Setting up 3.5.0 as trunk
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#0
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The Void~
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You don't think that you are not floating in nothing. You can see
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a strange portal located above you.
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~
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0 d 1
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D4
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~
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~
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0 0 100
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S
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T 1200
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#1
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Limbo~
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You are floating in a formless void, detached from all sensation of physical
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matter, surrounded by swirling glowing light, which fades into the relative
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darkness around you without any trace of edges or shadow.
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~
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0 d 1
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D5
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A strange portal in the floor is the only exit.
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~
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~
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0 0 100
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S
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#2
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Welcome to the Builder Academy~
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A builder is a term usually used to describe a person who designs MUD zones
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for other characters to explore. Any player with motivation, ideas, and good
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writing style can be a builder as well as a player. As a Builder, your job is
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to create the virtual world in which players can roam around, solve puzzles,
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find treasures, and gain experience. A Builder creates the rooms, objects,
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mobs, shops, and triggers with which players will interact.
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If this is something you are interested in doing then you have come to the
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right place. Be warned, building is not easy and will require hard work,
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patience, and the ability to take constructive criticism.
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Your first task is to apply for builder status at:
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http://geocities.com/buildersacademy/
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When you finish and submit the application tell anyone level 32 or higher
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and they will advance you to begin your training.
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~
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0 de 0
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S
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#3
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The Builder Academy~
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Congratulations on your new-found immortality. Now all you need to know is
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how to use your new abilities. This zone describes how to create CircleMUD
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areas. The intended audience is builders interested in creating new worlds.
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There are a few basic rules to understand while exploring this zone and
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learning how to build. Everything in @RCAPITAL LETTERS@n is something that
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can be further explored by typing @RCAPITAL LETTERS@n and hitting return.
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Test this out, @RHELP DISCLAIMER@n.
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~
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0 d 0
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D1
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~
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~
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0 0 4
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S
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#4
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The Beginning~
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By simply following the different halls new builders will be taught the
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basics of building on a Circlemud. If new to immortality and building then I
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highly recommend the hallway to the north for an overview of immortal commands.
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For those that have a grasp on all commands listed under @RWIZHELP@n continue to
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the east. TBA is constantly striving to improve upon the training process so
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please use the typo and idea commands liberally. For example: idea you need
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more cow bell in the zone. Typo in help telnet teh = the.
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~
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0 de 0
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D0
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~
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~
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0 0 16
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D1
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~
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~
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0 0 5
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D3
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~
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~
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0 0 3
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S
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#5
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The Builder Academy Implementation~
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Here at The Builder Academy we try not to restrict builders with rules and
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regulations. But, some are required in order to make this place run smoothly.
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Please realize we handle a lot of newbie builders with a very minimal staff so
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be patient, learn to use the helpfiles and have fun.
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Read the following help files on TBA's training process:
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@RHELP TRIALROOM
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HELP REPORT
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HELP LEVEL
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HELP ADVERTISING@n
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~
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0 d 0
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D1
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~
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~
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0 0 6
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D3
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~
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~
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0 0 4
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S
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#6
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Building~
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This hallway running west to east is the route you will advance upon after
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completing each hallway leading off to the north (if there is one) @RHELP TBAMAP@n.
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The first thing all builders need to realize is that their area is not going
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to be the best, and it is not going to have the best equipment or toughest mobs
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in the game. All new builders want to make a piece of equipment that is better
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than any other and they all want the large group of players to remember the
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trials and tribulations they went through while trying to kill a mob that they
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have created. If you are a veteran of any MUD, you know that the toughest mobs
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have already been made, and to try to create a mob that is tougher is almost
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impossible and will only duplicate existing mobs, or throw off the balance of
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the game. So start out small and do not expect to create a perfect zone the
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first time around. Do not make anything super-powerful. It will not be allowed
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and you will have to redo it, wasting everyone's time, both yours and ours.
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Read the following help files:
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@RHELP BUILDER
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HELP PREREQUISITE
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HELP BALANCE
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HELP BREATHE@n
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~
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0 d 0
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D1
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~
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~
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0 0 7
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D3
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~
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~
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0 0 5
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S
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#7
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Writing Good Descriptions~
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The following help files go into the lengthy subject of writing good
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descriptions. This will also cover proper grammar and the use of the text
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editor where you enter all of your long descriptions.
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The hardest part for most new builders is writing descriptions. We assume
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that you are reasonably literate and know basic English grammar and spelling.
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If this does not describe you, we humbly suggest that you take some English
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classes, get a dictionary, and start learning. Proper grammar should be used
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at all times. If you can write reasonably well, great! I am sure you will still
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find this hallway useful. We will discuss some of the issues related to writing
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specifically for a MUD, such as:
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@RHELP DESCRIBING
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HELP YOU
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HELP BIAS
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HELP GRAMMAR
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HELP REDIT-DESCRIPTIONS
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HELP REDIT-EXTRA
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HELP OEDIT-EXTRA
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HELP D-DESC
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HELP MEDIT-L-DESC
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HELP TEXT-EDITOR@n
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~
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0 d 0
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D1
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~
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~
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0 0 8
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D3
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~
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~
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0 0 6
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S
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#8
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How to Use Redit~
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Room edit, or redit, is how you create, link, and describe the rooms that a
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player explores. It can be used by simply typing redit in the room you wish to
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edit. If you get a message that you do not have permission to edit that zone
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it is because your OLC is not set to that zone. @RSTAT SELF@n to see what your
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@MOLC[]@n is set to. OLC, or on-line-creation is set to the zone number
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assigned to you by the staff. The zone number is then divided into VNUM's ##00
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to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers are
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critical; they are the identities of the rooms within the game. They can be
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used with "goto" to go to that room.
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Now, lets look at the redit menu. Type the following: @RHELP REDIT-MENU@n
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That is an example of the redit menu you will see when you edit a room.
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Notice how each important line has an associated help topic. To learn more
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about it just see the appropriate help file. If this is your first experience
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with redit read ALL the help files. @RHELP STYLISTICS@n
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~
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0 d 0
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D1
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~
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~
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0 0 9
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D3
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~
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~
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0 0 7
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S
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#9
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How to Use Oedit~
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Now you will learn the intricacies of creating objects with the object editor.
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Please remember that every MUD has different ideas of balance and the basics of
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building you learn here should be universal, but expect limitations on objects
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from your MUD administration. To further help your training we have added object
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standards to all values a builder can set. This way you know what values are
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appropriate and will not have to redo objects because you did not know what
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values to set.
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Oedit can be used by typing "oedit <<VNUM>>". A zone is divided into VNUM's
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##00 to ##99. For example, Zone 12 has VNUM's 1200 to 1299. These numbers
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are critical; they are the identities of the objects within the game. It is
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a good habit to start using all VNUMs from ##00 to ##99 consecutively.
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Lets start off by checking out the oedit menu. Type @RHELP OEDIT-MENU@n
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That is an example of the oedit menu you will see when you edit an object.
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Notice how each important line has an associated help topic. To learn more
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about it just see the appropriate help file. If this is your first experience
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with oedit read ALL the help files.
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~
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0 d 0
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D1
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~
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~
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0 0 10
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D3
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~
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~
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0 0 8
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S
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#10
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How to Use Medit~
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Next you will learn how to create mobiles with the mobile editor. Mobs are
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the non-player characters within the game (NPC's). With medit you will be able
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to create a mob and modify all of its stats (statistics), flags, and settings.
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Mobile edit, or medit, is how you create the monsters a player can interact
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with. Notice I use the word interact. Every mob should not be made for just
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killing. There can and should be a variety. For example, one mob could be
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made for high experience value, another for gold, another for a unique object,
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another to fill a storyline, another as part of a quest. The options are
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limitless, especially with triggers, mobs are meant for much more than just
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killing. Medit can be used by typing "medit <VNUM>".
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Type @RHELP MEDIT-MENU@n That is an example of the medit menu you will see
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when you edit a mobile. Each line has its own help topic you should also read.
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~
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0 d 0
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D1
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~
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~
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0 0 11
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D3
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~
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~
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0 0 9
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S
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#11
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How to Use Zedit~
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Zedit is what is used to load mobiles and objects into rooms. Every zone
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goes through a zone reset, each one depending on how you set it. Upon a zone
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||||
reset all rooms, mobs, and objects will reload if they are no longer present.
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Most new builders think mobs and objects are loaded by the "load" command.
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This is not how it is done. Instead you use zedit in each room you wish a
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mob or object to load. This way whenever the zone resets it will execute the
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zone commands to load all of your mobs and objects.
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Zone edit, or zedit, is how you control how mobiles and objects are
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integrated within the zone to create an inhabited world. Using "load obj
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||||
<VNUM>" does not ensure that the mob will always be there, in fact if someone
|
||||
kills it or the mud reboots it will be gone. So you need to load mobs and
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||||
objects through zedit.
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It can be used just like redit, by simply typing zedit while you are in the
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room you wish to edit or "zedit <<VNUM>>." Now, lets look at the zedit menu.
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@RHELP ZEDIT-MENU@n. That is an example of the zedit menu, be sure to read
|
||||
the related helpfiles on each menu option.
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||||
Zedit contains zone settings, followed by a series of reset commands. Each
|
||||
time a zone is reset, the server executes all the commands in order from
|
||||
beginning to end. All zones are reset when the server first boots, and
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||||
periodically reset again while the game is running.
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~
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0 d 0
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D1
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~
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~
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0 0 12
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D3
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~
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~
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0 0 10
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S
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#12
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How to Use Sedit~
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Shops are stores within the mud that players can list the items for sale
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and then buy or sell from. Shops are one of the more complicated aspects of
|
||||
building and should not be attempted until you are comfortable with the other
|
||||
forms of OLC (except trigedit).
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When you make a shop I suggest you use the shop vnum that matches the room
|
||||
you wish the shop to be in. For example, say I want a shop in room 1333. I
|
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would sedit 1333 to create that shop. Now, let us look at the sedit menu.
|
||||
Type the following: @RHELP SEDIT-MENU@n. That is an example of the sedit menu
|
||||
you will see when you edit a shop. Notice how each important line has an
|
||||
associated help topic. To learn more about it just see the appropriate help
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file. If this is your first experience with sedit read ALL the help files.
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~
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0 d 0
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D1
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~
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~
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0 0 13
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D3
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~
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~
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0 0 11
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S
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#13
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How to Use Trigedit~
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The hall to the north will show you how to use the trigger editor. Trigedit
|
||||
is the most advanced form of OLC we have to offer. It is the hardest, but also
|
||||
the most rewarding. If you are looking to pour life into your mobs, enliven
|
||||
your rooms or just make your objects special? This can all be done with
|
||||
trigedit. Have fun with the power of (minor) coding!
|
||||
Like all the hallways before use this hallway in conjuction with the help
|
||||
files: @RHELP TRIGEDIT-MENU@n and the commands @RTLIST@n and @RTSTAT@n commands.
|
||||
Do not attempt to use trigedit until you complete your trial vnum and are
|
||||
assigned a zone. Remember you must disable @RNOHASSLE@n. Triggers will not work
|
||||
on you otherwise.
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~
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0 d 0
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D0
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~
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~
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0 0 18
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D1
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~
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~
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0 0 14
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D3
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~
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~
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0 0 12
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S
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#14
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||||
Planning~
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||||
The ideas discussed in the help files below are tried and true. Though they
|
||||
may not work for everyone, they will for the majority. Learn from others
|
||||
mistakes and understand the planning required to make a good zone. Building a
|
||||
great zone takes many things; such as time, patience, good grammar/spelling,
|
||||
knowing how to balance your zone, a lot of work, and most importantly
|
||||
planning. Now this all may sound like a lot to do, but I can assure you that
|
||||
with this zone, and the help of others, you can do this.
|
||||
|
||||
@RHELP DICTIONARY@n
|
||||
@RHELP WORK@n
|
||||
@RHELP PLANNING@n
|
||||
@RHELP MAPPING@n
|
||||
@RHELP LOCATION@n
|
||||
@RHELP THEME@n
|
||||
@RHELP PLOT@n
|
||||
@RHELP SIZE@n
|
||||
@RHELP ALIGNMENT@n
|
||||
@RHELP BIAS@n
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||||
~
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||||
0 d 0
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||||
D1
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~
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~
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||||
0 0 15
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||||
D3
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||||
~
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||||
~
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||||
0 0 13
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S
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#15
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||||
Lessons Learned and Advanced Building~
|
||||
Here are a few lessons that have been passed down from builder to builder
|
||||
through out the years. Take heed to these words as they have been and done
|
||||
what you are now doing many times over.
|
||||
@RHELP LANCE
|
||||
HELP SNOWLOCK
|
||||
HELP ELASETH
|
||||
HELP PATHS@n
|
||||
There are numerous resources out there for MUDs. Here are a few I have used
|
||||
in the past: Please mudmail me any good links to add.
|
||||
@RHELP DOCUMENTATION
|
||||
HELP OFFLINE
|
||||
HELP HCONTROL@n
|
||||
~
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0 d 0
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||||
D1
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||||
~
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~
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||||
0 0 98
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||||
D3
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||||
~
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||||
~
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||||
0 0 14
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||||
S
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#16
|
||||
Immortal Commands~
|
||||
As an immortal you have some new commands available to you. To see all
|
||||
of your immortal commands simply type @RWIZHELP@n. Every command in the game
|
||||
has a help entry. So the best way to learn how to use all these commands is
|
||||
by simply typing @RHELP <COMMAND>@n. This will bring up some information
|
||||
about the command. For example, this is what you will see if you type
|
||||
@RHELP NOHASSLE@n:
|
||||
|
||||
@WNOHASSLE -------->> help topic
|
||||
|
||||
Usage: nohassle ---------->> what you need to type to do it.
|
||||
|
||||
Toggles a flag to prevent aggressive monsters from attacking and also prevents
|
||||
immortals from firing triggers. If you wish to test triggers you must turn
|
||||
nohassle off. -->> description
|
||||
|
||||
See Also: HOLYLIGHT, ROOMFLAGS ------->> other related commands in help file.
|
||||
@n
|
||||
Now is the time to practice all of your immortal commands, make sure you
|
||||
understand what they do and how they can be used. Read all the help file
|
||||
entries on every command!!! Do not worry too much about redit, oedit, medit,
|
||||
zedit, sedit, and trigedit. We will get to those later. Know how to use all
|
||||
the commands available to you.
|
||||
~
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||||
0 d 0
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||||
D0
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||||
~
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||||
~
|
||||
0 0 17
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||||
D2
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||||
~
|
||||
~
|
||||
0 0 4
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||||
S
|
||||
#17
|
||||
Overview of the MUD World~
|
||||
The first thing you need to build is a good telnet client. Everyone has
|
||||
their preferences. Some work better than others. A few clients can not understand
|
||||
color codes and other important special characters like the backslash. I highly
|
||||
recommend ZMUD. It is even worth the 25$ registration fee. If that is too
|
||||
much, download the free version. You can see an in-depth list of clients under:
|
||||
@RHELP TELNET@n
|
||||
|
||||
Once you have a good client you must understand a few basics:
|
||||
@RHELP VIRTUAL-NUMBERS@n
|
||||
@RHELP TERMINOLOGY@n
|
||||
~
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||||
0 d 0
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||||
D2
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||||
~
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||||
~
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||||
0 0 16
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||||
S
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||||
#18
|
||||
A Quick Mob Quest Tutorial~
|
||||
|
||||
See: @RHELP TRIGEDIT-MOB-TUTORIAL@n
|
||||
|
||||
@RSTAT QUESTMASTER@n. Notice the attached triggers. @RTSTAT 1400@n.
|
||||
|
||||
~
|
||||
0 de 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 20
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||||
D1
|
||||
~
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||||
~
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||||
0 0 19
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||||
D2
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||||
~
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||||
~
|
||||
0 0 13
|
||||
S
|
||||
#19
|
||||
A Quest Room~
|
||||
In this room you may be able to finish the Mob Quest Tutorial.
|
||||
~
|
||||
0 d 0
|
||||
D3
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||||
~
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||||
~
|
||||
0 0 18
|
||||
S
|
||||
#20
|
||||
Advanced Trigedit Example~
|
||||
Begin by @RSTAT GATEGUARD@n and then tstat each trigger listed to see what
|
||||
they do. This example is explained under @RHELP TRIGEDIT-ADVANCED-TUTORIAL@n.
|
||||
Including triggers 4, 5, 7, 8.
|
||||
|
||||
To pay the gateguard take the pile of coins, then: @RGIVE 10 COINS GUARD@n.
|
||||
~
|
||||
0 de 0
|
||||
D0
|
||||
The tutorial hallway continues.
|
||||
~
|
||||
gateway~
|
||||
2 46 21
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 18
|
||||
S
|
||||
#21
|
||||
Another Example With Quest Variables~
|
||||
These triggers are a little more complex. The complexity gives the builder
|
||||
more flexibility. By setting a variable on a player you can later call on
|
||||
these variables. The most basic usage is to set a quest as completed when the
|
||||
player is done. Another use would be to set something else like
|
||||
player_can_breathe_water and prevent a player from entering a certain room
|
||||
unless they have this variable set. To see what variables are set on a player
|
||||
simply stat that player. @RSTAT SELF@n.
|
||||
~
|
||||
0 de 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 23
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 22
|
||||
D2
|
||||
~
|
||||
gateway~
|
||||
1 -1 20
|
||||
S
|
||||
#22
|
||||
Quest Variables Example~
|
||||
I used triggers 1409 thru 1412 to setup this example. Simply tstat each to
|
||||
see what they do.
|
||||
~
|
||||
0 d 0
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 21
|
||||
S
|
||||
T 189
|
||||
#23
|
||||
Trigger Help Files~
|
||||
I have added extensive help files on every type of trigger. Please use them
|
||||
and give feedback. The easiest way to get to them all is through:
|
||||
@RHELP TRIGEDIT-MENU@n and @RHELP TRIGEDIT-TYPE@n.
|
||||
There are 1000's of triggers on TBA you can use as examples. @RHELP EXAMPLES@n
|
||||
for a few. @RHELP TRIG-EXAMPLES@n for some advanced ones.
|
||||
|
||||
@RGOTO 14@n to access the next hallway.
|
||||
~
|
||||
0 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 21
|
||||
S
|
||||
#33
|
||||
Rumble's Room~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
~
|
||||
0 d 0
|
||||
E
|
||||
.test~
|
||||
can you see this with look around?
|
||||
~
|
||||
E
|
||||
july4~
|
||||
On July 4, 1776, we claimed our independence from England and Democracy was
|
||||
born. Every day thousands leave their homeland to come to the "land of the
|
||||
free and the home of the brave" so they can begin their American Dream. The
|
||||
United States is truly a diverse nation made up of dynamic people. Each year
|
||||
on July 4, Americans celebrate that freedom and indepen-dence with barbecues,
|
||||
picnics, and family ga-therings. Through the Internet we are learning about
|
||||
and communicat-ing with people of different nations, with different languages
|
||||
and different races throughout the world. Bringing the world closer with
|
||||
understanding and knowledge can only benefit all nations. We invite all
|
||||
nations to celebrate with Americans online this Fourth of July. Happy
|
||||
Birthday, America!
|
||||
~
|
||||
E
|
||||
oath~
|
||||
I do solemnly swear that I will support and defend the Constitution of the
|
||||
United States against all enemies, foreign and domestic, and to bear true faith
|
||||
and allegiance to the same that I take this obligation freely, without any
|
||||
mental reservation or purpose of evasion, and that I will well and faithfully
|
||||
discharge the duties of the office upon which I am about to enter.
|
||||
~
|
||||
E
|
||||
builder~
|
||||
|
||||
There is one timeless way of building.
|
||||
|
||||
It is thousands of years old, and the same today as it has always been.
|
||||
|
||||
The great traditional buildings of the past, the villages and tents and
|
||||
temples in which man feels at home, have always been made by people who were
|
||||
very close to the center of this way. It is not possible to make great
|
||||
buildings, or great towns, beautiful places, places where you feel yourself,
|
||||
places where you feel alive, except by following this way. And, as you will
|
||||
see, this way will lead anyone who looks for it to buildings which are
|
||||
themselves as ancient in their form, as the trees and hills, and as our faces
|
||||
are.
|
||||
--The Timeless Way of Building
|
||||
~
|
||||
E
|
||||
war~
|
||||
War is an ugly thing, but not the ugliest of things. The decayed and
|
||||
degraded state of moral and patriotic feeling which thinks that nothing is
|
||||
worth war is much worse. The person who has nothing for which he is willing to
|
||||
fight, nothing which is more important than his own personal safety, is a
|
||||
miserable creature and has no chance of being free unless made and kept so by
|
||||
the exertions of better men than himself.
|
||||
|
||||
John Stuart Mill
|
||||
~
|
||||
E
|
||||
old glory flag~
|
||||
I fly atop the world's tallest buildings. I stand watch in America's Halls
|
||||
of Justice. I fly majestically over great institutions of learning. I stand
|
||||
guard with the greatest military power in the world. Look up and see me! I
|
||||
stand for peace, honor, truth, and justice. I stand for freedom. I am
|
||||
confident, I am arrogant, I am proud. When I am flown with my banners, my head
|
||||
is a little higher, my colors a little truer, I bow to no one! I am recognized
|
||||
all over the world. I am worshipped, I am loved, and I am feared! I have
|
||||
fought in every battle of every war for more than 200 years: Gettysburg,
|
||||
Shiloh, Appomattox, San Juan Hill, the trenches of France, the Argonne Forest,
|
||||
Anzio, Rome, the beaches of Normandy, Guam, Okinawa, Japan, Korea, Vietnam, the
|
||||
Persian Gulf, and a score of places long forgotten by all, but those who were
|
||||
there with me... I was there! I led my Soldiers, Sailors, Airmen, and
|
||||
Marines. I followed them and watched over them. They loved me. I was on a
|
||||
small hill in Iwo Jima. I was dirty, battle-worn, and tired. But my Soldiers
|
||||
cheered me! And I was proud! I have been soiled, burned, torn, and trampled
|
||||
on the streets of countries that I have helped set free. It does not hurt, for
|
||||
I am invincible. I have also been soiled, burned, torn, and trampled on the
|
||||
streets of my own country and, when it is by those whom I have served with in
|
||||
battle-it hurts. But I shall overcome, for I am strong! I have slipped the
|
||||
bonds of Earth and, from my vantage point on the Moon, I stand watch over the
|
||||
uncharted new frontiers of Space. I have been a silent witness to all of
|
||||
America's finest hours. But my finest hour comes when I am torn in strips to
|
||||
be used as bandages for my wounded comrades on the field of battle-when I fly
|
||||
at half-mast to honor my Soldiers, Sailors, Airmen, and Marines, and-when I lie
|
||||
in the trembling arms of a grieving mother, at the gravesite of her fallen son
|
||||
or daughter-I am proud. My name is Old Glory-long may I wave. Dear God, long
|
||||
may I wave.
|
||||
~
|
||||
E
|
||||
Catcher Rye~
|
||||
The mark of the immature man is that he wants to die nobly for a cause,
|
||||
while the mark of the mature man is that he wants to live humbly for one.
|
||||
--Wilhelm Stekel
|
||||
|
||||
...you'll find that you're not the first person who was ever confused and
|
||||
frighteneed and even sickened by human behavior. You're by no means alone on
|
||||
that score, you'll be excited and stimulated to know. Many, many men have been
|
||||
just as troubled morally and spiritually as you are right now. Happily, some
|
||||
of them kept records of their troubles. You'll learn from them-if you want to.
|
||||
Just as someday, if you have something to offer, someone will learn something
|
||||
from you. It's a beautiful reciprocal arrangement.
|
||||
--The Catcher in the Rye
|
||||
~
|
||||
S
|
||||
#34
|
||||
Pool of Images~
|
||||
A broad mosaic walkway wraps around the natural hotsprings in this cavernous
|
||||
room. Three large chandeliers are suspended from the domed ceiling and their
|
||||
sparkling light dances on the surface of the bubbling hotsprings. As you peer
|
||||
into the water images begin to form from out of the depths, coalescing into a
|
||||
vivid scene. Your heart begins to pound and your breathing becomes deeper as
|
||||
you watch the images taking shape in the turbulent liquid. Your mouth becomes
|
||||
dry as you see yourself in the watery panorama ... And time stands still for
|
||||
just one moment ... As you see your future in the depths ...
|
||||
~
|
||||
0 djk 0
|
||||
S
|
||||
#88
|
||||
Advertising Room~
|
||||
Feel free to use this board to advertise for your own MUD. DO NOT advertise
|
||||
on any channel or board besides this one. A single post on this board is the
|
||||
only advertising allowed. The quality of your post reflects on the quality of
|
||||
your MUD so please review and format your work before saving. Do not format the
|
||||
MUD address with /f. Since TBA uses the @@ as a colorcode you must use 2 @@@@ with
|
||||
your email address. Posts may be deleted if done poorly or if the MUD is no
|
||||
longer online.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
#89
|
||||
The Prison Cell Corridor~
|
||||
This long hallway is barely wide enough for two people to walk abreast.
|
||||
Along the Northern wall are steel doors spaced a few feet apart while the
|
||||
southern wall is of cynder block construction.
|
||||
~
|
||||
0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 89
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 89
|
||||
D4
|
||||
~
|
||||
trapdoor~
|
||||
1 0 130
|
||||
S
|
||||
#90
|
||||
Epictetus' Prison Cell~
|
||||
This shower stall remodeled into a prison cell is not yet completed. While
|
||||
the shower head has been removed and cemented a drain still exists in the floor.
|
||||
Unintelligle voices can be heard whispering through the piping in the drain
|
||||
below.
|
||||
~
|
||||
0 d 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 89
|
||||
E
|
||||
drain floor~
|
||||
The metal drain is covered with years of hair and grime. Several screws
|
||||
holding the drain in place seem to be missing.
|
||||
~
|
||||
S
|
||||
#91
|
||||
Aristotle's Prison Cell~
|
||||
What used to be a shower stall has been turned into a cell complete with a
|
||||
pungent waste bucket. The old shower head is still sticking out of the wall
|
||||
with a steel door opposite.
|
||||
~
|
||||
0 d 0
|
||||
E
|
||||
shower head cap~
|
||||
The metal shower head has a plastic variable setting cap complete with a
|
||||
massage setting. The cap looks a bit damaged like someone may have opened it
|
||||
before.
|
||||
~
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#92
|
||||
Plato's Prison Cell~
|
||||
The now familiar cell is cast in strange movement and shadows as the single
|
||||
light bulb above flickers randomly as if it is about to burn out. The
|
||||
alternating bright and pitch black environment makes the eyes ache.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#93
|
||||
Friedrich Nietzsche's Prison Cell~
|
||||
The stale, uncirculated air reeks from the prior occupants of this small
|
||||
cell. The silence is broken only by the occasional footsteps in the corridor
|
||||
outside or a fellow prisoner tapping on the cell wall.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#94
|
||||
Socrates' Prison Cell~
|
||||
The small prison cell is stifling and claustrophobic. A single glaring bulb
|
||||
in the plywood ceiling is out of reach. The only break in the block walls is a
|
||||
steel door that is closed and locked.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 172
|
||||
#95
|
||||
Confucius' Prison Cell~
|
||||
The musty stall is somehow cleaner than the others. A hole in the North wall
|
||||
and another in the floor has been cemented over. They must have once been a
|
||||
shower head and a drain before this stall was converted into a prison cell.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#96
|
||||
James Stockdale's Prison Cell~
|
||||
The small stall turned confinement cell is covered in dust. The dirty floor
|
||||
has various words and designs scratched into the dirt. The ceiling consists of
|
||||
a single sheet of unpainted plywood.
|
||||
~
|
||||
0 d 0
|
||||
S
|
||||
T 171
|
||||
T 172
|
||||
#97
|
||||
A Prison Cell~
|
||||
What used to be a shower stall has been converted into a solitary confinement
|
||||
cell complete with iron shackles. A single steel door that is closed and locked
|
||||
is the only exit. The walls are constructed of unpainted cinder blocks.
|
||||
~
|
||||
0 d 0
|
||||
D2
|
||||
~
|
||||
lock~
|
||||
2 0 89
|
||||
S
|
||||
T 170
|
||||
T 171
|
||||
T 172
|
||||
#98
|
||||
The End of the Beginning~
|
||||
For those of you who have read this far and actually made something out of
|
||||
it, Congratulations. You have the patience to become a builder and make
|
||||
CircleMUD zones. If you wimped out or skipped some areas then please MUDmail
|
||||
me why. @RAT POSTMASTER MAIL RUMBLE@n. Also, please MUDmail or email me any
|
||||
questions, comments, concerns, or suggestions about this zone. What did I do
|
||||
wrong, forget, misspell, anything! If you have something to add feel free to
|
||||
MUDmail or email me. @RHELP EMAIL@n.
|
||||
|
||||
This area is a culmination of help files I have come across and my own
|
||||
experiences in the CircleMUD community. I thank all those before who have
|
||||
helped in the creation of this masterpiece. Special Thanks to Welcor,
|
||||
Elaseth, Manivo, Snowlock, and Lance for their additions.
|
||||
|
||||
Remember, MUDding is fun!
|
||||
|
||||
Respectfully,
|
||||
|
||||
Rumble
|
||||
~
|
||||
0 d 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 99
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 15
|
||||
S
|
||||
#99
|
||||
TBA Cafe 99~
|
||||
Welcome to TBA Cafe 99, the hangout of builders and implementors. So pull up
|
||||
a pew and have a nice drink! If you want to have a social chat or lurk in order
|
||||
to help newer builders, this is the place to be!
|
||||
~
|
||||
0 de 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
0 0 98
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
Reference in New Issue
Block a user