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Question Creating large grid zones

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26 Feb 2016 00:23 #5610 by Parnassus
Replied by Parnassus on topic Creating large grid zones
This is probably an example of me doing everything the weirdest way imaginable. To start with, I work out most things in a text file such as WordPad. Next, I don't use buildwalk because whenever I do, I make too many problems. I use a client with a text window so I can work in bulk. I do a lot of the building using variables so I can easily make changes if I need to switch the zone to another mud. For example, I might build it on TBA, my home computer and possibly another mud that has requested it. I can even make changes to port the info to or from Smaug format.

This gives me an output something like this:
goto areanumber04
redit
1
Shiloh Road
2
/c
The road stretches on to the east and the west, leaving rotting
buildings to testify that all things die in time, even towns.
More evidence of the passage of time lies to the north, in the
form of a cemetery.
/fi
/s
4
3
q
y
dig east areanumber05

Then I take my file and globally replace areanumber for the real area number.

I then take sections of the file (from one to five room sections, depending on complexity), feed it into my client and just send it off. If anyone out there has listened to me work on TBA, it sometimes sounds like fairly regular messages saying that I've done something or other since I can copy and paste while the client is working.

Sometimes the exits are difficult to do this way so I leave them out and do them later. Using the previously made maps, it's not so hard to work out what exits I need. If I'm doing a simple zone with 4 exits, I might do the exits using a client alias such as

goto areanumber%1
redit
dig north areanumber%2
dig east areanumber%3
dig south areanumber%4
dig west areanumber%5

with areanumber being the actual number and exits/ being the alias name. Then I input
exits/ 87 77 88 97 86
and again, off it goes.

This is probably way too weird to work with most people. Also, there may be some errors in this because I build for a few different mud types so I usually have to set a few off just to make sure it's in the right format before I add them all in.

Now here's a really long and boring example of a basic dull city street with nothing of interest on it:
Code:
goto areanumber13 redit 1 The Intersection of South Main Road and Diamond Street 2 /c Here the residential Emerald Street meets the commercial South Main Road. To the east and west are rows of broken down houses while to the south is a street areanumberof closed shops. /fi /s 4 2 5 1 areanumber03 2 The outskirts of town lie to the north. /fi /s 0 6 1 areanumber14 2 A residential street lies this way. /fi /s 0 7 1 areanumber23 2 The commercial part of town lies to the south. /fi /s 0 8 1 areanumber12 2 A residential street lies this way. /fi /s 0 q y

But sure, buildwalk east from 01 to 20, south to 21, west to 40 and so on, then go back later and dig the others. If you're looking for an easier way, mine probably isn't it :)

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