Need Help With Nstxt

esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
edited April 2004 in Fan-Fiction Forum
<div class="IPBDescription">Natural Selection Text Adventure / RPG</div> Well, as most of you won't already know, i'm currently programming a text adventure based around Natural Selection. It's not your standard text adventure though, it's more a single player MUD. The story is still being written by me, and i'm sticking to this.

Now why am i posting here, you may be asking. Well, there's a good reason. I need a number of room descriptions, and, well, i've tried writing my own, but my descriptions soon become very repetative. I may as well face it, i've a lot to learn when it comes to description.

So basically, i need your help. I need a good deal of room descriptions at around 100 words or less. I must ask that you don't describe any map locations from existing maps or use names from existing locations. This is because right now i've not decided upon a map (<b>If</b> i am to use an existing map.), so they need to be generic room, hallway or area descriptions. Along with the description, i need a short area name, much the same as standard map locations.

Feel free to base the descriptions on unnamed corridors or rooms from existing maps, but as i said, please don't base then upon "notable" areas, like "Atmospheric Processing" in ns_bast or "Mess Hall" in ns_nancy.


One location i do specifically want, however, is a description of "Freight Elevator" from the 1.0 version of ns_caged. This area will be making an appearance, regardless of what map i choose to make. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->



*EDIT: Updating the rules a little.

Can submissions be 100 words or less now, and also include a location name. Location names should be in the same vein as NS's current location names. Another rule i'd like to enforce is to cut down on the amount of "unique events". Each location can be visited as many times as the player likes. For example "a fading light gave way to an ominous dark as the ship sped slowly away" (Taken from Heist's submission.) isn't suitable since each time you visit that location, the ship will be slowly moving away... again and again. Heist, just so you know, i'm chopping that bit out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Thanks for the few so far, you'll be credited ingame or in the readme.



*EDIT 2: Another thing.....
Gore and horror, as advised against in NS, is all good in NStxt. If you want to write about a room with blood coating the floor and dismembered limbs, go for it. Just don't go <i>too</i> over the top. A corpse or two is fine, but a room full with the dismembered remains of 200 women and children may be pushing it a bit too much. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Comments

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"You are standing in south loop. It is very nice. The decoration is pleasing to your eye. The res node in the centre of the room complements the lighting. You have the desire to buy some throw-pillows. What do you do?"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • zoobyzooby Join Date: 2003-08-26 Member: 20236Members
    A dead light flickers repeatedly in the hallway. Having just left the elevator, you walk forward and see what appears to be a hole in the wall down to your left. Ahead, about 300 meters is a res node positioned on what appears to be a catwalk.
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    You duck through the thick steel hatch into the cramped, dimly lit room, glancing over as you hear a quiet hum from the consoles to your right. Looking up, your eyes trace the myriad of cables running across the ceiling and into the darker corridor beyond. Resting at your feet is a rusted handle flanked by the warning stripes of an access hatch. A cautious look to your left reveals a bulletin board on an otherwise bare wall; the dates on the hardcopy notices suggest recent use.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    edited April 2004
    Through the starboard window, a fading light gave way to an ominous dark as the ship sped slowly away. Shadows, once distinct and detailed, were slowly diluted and a feeling of helplessness prevailed. Gathering your senses you slowly turn and find yourself in a cramped hall. To your left, the worn isignia of a lion cresting a yellow chevron does nothing to familiarize you with your location. Turning to your right you see a old rusted pipe snake its way from the roof to the floor. Small outburst of steam, barely audible, can be seen eminating from a small crack one of the fittings. Underfoot, an old metal grate forms a walkway nearly 6 inches off the ground, below you see the rusted pipe weave it's way down the hall. Skirting the walkway are two pulsating flashes that trace their way into a room ahead.



    EDIT - Spelling
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited April 2004
    Thanks for the submissions so far guys, good work, except you spacer. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Anyway, i'm still in need of about 10 or so more, please keep them coming. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Just for anyone inquisitive, you can download an early-alpha build of NStxt <a href='http://esuna.thezazi.net/nstxt/builds/nstxt0212-setup.exe' target='_blank'>here</a> if you want a look at the structure so far. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <img src='http://esuna.thezazi.net/nstxt/excitingscreenshot2.jpg' border='0' alt='user posted image' />

    *EDIT: Yeah, i've not put in any word wrapping yet so the text looks a bit crap. Rest assured it will be done.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited April 2004
    Entry to oxygen/water extraction chamber

    As you pass through the door into this room, a wave of intense humidity strikes you on the face with nearly enough force to knock you off your feet. Instantly, you begin to sweat as you survey the large collection of oxygen/water extraction devices in this chamber. They huddle in the gloom like giants, emitting strange noises and belches of steam. A strange alien substance coats every wall, growing stronger in the darkness. You feel staying here longer then you need to would be a dire mistake.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited April 2004
    (direction) of the oxygen/water extraction chamber

    (good place for an encounter)

    You are walking beween the oxygen/water extraction cylinders, being carful not to touch them because they are painfully hot. To the (direction), you notice a growing amount of water on the floor. You can allways proceed back (direction) to the enterance of this chamber.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited April 2004
    Ruined Cylinders in the Oxygen/Water extraction chamber

    Some massive cataclysim has happened here. Even though the metal that makes up these cylinders is an inch thick, then have been rended apart and torn open, the water they contained knee-deep on the floor. You shudder to think what could do this. Because these devices are no longer functioning, it seems a little cooler and less humid here as the room slopes downhill. The water continues to get deeper in (direction) and the functioning cylinders are (direction).
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Pool in the Oxygen/Water extraction chamber

    (good place for an item)

    As you reach this point, the water is up to your neck. You see that the floor at the end of the room has either been destroyed by some huge creature, or blown away. Regardless, the water continues downwards for longer then your flashlight can illimunate. In addition, the complete and total silence in this place sends chills down your spine. You need assistance to proceed futher, as you doubt you could hold your breath long enough to explore the abyss below you. The only way out is (direction).
  • zoobyzooby Join Date: 2003-08-26 Member: 20236Members
    The pulsating hive hung up high from the ceiling. Strange fauna spotted the ground, growing up from the bacterium overgrowth. The air is heavy, humid and stale, typical of many Kharra bases. Straight ahead was the (mining facility or engine or whatever), softly moving back and forth, almost in tune with the undulating motion of the hive. Glass panelling overhead, where the spiked heads of offensive chambers can be seen. Another entrance is spotted to the right.

    (hive room)
  • john_sheujohn_sheu Join Date: 2004-02-26 Member: 26917Members
    DOS-console? Bah....gimme a Linux port! (seriously, what are you writing it in, C? If so, porting should be ridiculously easy)
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-john_sheu+Apr 8 2004, 11:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (john_sheu @ Apr 8 2004, 11:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> DOS-console? Bah....gimme a Linux port! (seriously, what are you writing it in, C? If so, porting should be ridiculously easy) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    coding it in C++, the colour code is windows only, but porting it shouldn't be too much of a problem. When this is complete i'll most likely release the source code too, so if anyone wants to port it, it shouldn't be too much trouble, since i don't know anything about linux. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CyndaneCyndane Join Date: 2003-11-15 Member: 22913Members
    Just after entering the main ships compartment, you notice the rotted railings, broken glass from a once beautiful screen display. You hear the hiss and gurgle of near by sewers, but are unable to locate the broken pipe, as the power generators hum semi-quietly around you. A busted light overhead flickers on and off fighting to stay alive. You can spot two exits, one to your west and one to your east. Wearily eyeing either location, scanning for alien life forms.

    (marine start)
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    =========
    Shower Room
    =========

    You're standing in what was once the communal shower room for this facility. It's now a mere shadow of its former self; tiles are worn, cracked and home to a pungent-smelling lichen, stagnant water has pooled in places and only the faint drip of a leaking nozzle permenates the nervously silent air.

    Rounding the central shower column cautiously, you are greeted with the macabre sight of a slumped corpse. The body is perched awkwardly underneath a broken shower terminal, droplets splashing almost comically off his balding head. It seems his jugular has been savagely torn out, leaving a ragged, gaping hole, while the blood from this mortal wound has become diluted by the ample water supply and now aimlessly floats on the surface of the aged light-blue tiles.

    Casting your morbid fixations aside, you notice he is holding onto something in his clasped right-hand. Judging by the fact that the man stubbornly held onto the object even in death, you come to the conclusion that it must be important.

    =========

    Hope you like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    It's good Tequilla, same with everyone's, but i'm gonna have to trim it down a bit. It's quite significantly over the 100 word limit.

    Still, great work everyone. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-esuna+Apr 9 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Apr 9 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's good Tequilla, same with everyone's, but i'm gonna have to trim it down a bit. It's quite significantly over the 100 word limit.

    Still, great work everyone. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No need to trim, just have the first paragraph (which suggests danger) be followed by "Will you proceed or return back?" and if "proceed" is choosen then the final two paragraphs appear.
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    You stand in the middle of a T-Section, the air is thick and pungent with an evil smell. To your right, there is a set of metallic stairs twisting upwards into the darkness. Towards your left is a long, metal, corridor. A panel of the wall has broken off, spilling wires across the floor. Meanwhile the fluorescent light above has fallen, and is hanging precariously from a single wire. Its erratic flickering casts ominous shadows down the hallway towards you.




    Was on my mind at the time. Incase you didnt notice, I like being somewhat verbose with my creative discriptions... sometimes, that one wasnt too bad <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Also, if anyone doesnt mind, some of these descriptions would make for fantastic rooms in a real map. I wont directly 'use' one of these as a map per se, but using these as an starter makes for fantastic reference. I suggest someone post about it in the Mapping Forum sometime <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->


    oh, if that was any good, I could come up with some more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    edited April 2004
    You enter a large room full of decrepit machinery. A low humming noise echoes throughout the chamber from some unknown machine on the far side of the room. The ceiling stretches far above your head, a high catwalk spans its width almost a hundred meters above you. The sheer size of the room alone threatens you; hastily you search for an exit, spotting two doors beside each other on the opposite wall.



    I have no theme to run off! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Just gonna pump out random rooms <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->



    Crawling out of the ventilation shaft, you take a little time to stretch your aching back. Looking around, you guess that you?re inside some form of ventilation junction; a red haze illuminates the cramp chamber and its four exits. A faint clicking sound can be heard in the junction, but you are unable to determine from which direction the sound originates. One exit, the eastbound vent, has long been welded shut; you can only but guess for what reason. Having rested long enough, you decide its time to move on.

    Oh, im new to this MUD thing, so go somewhat easy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • P-KhanP-Khan Join Date: 2003-05-27 Member: 16776Members
    You find yourself looking down from the ventilation shaft into what seems to be a Kharaa stock room. There are several crates, which are surrounded with a sticky substance. The computer monitor of the room is flickering, but it cannot be read, as the screen is crushed. On one side of the room are several bodies, on top of each other. You can see four skulks feasting on the bodies, but there might be more, as you cannot see the whole room.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    You step into a dimly lit room. A small flicker can be seen eminating from a once functioning warning light to your left. As you move further into the room you notice the metal underneath give way slightly. Towards the back wall lies a damaged computer terminal. The last image of a cargo list is still burned onto the screen. You determine this must have been a storage room.
  • xectxect Join Date: 2002-11-24 Member: 9807Members
    edited April 2004
    <!--QuoteBegin-esuna+Apr 7 2004, 12:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Apr 7 2004, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> t's more a single player MUD. The story is still being written by me, and i'm sticking to this. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sounds interesting, but can you elaborate on how a single-player multi-user dungeon works?
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-xect+Apr 10 2004, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xect @ Apr 10 2004, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-esuna+Apr 7 2004, 12:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Apr 7 2004, 12:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> t's more a single player MUD. The story is still being written by me, and i'm sticking to this. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sounds interesting, but can you elaborate on how a single-player multi-user dungeon works? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Heh, i don't literally mean it's a MUD, for obvious reasons, i mean it's more akin to a MUD's style of play than it is to your standard text adventure.
  • BG_DaveBG_Dave Join Date: 2004-02-22 Member: 26779Members
    edited April 2004
    After your last encounter, your awareness has risen some and you feel beads of sweat feeding your already soaking clothes. As you slowly approach a half open door you can make out the unmistakble sound of a gestating Kharaa. Who knows what else lies beyond? Do you...

    sh00t teh egg?
    run away?
    burst in just as a rhino-hippo-cow-elephant of doom hatches?
    walk in on a mass of OC's that turn u into swiss cheese?



    another...



    You load your final pistol clip, kissing the last round as you place it in the magazine knowing that is all you have. You c0ck the weapon finding yourself subconciously muttering 'Don't fail me now...' After ten minutes, you enter your worst nightmare. Blood stained walls tell the tale of what has happened here. Your touch the blood. It's still warm...



    another...




    You hear a familiar noise up ahead. Apprehensively you move forward but you can make out the crackle of a standard issue radio set no more than 20metres ahead behind the crates. But whos is it? Taking no chances, you c0ck your weapon and bring it into the aim. 5 metres... 3 metres... 1 metre... You turn, only to face a member of your team lying helpless. He has no lower body...a trail of his innards leads down the hallway. Suddenly his eyes meet yours...and he gasps for breath.



    [EDIT] was ****ing c0ck so added the 0 instead of o [/EDIT]
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    As you walk down the corridor you reach a door, it isn't all too big.
    A holographic sign says "Maintenance Crew Bunks".

    -Do you want to open the door?-

    (if no, go back, if yes:)
    You open the door, immediately you smell the scent of old sweat, and you can taste the spores of rust in the air.
    This room has been abandoned for a long time.
    The light in the room is dim, but under a bed you see a ventilation shaft.
    There's something strange about it, it's broken, a hole in the center of it, about 2
    feet in diameter. Some strange green ooze around it.

    -Event-
  • Nathanael_UKNathanael_UK Join Date: 2003-10-18 Member: 21761Members
    edited April 2004
    Great Hall Entrance: 1

    The rock pillars rise above dwarfing you as you walk through the stale air. The ground is covered with moss on hewn stone, but you think you can see faint claw marks. The hall continues to your north and a broken, wooden side door leads to the west.

    Little Room: 2

    This place seems to have been visited recently. Here and there you see rotting pieces of meat and crude wooden 'shelves'. You feel uneasy, what is this place and why are the Kharaa drawn to here? The door is to your east.

    Great Hall Foyer: 3

    A cold draft blows towards you chilling you even within your body armour. The only sound you can hear is the sound of your feet on dry moss. Looking up you see faces, visages set in the stone. You can go north and continue into the Hall or you can go south.

    Great Hall Entrance 1: 4

    You can dimly see the outlines of two other entrances to this hall. Only now do you see the full beauty of the place, but you can also see signs of war. Bullet marks and green stains litter the stones. You can go in all directions but sw and se.

    Great Hall: 5

    You walk along one side of the Hall keeping wary and watching out for enemies. Here and there you can see Marine corpses, but most of their equipment is rotting or rusted.

    Great Hall SW Corner: 6

    You cannot go west any longer, a great rock wall comes before you. In the corner you see a etching. It seems weird and mysterious, you'll have to look at it to see more. Beside the etching you see a bowl shape cut out of the stone, you wonder what it's for.

    That's all so far, I can do the rest of the place if you want.

    Rough Map:
    . . 6 5 4 . .
    . . . . 3 . .
    . . . 2 1 . .
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