Builders

-Builders create the areas that you frequent on the MUD.  They define
objects, rooms, doors and mobs(monsters).  Those interested in doing
this should read below.  This information is available on the Rules
Board also.

7: (admin) area ideas for the above immortaling note
 From: admin
 Subject: area ideas for the above immortaling note
 Areas are constantly in demand here, but not just any area.  There are
 several qualifiers:

 At this time, I don't really want to see anything above level 25 for a new
 area.  There are plenty extremely high level areas out there, and for now
 we are emphasizing playability by adding mid and low level areas.

 No theme areas.  I dont want to see "the brady bunch" area, or "smurfs" areas.
 If you have something you wish to pay silent tribute to, that is fine... an
 example of this would be an area based on the monsters in Dr. Who, but there
 damn well better not be a mob named "the Doctor" in the area.  We are here to
 create our own world, not make _blatant_ copies of existing.

 Some modern/sci-fi stuff would be acceptable, but it needs to have a well
 defined place to go and a fairly logical reason for being there.

 Think original, and odd - there are many sets of elves out there, many many
 zombies, and probably at least one of most anything you can think of.

 Your area must have a story, or at least a reason for existing.  If you post
 something like "I want to build a bunch of elves so people can kill them",
 ill likely tell you to get lost.  On the other hand, if you want to build a
 small dwarven forge hidden deep in a mountain, with an underlying quest in
 it, I will be MUCH more likely to pay attention to you.

 That's all I can think of for now, there will likely be more later on.

9: Dec 19 22:20 (admin) Part one of the builders exam
 From: admin
 Subject: Part one of the builders exam
 Before you get started, here are some guidelines:

 Learn to use the editor.
 The vast bulk of the descriptions you see on the mud were written using the
 long description editor.  If you don't know what that is, you should probably
 not be taking this test.
 A handy technique for changing typos, etc in a description is to format it
 to 20 columns, then replace the line that has the error in it.

 Learn what kinds of areas exist in the world, and what general type of areas
 would be more likely accepted.  The world is currently medieval/fantasyish in
 nature, with small irregularities.  If your area does not match with the rest
 of the world, or at least the areas surrounding it, you will have a much
 harder time selling that idea to us.

 Try to think of your area as an integrated part of the future world.  People
 may have to pass through or near your area to get somewhere else.  We don't
 just stack areas on top of each other because we have an empty direction we
 can attach it to.

 One last thing:  I would strongly recommend reading the entire set of questions
 first, and thinking about them, before answering.  Some of the answers will
 get into details that you most likely do not know off the top of your head.

 On to the next note...

10: Dec 19 22:21 (admin) Part two of the builders exam
 From: admin
 Subject: Part two of the builders exam
 The first step is to buy a pen and paper from Slip the shopkeeper.  Then,
 write your answers to the questions in parts 3 and 4 on the paper with that
 pen.  When answering the questions, please follow these instructions:

 If a short answer is asked for, do not exceed it.  If a long answer is asked
 for, invent one.  This is intended to force you to really think about what you
 propose to do, and to write to a format you are not likely expecting.

 Write everything on the note sold here, and when you are done, hand it in to
 Dentin.  Be aware that as a mortal, you can write on the note - but once a
 note is finished you will be unable to remove it.  If you get things out of
 order, or write something you really didn't mean to, you won't be able to
 remove it.  There is only so much space on the note, so dont mess up too many
 times.

 Format all descriptions and answers to fit within an 80 column page.  Any
 unformatted notes will be discarded outright.  Keep paragraphs separated
 from each other so it is apparent where one ends and the next begins.

 Watch your grammar and spelling.  There is some small room for error due to
 the limitations of the editor, but not much.  Reread your stuff, and make
 sure that it not only makes grammatical sense, but also that it says what you
 really want it to say.

 For first areas, we will be strictly enforcing a limit on the number of rooms
 in your area.  There must be no less than 70 rooms in it, and no more than
 90.  We have found that areas bigger than one rack (100 rooms) should be
 built in pieces and merged together, rather than attempted in one piece.  The
 extra 10-30 rooms left empty are used for future connections to the outside
 world when the area is loaded.

 Each part should be one message on the note, for a total of five when done.
 Turn in your note to me when you get done.  I will read it, and will either
 request more information or make a decision about it.
 Good luck!

11: Dec 19 22:21 (admin) Part three of the builders exam - questions
 From: admin
 Subject: Part three of the builders exam - questions
 Part 1
 In the first paragraph, describe your area idea.  Make it between 10 and 13
 lines long, inclusive.

 In the second paragraph, describe the intent of the area.  6 to 10 lines
 inclusive.

 In the third paragraph, describe your reasons for wanting to create the area.
 3 to 5 lines inclusive.



 Part 2
 Detail some of the more technical aspects of the area.  How many distinct types
 of mobs will there be in it?  How many mobs will have high maxloads?  How many
 distinct types of objects?  What is the justification for those numbers?  Keep
 it under about 15 lines total.



 Part 3
 Here, you must elaborate a little bit on what you intend the area to do.
 What kind of experience mobs will be in the area, if any?  Up to five lines.

 What kind of powerful equipment will be in the area, if any?  Up to five lines.

 If there is powerful equipment in the area, why?  Up to five lines.

 How much gold will be in the area, on mobs and loading in chests, etc?  Why
 the reason for this number?  Up to five lines.

12: Dec 19 22:22 (admin) Part four of the builders exam - questions
 From: admin
 Subject: Part four of the builders exam - questions
 Part 4
 Please describe the physical, geographical layout of the area, including any
 landmarks that would be visible from a distance.  (Certain types of areas,
 such as those underground, may not have such distinguising features.)  Five
 to ten lines inclusive.



 Part 5
 List what you think would be the best possible location for the area in the
 current mud world.  Describe how it would link to other portions of the world,
 and how your physical layout would interact with the current layout. (It may
 be possible to change existing parts of the world slightly, but do not depend
 on this for your area to be installed.)  5 to 10 lines inclusive.

 Now, justify this location.  Why should the area go there?  3 to 10 lines.

 Do the above for one other possible area location.  Give reasons why the first
 location is preferred over the second.



 Part 6
 Assume the area is located in the first location from part 5.
 Would the level of your area be appropriate when taken in light of the
 surrounding areas?  3-6 lines.

 Would it cause significant non-linearities in that section of the world?
 3-6 lines.

 Does your area provide possible expansion points into other future areas?
 Up to 5 lines.