CoffeeMUDifiedAreas(CoffeeMUD)
CoffeeMUD |
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=CoffeeMUD Builder Information= | |||
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This page is for Loki to coordinate the modification of imported areas into unique zones that utilize the full CoffeeMUD toolset.
Contents
The CoffeeMUD Universe
There are multiple PLANET areas in CoffeeMUD. These areas make it extremely difficult to travel between, limiting summoning/teleporting. Some areas are their own planets because Loki does not feel they fit with the feel of CoffeeMUD, but may enjoy using the areas in the future.
AlraMidgaardia
This is the main plane of existence for the CoffeeMUD world. It is a FLAT PLANET, hundreds of miles thick and thousands of miles North-South and East-West. The sun orbits the planet in a west-to-east fashion.
Alramia
Alramia is the south-western most region of the western most continent on AlraMidgaadia. Alramian areas should have the feel of the civilized world. Most of the lands are explored, and many areas are settled and farmed. Humans are by far the most popular race in Alramian areas, with other races being viewed as outsiders. Alramian areas should be great for prostelitizing religions, researching magic, or stealing goods. Quests in Alramus often involve protecting goods/people from nefarious activities, defending from border raiders, or delivering cargo. Alramian areas should focus on Cleric, Mage, Bard and Fighter classes...although thieves would love to sink their hands on the riches that this august and ancient empire has amassed.
The Alramian Library is the -Library of Bella-, which has a max borrow 5, overdue 60 days, reclaim 120 days, overdue charge 20, daily charge .5.
Calinthia
Calinthia is the north-western most region of the western most continent on AlraMidgaardia. Calinthian areas should have the feel of an outpost on the edge of the world. The northern areas are often frigid wastelands, the southerly areas more temperate, but still unsettled. Calinthian areas would be ideal for rangers, barbarians, trappers and druids and should help gear these types of classes.
Dark Continental
The continent to the east of AlraMidgaardia (continent) is referred to as the Dark Continent due to the seemingly primordial nature of the inhabitants there. Darkcontinentian areas are found on the eastern edge of the world. These areas are often lost civilizations or dark and twisted empires. These realms should have a feel of history or mystery, with plenty of evil adversaries, traps, and mysterious (read RANDOM) artifacts.
Elflandish
Elflandia is the north-central section of the western most continent on AlraMidgaardia. Elflandish areas should be focused on woodland creatures and elves. These forest extend from the frigid north of the continent to the temperate middle of the continent. Civilized areas are often beautiful testiments to coexistence with nature. Druids, Mages, Thieves and Rangers would find the most rewards from these areas.
Ocfollia
Ofcollia is the north-eastern section of the western most continent on AlraMidgaardia. Ofcollian areas are a war-stricken region where gangs of mobs run around in packs. These areas should focus on group tactics and have either ample population densities or quick refresh counters to give the feel of group warfare. Individuals may find it difficult to level in these areas due to the number of opponents, but groups should find the quantity and respawns a welcome reprise from the other areas of the world.
Thalosia
Thalosia is the south-eastern section of the western most continent on AlraMidgaardia. The Thalosian empire is one in decline, struggling to maintain its significance in the world. Mages, Thieves and Fighters will find the most reward in these areas. Players looking to maintain a GOOD alignment should look forward to the many EVIL inhabitants of these often corrupted areas, although a few bastions of good still remain.
NOTES: GenLibrarians in this region may be a part of the Thalosian Library (New and Old Thalos both have a branch).
Thera
Thera is the south-central section of the western most continent on AlraMidgaardia (that continent is also called AlraMidgaardia). Midgaard is the capitol of Thera. Theran areas should have the feel of old-school mudding. Areas are of a varied nature, and should try to provide challenges and gear for all classes equally.
Underia
The races that dwell beneath the surface are generically referred to as underworlders by the surface dwellers, who often fail to recognize the complex societies the exist without the sun. Underian areas should be subterrainian. Unlike the surface world, the underian areas rarely form alliances greater than a single city, and often cities are at a constant civil war. Underian areas are best suited for races with darkvision, since light will rarely be provided. Delvers, fighters, clerics, mages and thieves are best suited for underian areas.
Area Completion Matrix
This matrix will show which areas have been CoffeeMUDified (either modified to post-combat adjustment standards, or original CoffeeMUD areas). Completed areas should offer little unfairness to players (as in, no level 150 mobs that aggro on level 2 players). This is the BASIC level of completion for an area.
Special Features Matrix
This matrix will show which areas advance key CoffeeMUD systems including: Conquest, Traps, Special Mobs, Ranged Mobs, Area Intro Quests, Quests, Unique items