JediMUD Builder's
Guide
As of May 10th 2002, JediMUD has a new area submission policy. The
policy is quite simple and can be summarized in two parts:
  - You should have an immortal on JediMUD in order to build.
  This is a way to ensure that the people who are writing have
  a familiar grasp of our MUDs statistics and are relatively knowledgable
  about our world as it is today. We will accept remorted mortals
  as builders, since this first requirement is to assure a minimum
  level of knowledge.
  
- You must fill out the area application below before you begin.
  We will read each as it comes in and respond to its merits
  and offer suggestions. Keep in mind that a letter with suggestions
  is not a dismissal of your idea, it is merely to give helpful
  advice for possible additions to your zone concept from the person
  who knows more about the world than anyone else.  Please send your
  completed form to areas@jedimud.com.
Area Writing Application
for JediMUD
Real-life name:
E-mail address:
Character on the mud (please limit this to one, to lessen the
confusion):
Is this an original zone or a revision of an existing zone?
If a revision, is the area public?
Write a brief (100 word) description of your zone, including
the theme/time period and/or setting.
How many rooms do you expect to use?
Would you define your zone as low (1-10) mid (11-15) high (16-25)
or very high
Please describe five of your major mobs, five items (including
stats), and send ten sample rooms.
If your concept is approved and registered, what is your estimated
completion date?
When we are confident you have your idea fleshed out
enough to begin building, he will assign you a zone to work 
within. JediMUD does not have Online Creation, so you will have
to work offline with a text editor such as vi or pico. Here are
some tips for area writing:
  - Draw your map first. Whatever your plan is and whatever you
  are planning to write, having a clear, concise map to work from
  is a major step down the right path. Ask us for clarification
  of some ways to draw clear maps to work from.
  
- Start by writing the first five rooms at the entrance to
  your zone, then send it in to be looked at. It is a lot
  easier to prevent reoccuring mistake in your area at this stage
  then it is to go back and correct them when the area has been
  completely written. Do the same with Mobiles and Objects
  
- Follow the guidelines for Mobile gold and experience that
  are listed on the building docs for JediMUD. It is OK to deviate
  from this list for variety, but as a rule, try not to do so any
  more than 10 or 15% higher or lower. Obviously, if a mobile is
  hard for its level because of triple hit or being in a No-Magic
  room, then you should give it a little higher experience and
  gold. Alternatively, if it is easier than the norm, then cut
  the experience and gold on this Mobile as would be appropriate.
  
- Try to add as much creativity and originality to your writing
  from a unique (i.e., something from your own imagination) theme
  or doing entirely new things with the statistics you assign to
  the Object and Mobiles in the area. We do not want D&D
  modules that you have scanned in. Thats copywrited materials
  and it just will not be added to the world. Unforunately, the
  same goes for any other copyrighted ideas that you may stumble
  upon. If you want to write Wheel of Time areas, or Star Wars
  areas, please go find someplace that will install them before
  beginning to work on them for us. We do not want legal problems
  with the legitamate creators of these themes down the line.
  
- Frequently update us on your progress. We will be
  trying to keep you motivated and on track, since so very many
  of the zone ideas that get submitted die when their writer loses
  interest. If you get bogged down or bored writing Rooms, then
  try changing to Mobiles or Objects for a little while. Variety
  is the spice of life, and often it will also keep your project
  alive when boredom would seek to kill it. Frequent updates also
  allows for him to help you more extensively as you continue with
  your zone and get closer to completion every day.
  
- Spell affects on items: These are not in the building docs
  and it is doubtful they will be added. If you want a spell on
  an item, ask us about it. If it is not going to cause
  a major imbalance to the game (i.e., sanct on an object, or any
  curing spell) then we will probably let it go in. Keep in mind
  that any offensive magic you want on the object will not be rejected,
  but it will hit the user of the object, not what they
  are fighting.
Building Documentation
  When you write a zone for JediMUD, you will need to break it into up to 
  five parts. A wld file, zon file, shp file, mob 
  file, and obj file. The wld and zon files are required, 
  and the others are optional. Help on each file type is listed below:
Table of Contents
World File
Zone File
Shop File
Monster File
Object File
 The JediMUD Builder's Guide may also 
be downloaded by clicking the following link:  builddocs.rtf
Questions? Send mail to the build team: 
areas@jedi.america.net