Info:Building Guide

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This page contains a guide for building on Eldritch MUSH.

Contents


Private Room Guidelines

Private rooms are rooms which are not accessible to everyone. These are typically private residences and the headquarters of teams and organizations which have some form of security to keep others out. Examples of private rooms would be a character's apartment, or a game room for the Initiative base. Players cannot ICly enter these areas unless they meet some criteria (like being part of a team or org, invited by someone with access, or breaking in via moderated rolls).


Private rooms need to adhere to the following guidelines:

  • The size, contents, and location of a private residence must fit within the wealth/poverty level of the character.
  • All rooms need to be @desced.
  • The room name must follow the format of <Establishment> - (<Area>) - <Room Name> (i.e. Verdant View Apartments - Apt. 206 - Bedroom -or- Joe's House - Kitchen).
  • Exits need to follow the format of Exit Name <X> where X is a directional exit or abbreviation. (ie. Kitchen <N> or Kitchen <K>) The exit leading back out to the existing grid needs to be aliased to "o" and "out".
  • All rooms and exits must be parented to the room and exit parents.
  • Zones need to be properly set.
  • The room name needs to be properly ansi'd.


Areas by Status

Topside

  • East End: UC Eldritch Dorms, Townhouses, artsy neighborhood (Wealth: Average to Middle Class)
  • Eldritch Hills: Opulence Apartments, large houses, high class neighborhood (Wealth: Well Off to Wealthy)
  • Harbor's End: Covenant Apartments, Tenement Houses, slums (Poverty: Average to Destitute)
  • North Point: Verdant View Apartments, mid-sized housing, pleasant suburbs (Wealth: Middle Class to Well Off)
  • Seaside: Ocean Breeze Condiminiums, Beach Houses, Mansions, uber rich waterfront neighborhood. (Wealth: Rich to Filthy Rich)

Underground

  • Jade Light District: The Warrens, slums (Poverty: Average to Destitute)
  • The Rootlands: The wolf den, caves, primals territory (Wealth/Poverty: Any level - must be a primal)
  • The Underhill: The Joint, decent to good housing. (Wealth: Average to Filthy Rich)
  • The Unhallowed: The catacombs, undead territory. (Wealth/Poverty: Any level - must be undead)



Public Rooms Guidelines

Public rooms are rooms which are accessible to everyone. These are typically businesses, outdoor areas, and other locations which characters can enter and be present in on a regular basis. These rooms do not require invitation or breaking and entering skills to get into, but some may have minor restrictions (like bars requiring a photo ID as proof of being 21 or over). Despite these minor restrictions, these rooms are still considered public. Examples of public rooms would be a store or restaurant. These are /player owned/ rooms. If a player has a concept for a general grid room, they should request it via +build and staff will consider adding it.


Public rooms need to adhere to the following guidelines:

  • The size and nature of a public business or room must fit within the wealth/poverty level, background, and skillset of the character who owns it.
  • A public room needs to be located in the area in which it is most appropriate.
  • There may be restrictions on specific types of public rooms if the grid begins to become inundated with similar businesses.
  • All rooms need to be @desced.
  • The room name must follow the format of <Establishment> - <Room Name> (i.e. Joe's Club - Back Room).
  • Exits need to follow the format of Exit Name <X> where X is a directional exit or abbreviation. (ie. Private Room <N> or Private Room <PR>). The exit leading back out to the grid needs to be aliased to "o" and "out".
  • All rooms and exits must be parented to the room and exit parents.
  • Zones need to be properly set.
  • The room name needs to be properly ansi'd.

Area Info

Topside

  • Bay View: Entertainment (Clubs, restaurants, fun activities)
  • Downtown: Commercial (general stores and shops)
  • East End: Art/University (artsy stores, antiques, university related)
  • Eldritch Hills: Upperclass Residential (services)
  • Harbor's End: Industrial/Slums (illicit activities, service shops, charities)
  • The Nexus: Financial District (banks, company HQs)
  • North Point: Suburbia (services)
  • Seaside: Elite Rich (services)
  • Uptown: Municipal (services)

Underground

  • Bazaar: Marketplace (shops and carts)
  • Diversion Point: Entertainment (clubs, restaurants, fun activities)
  • Jade Light District: Slums (illicit activities, services, charities)
  • The Node: Neutral Zone (Organization and business HQs)
  • The Underhill: Residential (services)
  • The Underlake: Beach (Beach related)
  • The Waterworks: Sewers (illicit activities and shady businesses)



Instructions

Step 1: Figure out what you're building and how many rooms you will need. Make sure it is within your character's means (see guidelines). Apartments will typically have 2 or 3 rooms, a house 4 or 5. A shop or store will likely not have more than 2. A larger establishment might have many more. Don't request more rooms than you really, truly need to have. Pretty much no one needs to have a physical room to rp in their bathroom. Build the rooms you plan to have rp in often. Many coded rooms can serve to encompass several rooms. A main apartment can include a living room, dining room, and kitchen area in it's description or +views, and have bedroom/bathroom combinations for each other person residing there. If multiple people live in the same house, more rooms may be alloted.

Step 2: Figure out what neighborhood your building project will need to be located in, or what specific existing grid room it needs to be attached to (i.e. Eldritch Hills or the Covenant Apartments in Harborside). Again, make sure it is within your character's means and fits the neighborhood (see guidelines). If you have a preference for how exits are laid out, include this information.

Step 3: Submit a +build request (See +help jobs build). In the title put what you are building. In the description, put the number of rooms and the neighborhood or location it is to be linked to. Within 72 hours, staff will contact you via your build request, either with an request for changes if your project isn't within guidelines, or with an approval and information on the link to your project in the Build Nexus (off the OOC Hub). +myjobs will show your jobs. +myjob # will show you your specific job info.

Step 4: Take the exit off the Build Nexus to your project. Desc each room using &rdesc. The first paragraph will be tabbed for you, place a %R%T between paragraphs. When you are done descing all the rooms in your project, reply to the job (+myjob/add <job#>=<text>).

Step 5: Staff will inspect your project and if it is within guidelines they will connect it to the grid for you, add it to the neighborhood or complex directory, and test all the exits. You will receive a job approval notice with the information on the location of your building. Enjoy!




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