[MUD-Dev] There can be.. only ONE!
Jon A. Lambert
jlsysinc at ix.netcom.com
Wed Apr 15 15:41:25 New Zealand Standard Time 1998
> From: Richard Woolcock <KaVir at dial.pipex.com>
> J C Lawrence wrote:
> > On Sat, 11 Apr 1998 18:26:30 PST8PDT
> > Matt Chatterley<matt at mpc.dyn.ml.org> wrote:
> > > A PK-only game set in an arena which is randomly built each time a
> > > 'game' starts. The only form of persistance in your character are
> > > the name (basically the fact that the character exists), and your
> > > score (number of kills, number of deaths, login time).
> > -- When the world resizes to fit the new/current player base size
> > it, the world also remaps to a *NEW* map. The choice of map is based
> > on the size of the player base, and is predictable (ie XXX player base
> > == YYY map with the mappings and the maps well documented).
> A predictable map would result in long-term players having an advantage.
> Ever played Doom2 against someone who knows the areas better than you?
> Predictability and stability can become boring over time.
Hmm, I have an idea. Why not write a program to read Doom .wad files
and generate the maps for your mud, considering the thousands of .wad
files available. One could store hundreds of maps in a small space and
categorize them by the number of vertices(?) they hold and correlate it to
the number of players online. When its time to make a map change, you
randomly select the next map from the hundreds of free ones in your
library. Most of the Doom .wad or area file spec is publicly available, at
least the parts you'd be interested in. Besides leveraging thousands of
hours of map creation work, any player with a Doom editor could create
new maps for this mud. Of course then you'd have to consider this mud
a stock mud, no? :P
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