Shattered Kingdoms

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 Post subject: Lightie side of Iane'elanka
PostPosted: Mon Mar 29, 2010 8:53 pm 
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Mortal

Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
The side with the light aura NPCs, does it seem wrong Map wise?

From the entrance, you go east twice, north, northeast, northwest, west twice, southwest once.

That's three easts, three norths, five wests, and one south and you're back at the entrance.

Iane'elanka reminds me of Escher.


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PostPosted: Mon Mar 29, 2010 8:55 pm 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
My exploration of areas in the game have lead me to conclude that builders think irregular paths are the bee's knees.


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PostPosted: Mon Mar 29, 2010 10:56 pm 
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Immortal (Inactive)

Joined: Sun Oct 11, 2009 8:47 pm
Posts: 163
A variety of reasons influence the builders layout of a city. Remember, a room - especially one that acts like a road - is not necessarily designed to fit within a single square on an excel spread sheet.


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PostPosted: Tue Mar 30, 2010 3:26 am 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
1. They should be using graph paper to design their areas before building.
2. If the rooms don't line up when I'm reviewing a new area, I'll TYPO it, since I use zmud to map any area I review
3. For areas already in the game, it's usually too late -- fixing the problem can mean rearranging the whole place and confuses everyone who has been there before.


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PostPosted: Tue Mar 30, 2010 5:43 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
A lot of older areas are like this - I would give ch'zzyrm and the rest of the "old" deep realms as a prime example, same with the necropolis. But its not always just old areas. Sometimes new additions to older areas cause this problem too. Another example would be the changes to Nernia's inn.


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PostPosted: Tue Mar 30, 2010 7:42 am 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Its the same thing at the outpost. If you look close enough there is one room with
obvious exits N(closed) NE(closed) E S
then in the room to the east you see
ovious exits N(closed) S(closed) E W

but the N room in the second room is not the same as the NE room in the first one.


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