Rooms and exits
A new world begins with a Starting Zone and a Starting Room at coordinates (0, 0, 0). Rooms are the places players occupy; exits are the directional connections that let them move between those places.
Start by making a small connected area that can be walked end to end. Add descriptions, details, loads, and scripted behavior after its shape is stable.
Edit the starting room
Section titled “Edit the starting room”Open the Starting Room and select Edit. A room has:
- Name and Description, which players see when they enter or use
look. - X, Y, and Z coordinates, which place it on the world map.
- Zone, which groups it with related rooms and zone-level systems.
- Room Type, which controls map styling and the stamina cost of leaving the room.
- Optional Color and builder-only Notes.
Movement costs under the standard rules are:
| Room type | Stamina to leave |
|---|---|
| Road, City, Indoor | 1 |
| Trail, Field | 2 |
| Forest, Desert, Water, Shallow Water | 3 |
| Mountain | 4 |
These costs are based on the room the character is leaving, not the destination. Water also has its own entry requirements in play, so test water routes as an ordinary character.
Grow the map
Section titled “Grow the map”The direction control on a room covers north, east, south, west, up, and down. Its main action changes according to what is at the neighboring coordinate:
| Action | What it does |
|---|---|
| Create new room | Creates an Untitled Room at the neighboring coordinate, inherits the current room’s zone and type, and connects both rooms. The editor opens the new room so you can rename and describe it. |
| Link room | Connects the current room to an existing neighboring room in both directions. |
| Unlink room | Removes the connection in both directions. |
Use the + beside a direction for less common operations:
- make one-way removes the destination’s return exit while keeping the outward exit.
- make two-way adds the corresponding return exit.
- go to exit opens the connected room in the editor.
- set room exit chooses the destination of that direction directly, including a non-neighboring room.
- set door and clear door manage a door on an existing exit.
The direction quick actions can remove more door data than the visible edge alone suggests: making a connection two-way or unlinking it clears every door entering or leaving the room you are editing, and making it one-way clears every door entering that room. Recheck every door on the current room, not only the connection you changed. The separate clear door action is narrower; it removes the selected door and its reverse side when one exists.
When you use set room exit, inspect the destination room separately. Setting one directional field does not automatically promise a return route. This is useful for falls, portals, and other intentional one-way travel, but it can also strand a player by accident.
See Doors for keys, default states, and asymmetric doors.
Coordinates and topology
Section titled “Coordinates and topology”The adjacent-room controls use these coordinate changes:
| Direction | Coordinate change |
|---|---|
| North / South | Y + 1 / Y - 1 |
| East / West | X + 1 / X - 1 |
| Up / Down | Z + 1 / Z - 1 |
No two rooms in one world can occupy the same (X, Y, Z) coordinate, even when they belong to different zones. You can move a room by editing its coordinates, but moving it does not redefine its exits. Review the map and walk every connection afterward.
Exits may cross zone boundaries, but they cannot lead to a room in another world. For a transition into a separately configured instance, use the Instance Link under room Config instead of an ordinary exit.
Organize rooms into zones
Section titled “Organize rooms into zones”A zone is an authoring boundary, not a separate coordinate system. Put rooms in the same zone when they share systems such as respawn timing, loaders, quests, or paths. A room can be reassigned to another zone through Edit without changing its coordinates or ordinary exits.
Prefer zone boundaries that make operational sense. For example, a town and a wilderness may deserve separate respawn schedules even when a gate connects them directly. See Worlds overview for the world-zone-room hierarchy and Paths for grouping selected rooms within a zone.
Add room details
Section titled “Add room details”The main description establishes what everyone sees. Use Details when a player should be able to inspect a particular noun or phrase more closely with look <keyword>.
Each detail has:
- Keyword, the exact target the player looks at.
- Description, the additional text returned by
look. - Is Hidden, which keeps the keyword out of the room’s visible detail list while still allowing a player who discovers the keyword to inspect it.
Mention a visible detail’s keyword naturally in the room prose. For a hidden detail, leave a fair clue unless guessing is intentionally part of the design.
Configure room flags
Section titled “Configure room flags”Open room Config to set the flags currently exposed by the editor:
| Flag | Player-facing effect |
|---|---|
| No Roam | Wandering mobs do not load in the room or roam into or out of it. |
| Peaceful | Characters cannot begin combat in the room. |
| No Quit | Players cannot quit while in the room. |
| Landmark | The room appears on a player’s map even before that player visits it. |
Flags change broad room behavior. Use Room checks for conditional entry or exit restrictions and Room actions for custom commands inside a room.
Finish and test the area
Section titled “Finish and test the area”Once the map is stable:
- Add doors where an exit needs open, closed, or locked state.
- Populate rooms with loads rather than relying only on manual objects.
- Add room details, checks, and actions.
- Enter the world as an ordinary player and traverse every direction, including the return route.
- Verify map placement, stamina costs, peaceful and no-quit boundaries, locked-door resets, and every intentional one-way exit.