1) {burrow se};#if (@flying=1) {se};#if (@aether) {pilot steer se};#if (@flying=0 & @burrow=0 & @Swimming=0 & !@aether) {se}}
#KEY KEY5 {#if {@aether} {sl} {#IF (!@aether) {look}}}
#CLASS 0
There's a few incomplete spaces, and I haven't fully explored Celest, Celestia, Water, Glomdoring, and Etherglom. Exits are convenient, you'll automatically go in/out, transverse, enter, and so on. I altered the keypad because I got tired of adding #if statments in the exits for swimming. The numpad is REALLY convenient, I find
Kharaen2006-12-31 06:20:22
I removed the attachment, and added a link to download the maps. It's a file of my full maps, I even added a few aether bubbles.
Unknown2006-12-31 16:36:37
A couple of suggestions:
1. Nest your #IF checks so you don't make unnecessary comparisons.
2. Don't check the opposite condition in the else, because you already know it's true.
3. Use a short name for your key teleport rooms in the Room Properties and then you can refer to that name instead of the number when doing teleport commands and such. It's easier to update your map then and not worry about the numbers changing. It also makes your code a little easier to read.
1. Nest your #IF checks so you don't make unnecessary comparisons.
CODE
#if (@Swimming=1) {swim se} {#if (@burrow=1) {burrow se} {#if (@flying=1) {se} {#if (@aether) {pilot steer se} {se}}}}
2. Don't check the opposite condition in the else, because you already know it's true.
CODE
#if {@aether} {sl} {look}
3. Use a short name for your key teleport rooms in the Room Properties and then you can refer to that name instead of the number when doing teleport commands and such. It's easier to update your map then and not worry about the numbers changing. It also makes your code a little easier to read.
Kharaen2007-01-21 18:33:23
Just updated the map to include most of the neutral aether bubbles (not Nexus worlds), and Deepnight.
Zynna2007-02-14 21:47:14
QUOTE(Kharaen d @ Dec 29 2006, 12:25 AM) 367310
I'm releasing my ZMUD maps to anyone that wants them. Contains a lot of areas, though some may be incomplete. Some colouring done, exits customized so that you automatically transverse prime or whatever. Made by a Serenwilder, so obviously Glomdoring and Etherglom aren't really in the maps.
Free zmud maps.
If you want it, PM me, and I'll send it to you. Stupid forum won't let me post both parts.
Or if you just want the whole of the maps in one piece, PM me.
Free zmud maps.
If you want it, PM me, and I'll send it to you. Stupid forum won't let me post both parts.
Or if you just want the whole of the maps in one piece, PM me.
Newbie question, but how do you load the maps? Unzip the two files to the desktop and then import them in? as a ...?
Thanks!!
Unknown2007-02-14 22:47:27
Open your Mapper window in zMUD, go to File -> Open in the mapper, and load the database file you downloaded and saved. Good luck!