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Mapping a room like this possible?

 
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Agaton



Joined: 20 Oct 2012
Posts: 3

PostPosted: Sat Oct 20, 2012 7:41 am    Post subject: Mapping a room like this possible? Reply with quote

Is it possible to accomplish the map below? (That is having E showing next to B instead of by itself)

Only REAL exits are between E and C.

Code:

[A]---[B]   [E]
 |     |
 |     |
[C]---[D]
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Azirek



Joined: 29 Jan 2012
Posts: 28

PostPosted: Sat Oct 20, 2012 11:15 am    Post subject: Reply with quote

I made only that:

Code:

[#]---[B]
 |     |
 | /   |
[C]---[D]

[A]-- [E]
 |   /   
 | /   |
[#]---[D]



edit: second idea:
Code:

[A]---[B]
 |     |
 | /   |
[#]---[D]

      [#]    <- room E is invisible from C
     /   



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GNU Linux Slackware Current, Tintin++ 2.00.7 and 2.00.9
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Sat Oct 20, 2012 3:34 pm    Post subject: Reply with quote

What are the directions of the exit from C to E and from E to C?
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Sat Oct 20, 2012 5:38 pm    Post subject: Reply with quote

Can also use void rooms to space things out.
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Azirek



Joined: 29 Jan 2012
Posts: 28

PostPosted: Sun Oct 21, 2012 1:10 am    Post subject: Reply with quote

Code:

[#]---------[B]
 |           |
 |           |
 |     [E]   |
 |   /       |
 | /         |
[C]---------[D]


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GNU Linux Slackware Current, Tintin++ 2.00.7 and 2.00.9
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Agaton



Joined: 20 Oct 2012
Posts: 3

PostPosted: Sun Oct 21, 2012 11:51 pm    Post subject: Reply with quote

Thank you for all your replies!

The direction in question is enter/leave.
My initial idea was to try and visualize 2 "squares" like this:

Code:

[1]---[2]---[3]---[4]
 |                 |
 |                 |
[4]   [5]---[6]   [7]
 |     |     |     |
 |     |     |     |
[8]   [9]---[A]   [B]
 |                 |
 |                 |
[C]---[D]---[E]---[F]


I wanted all rooms visible at the same time.
But the links between the inner and outer squares hidden. Only because the movement between the inner and outer square isn't logical: 1 to F, 2 to 5, 3 to A, etc..

Q1: Is this possible? =)

I'm still learning about mapping and trying to wrap my head around remapping areas more suitable for tintin++. Remapping as in, a high tower with only one room per level could be remapped as rooms going north to south with up and downs sent to the MUD.

Q2: Is there any mapping guide I could read up on?
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Mon Oct 22, 2012 6:40 am    Post subject: Reply with quote

It will be difficult to do this. You could hide all exits but one, and use a void room to position the visible exit so it aligns properly.

Using #map exit command you can set a different direction command then the one showns on the map.
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Mon Oct 22, 2012 4:29 pm    Post subject: Reply with quote

Scandum wrote:
It will be difficult to do this. You could hide all exits but one, and use a void room to position the visible exit so it aligns properly.

Using #map exit command you can set a different direction command then the one showns on the map.
BTW You can't just delete an existing command by setting it to {} you do have to set it to the default direction command for that exit and I've messed THAT up before now: when deleting an existing
Code:
"#MAP exit e command {open door e; e; close door w}"
I accidentally set it to be
Code:
"#MAP exit e command {w}"
not
Code:
"#MAP exit e command {e}"
it took me a while to work out the cause of the weirdness that resulted... Confused
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