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Keep in mind that these are guidelines. If you are not sure whether one of these applies to a given situation, ask a higher ranked builder.
- All room descriptions must be at least three lines long. Keep in mind that every room has enough to warrant this much of a description. Atmosphere, light, color, materials, and sounds can all be included in the description of a room. Every room must have a different description.
- The description should be note worthy. This means that the builder before the first review by the head builder should fix misspellings and huge grammatical errors.
- All areas should fit with a medieval format. We want areas that will fit into the world of Tharel. Areas based on books are wholly unacceptable. We are not saying you cannot get an idea from a fantasy novel but do not try and recreate the scenario for AU. Another note: if you have built before for other muds, we most likely do not want those areas built again for us. Our goal is to create an original world for our players to explore.
- Please do not force feelings onto characters. We want the players to decide how they feel. A builder just provides the scenario for those feelings to take place.
- The use of you/yours is expressly forbidden in room descriptions. We are trying to create a mud that is stylistically consistent. Here is an example of an unacceptable opening sentence:
You are at Market Square in the city of Naerlan.
A more acceptable way to open a room description would be like this:
Market Square is a bustling, busy intersection in the center of the city.
- Another prohibited phrase is 'there is'. Please refrain from using 'there are' to open up sentences. Again, this is a style issue.
- Layout should make sense. Hallways should not cross over one another without intersections. Rooms should not overlap. It is very hard to hide these things with our automapper and it just looks sloppy when someone attempts to map the area.
- Equipment should strictly follow the guidelines set down on the "Object Balancing" document. Please remember modern day and science fiction items are unacceptable on AU. When writing long and short descriptions for objects, try to keep them as non area specific as possible if they can be picked up or moved (this is most important for items that reside on the floor, i.e. a chair or another piece of furniture).
- Mobile strength should be based on mobiles already present in the world. If you have questions about mob strength please direct them to Kiradus or Ytrewtsu (we do have the final say in such matters). Keep in mind it is better to make mobiles too strong than too weak.
- All areas should have a plaque at the beginning stating that the builder made the area exclusively for Adventures Unlimited. We do give areas that a builder has made back to the builder if requested but we prefer the area does not get distributed on the net for the whole world to see and that the plaque always stays in place.
- Progress! Builders who do not show sufficient progress will be warned and subsequently dismissed if no noticeable progress is shown in an area for 30 days.
- The final and most important rule of all. Have fun! Players can sense if a builder does not have a lust for the area that he/she has built. Loving your area is very apparent in the final product.
- Areas are required to have 10 pieces of wearable equipment per five levels in its range. i.e. a level 10-20 area would have 10 pieces in the range of 10-15 and 10 pieces in the range of 16-20.
- It is also important when adding wearable equipment to keep in mind that all wear slots should be addressed in each area.
- No equipment should ever be assigned the symbol slot.