Room: Ocean Areas

Building a water area has to be done a special way in order to achieve a more realistic approach. Below are the steps that all builders must follow when building water areas such as lakes, oceans, rivers, ponds, waterfalls, etc.

Guidelines for Water Areas

  • When building the waterfall itself, the room at the top of the waterfall, should lead down to a room UNDERWATER, to simulate jumping off and diving underwater. This should be a ONEWAY exit. Once in the underwater room, the up exit should then lead to the surface, which of course will then be flagged DEEP-WATER.
  • All small rivers and creeks/cricks should be flagged as shallow-water. These require no skill to cross.
  • All deep water areas, such as lakes, ponds, oceans, should have a top layer of DEEP-WATER rooms, for the surface, and any room under those should be flagged UNDERWATER. Both require the swim skill.
  • Beaches should have an edge room marked SHALLOW-WATER, before leading into the water, which will then be marked DEEP-WATER accordingly. Remember any rooms below the surface should be considered UNDERWATER.
  • Attempt to make the ocean/lake floor as realistic as possible. Include plant-life, rocks, caves (possibly with air pockets), etc. And be sure to include plenty of sea-life. Links for good sea-life resources are on the RESOURCES page.

Side Notes:
– Pixies and Aeromi can fly over deep water areas without a swim skill.
– Deep Water areas will begin to drain your stamina as you tread, which will eventually lead to drowning.
– Players may have to type: dive down in order to begin swimming underwater.

And be sure to -always- save your area by typing: edit area, asave area, done