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Forum Name Twist the Season to Be Jolly
Topic subject4th Type of Maze - Disjoint Rooms?
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=73&topic_id=30&mesg_id=33
33, 4th Type of Maze - Disjoint Rooms?
Posted by Straklaw on Wed 31-Dec-69 07:00 PM
I honestly am not 100% certain of these, but I've always felt that this is what's happening in the truly diabolical mazes.

Without even thinking about it, I expect we apply our real world experiences to mazes with the idea that if you just left room A and entered room B, that even in the most random of mazes, one of those exits leads back to room A. In the CF world (or any MUD), this isn't necessarily true. An example of this difference...in even the totally randomized mazes, it feels like *most* of them are set up with a sort of original map in mind, and then the room exits get spun around. Mal'Trakis feels like an example of this. You can get a good sense of where the rooms connect with each other, you just have to sort out which way the exits have been spun around.

However, it *IS* possible that in mazes, you have rooms that don't connect in any logical physical sense. Room A may have exits to B, C, D, and E but room B might connect only to W, X, Y, and Z with no way back to A. Then room C might connect to A, B, X, Y while X connects to A, B, X, and Y as well. The MUD only cares that it knows what room to put you in when you leave a direction, and not that it makes any real world physical sense. Twist's example of brute forcing your way through a maze *should* still be feasible, but I've always felt mazes like this do exist.

Would I be correct, or is this just the depths of despair brought on by large type 3 mazes?