On Sat, Dec 15, 2001 at 08:03:00PM -0800, Mark Wedel wrote: > kevin at ank.com wrote: > > > The advantage as I see it is that the cities remain seperable from the map > > they are on. They could be placed on any world map, in almost any location > > and still make sense. > > I suggest you read over some of the mail archives on crossfire.real-time.com. > While the initial thought of you could place the cities anyplace correct, having > them make sense is more difficult - there are lots of pieces of information > within the city that have location information (eg, the tower is to the south of > here, etc). To fix all those up gets more complicated. There were various > ideas posed on how to do it - it basically requires re-writing all the npcs that > have such messages to use scripts, and to also have a global index of the maps > so that the npc logic can really see where these are. In a short answer, this > is a lot more work - especially if the cities don't move around a lot. I'll reserve judgement until I have a chance to review the mailing list discussions. My main concern is in the ability to create custom worlds while still using some of the existing cities. This approach has been of historical importance with many muds as the default cities provide a way of bootstrapping the new world before people have had a chance to customize it.