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<  Game Play  ~  A Room with a view...

wonko
Posted: Tue Dec 11, 2007 8:48 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
MUDs are comprised of "rooms" - each place you are in is a room, even if it is described as being outside. TMUX has THOUSANDS of rooms and there is MUCH you should do when entering a room for the first time.

MUDs and MOOs formed the basis for the "new" chatroom technologies that are not new at all, people have been gathering in "channels" ever since IRC (Internet Relay Chat) first began using the power of networks to connect people to otehr people and MUD is a direct descendant of IRC.

LOOK at the room - wonko has written the equivalent of 3 novels worth of descriptions so far, a room description can tell you a lot if you take the time to read it. Apart from anything else, it gives you a sense of "place" - some of you think that you are familiar with the gamespace because you attend the school - tmux is NOT your school, it has been altered by time and unfortunate events - having a sense of the changes can give you hints as to how to locate and solve quests.

Some rooms are TRAPs, that is when you enter them, a sequence of events is triggered (some of those events are good, others less so) - preparing, levitating or flying can prevent the trap being sprung but do not assume you _always_ want to avoid springing the trap.

Not all EXITS are visible, HIDDEN exits can be found (eventually) by SEARCHing. You get better at searching the more you do it (and yes, stats can effect the success as well). Some exits are INVISIBLE, to locate these you need detect-invisible (the spell, wand or potion).

Some exits are CLOSED - you need to open them (der) to get through them. Some exits are LOCKED - a locked exit might be PICKABLE (the mud will tell you it resists the attempt if it cannot be picked). Some locked exits require a KEY.

Some exits require you to be NUDE, some exits exclude particular classes, alignments, levels or other filters.

ALL areas of tmux can be MAPPED by you - successful players MAP (either physically or mentally - depends how good your spatial memory is - if it is anything like mine then drawing pictures and diagrams is absolutely necessary - wonko has the second-worse memory of anyone he can remember).

Remember, ALL areas were designed and built from intricate and detailed maps made by Wonko - finding your way around can be easier with a map.

_________________
wonko*
[*some assembler required]
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wonko
Posted: Tue Oct 20, 2009 1:56 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
Code:

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            (_)    | |       |  \/  |  \/  |/ __ \
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            |_|\___|\__\___| |_|  |_|_|  |_|\____/ v1.01w


The ICTE MMO is a test space that ICTE students will learn about primitive
virtual worlds. This is a DEVELOPING WORLD, there is likely much broken and
incomplete here.

go red sector
[HP:64/64 MP:27/27] Red Sector Cargo Bay

You crouch beside a storage pod wedged in the south eastern corner of a
grimy cargo bay. You are alarmed at the faint hum the pod is giving off
given the scratching noises coming from within and the unearthly glow
emanating from the fractured casing. Odd metallic smells mingle with fuel
and fumigant causing you to catch your breath. Plasteel nets festoon the
walls keeping smaller items in place among the variably controlled gravity
pools surrounding you. You see a warning light, it is flashing and a sign
underneath it suggesting a flashing light indicates imminent decompression.
Obvious exits: air lock, door, wonkos office.

go airlock
[HP:64/64 MP:27/27] That exit seems closed currently.
open airlock
[HP:64/64 MP:27/27] You open the air lock.
go airlock

[HP:64/64 MP:27/27] Red Sector Airlock

A flashing instrument panel beside a manual hatch control is flashing the
words "DANGER DECOMPRESSION" as the air lock snaps shut and locks securely
behind you. Through a small porthole you can see the inky blackness of
space and a cold shiver overtakes you as you realize you are about to be
jettisoned as junk. Hanging in a recessed compartment is a space suit that
looks old but you hope it is air tight enough to protect you from the
imminent danger you now find yourself in.
You also see a battered space suit, a space helmet.
Obvious exits: hatch.

get suit
[HP:64/64 MP:27/27] You pick up a battered space suit off the ground
get helmet
[HP:64/64 MP:27/27] You pick up a space helmet off the ground
wear all
[HP:64/64 MP:27/27] The suit automatically shrinks to fit you snugly
You lock the helmet in place and there is a hiss as it seals tight
You put on a battered space suit, a space helmet.
open hatch
[HP:64/64 MP:27/27] You open the hatch.
go hatch

[HP:64/64 MP:27/27] Open Space

Blinding sunlight from a nearby sun hurts your eyes through the heavily
reflective helmet visor, searing heat penetrates your suit instantly making
you feel uncomfortable. As you shield your face from the glare, it appears
as if you and the ship you have just exited from are hurtling closer to the
star, and you reason this course is not a wise one. You can see a hatch
set into the hull, it is within reach but the handle is beginning to glow
red hot and you figure it is your best chance at staying uncooked. In
grabbing the handle, you burn yourself and then realize that in space, no
one can hear you scream.
Obvious exits: airlock.

scream
[HP:64/64 MP:27/27] [HP:64/64 MP:27/27] The command "scream" does not exist.
say dang
[HP:64/64 MP:27/27] Ok.
go airlock
[HP:64/64 MP:27/27] That exit seems closed currently.
emote ouch!
[HP:64/64 MP:27/27] Ok.
open airlock
[HP:64/64 MP:27/27] You open the airlock.
go airlock

[HP:64/64 MP:27/27] Red Sector Corridor

The smell of roasting plastics and shorting circuitry assault your senses
as you find yourself at the northern end of a long corridor. A turbolift
is set into the northern wall, and normally it would provide access to the
upper decks but you notice warning lights indicating access to the lift
has been disabled. A thin haze of smoke and rising temperature suggest
problems but you can hear little above the usual drone of the engines. A
sliding door is set into the east wall and a sealed airlock hatch west.
Obvious exits: south, door, turbolift.

go door
[HP:64/64 MP:27/27] That exit appears to be locked.
open door
[HP:64/64 MP:27/27] You open the door.
go door

[HP:64/64 MP:27/27] Teleporter Room

A smoking console half fused and clearly not operational stands in the
centre of a room facing a shattered transmatt pod. Cables and shattered
plasteel paneling loom from the ceiling, still smoking from a recent but
total malfunction. The only gauges that are readable are the last used
transporter coordinates that you recognize are now, sadly, way too far
away from your current location to be useful to you. The pattern buffer
has records of over 40 recent dematerializations, all to the one remote
location and you get the sense that you are all alone on this ship.
You also see an id card.
Obvious exits: door.

get card
[HP:64/64 MP:27/27] You pick up an id card off the ground
go door
[HP:64/64 MP:27/27] That exit seems closed currently.
emote wonders why these doors keep closing
[HP:64/64 MP:27/27] Ok.
open door
[HP:64/64 MP:27/27] You open the door.
go door

[HP:64/64 MP:27/27] Red Sector Corridor

The smell of roasting plastics and shorting circuitry assault your senses
as you find yourself at the northern end of a long corridor. A turbolift
is set into the northern wall, and normally it would provide access to the
upper decks but you notice warning lights indicating access to the lift
has been disabled. A thin haze of smoke and rising temperature suggest
problems but you can hear little above the usual drone of the engines. A
sliding door is set into the east wall and a sealed airlock hatch west.
Obvious exits: south, door, turbolift.

south
[HP:64/64 MP:27/27] Red Sector Corridor

Mid way along a long corridor that runs north-south you can make out a thin
smoke haze in the air that smells of fusing circuits and smoldering plastic
which can not be a good thing. A reinforced door is set into the east wall
and it appears to be locked tight. A sliding door to the west is labelled
"Cargo Bay" is warm to touch, as are the walls. You notice the usually
monotone drone of the engines seems to be surging, and you wonder if that
means you are speeding up or slowing down.
Obvious exits: north, south, door, reinforced door.

go reinforced
[HP:64/64 MP:27/27] That exit appears to be locked.
unlock reinforced card
[HP:64/64 MP:27/27] The card is cool now but was recently melted slightly
open reinforced
[HP:64/64 MP:27/27] You open the reinforced door.
go reinforced

[HP:64/64 MP:27/27] Command Centre

Navigation displays flicker and phase in and out of image, a forward
viewscreen displays little but the huge multi-spectral analysis of a
a looming star seemingly dead-ahead. An empty captain's chair sits askew
and a navigational console is manned by an automaton furiously adjusting
thrusters and inertial dampers to keep the lurching spaceship on course.
On closer examination, the automaton appears to be the autopilot, and
is one of the newer voice-activated models.
Here with you is an autopilot.
Obvious exits: door.

look autopilot
[HP:64/64 MP:27/27] You see an autopilot.
A functional automaton silently adjusting navigational controls
He is fighting fit and ready for action.
He could defeat you without raising a sweat.
talk auto
[HP:64/64 MP:27/27] The autopilot says to you, "Prime directive, leave no trace, save all humans".
talk auto prime
[HP:64/64 MP:27/27] The autopilot says to you, "Priority one in programming, overrides all other priorities."
talk auto trace
[HP:64/64 MP:27/27] The autopilot says to you, "Nuked in space, it is the only way to be sure"
talk aut humans
[HP:64/64 MP:27/27] The autopilot says to you, "Curious creatures, inquiring minds get them into trouble"
sigh
[HP:64/64 MP:27/27] You sigh sadly.
emote thinks something bad has gone down here
[HP:64/64 MP:27/27] Ok.
open door
[HP:64/64 MP:27/27] You open the door.
go door

[HP:64/64 MP:27/27] Red Sector Corridor

Mid way along a long corridor that runs north-south you can make out a thin
smoke haze in the air that smells of fusing circuits and smoldering plastic
which can not be a good thing. A reinforced door is set into the east wall
and it appears to be locked tight. A sliding door to the west is labelled
"Cargo Bay" is warm to touch, as are the walls. You notice the usually
monotone drone of the engines seems to be surging, and you wonder if that
means you are speeding up or slowing down.
Obvious exits: north, south, door, reinforced door.

south
[HP:64/64 MP:27/27] Red Sector Corridor

The southern end of a long corridor stretches northward into a haze of smoke
and radiant heat seems to close in on you in oddly claustrophobic ways. A
turbolift adjacent appears not to be working, which is a pity as you would
much rather be on one of the upper decks than this close to the engine bay.
The usual subsonic hum of the engine has been replaced with groaning and
straining noises which do not sound healthy. The walls feel hot to touch
and the atmosphere difficult to breathe - a nearby air vent is delivering
hot rather than conditioned air, sign that the atmospheric controls are not
functioning normally.
Obvious exits: north, turbolift.

go turbolift
[HP:64/64 MP:27/27] That exit appears to be locked.
say bugger. Help!! ... please get me out of here, quick!
[HP:64/64 MP:27/27] Ok.
say "Set the controls for the heart of the sun" is a song title, not a damned mission!
[HP:64/64 MP:27/27] Ok.

_________________
wonko*
[*some assembler required]
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