
These are the world maps.  As of right now (version 0.91.2), there
are 9 maps, and are arranged in a 3x3 tile.

For version 0.91.2, the naming of the maps was changed.  Before,
they were called world_[a-h].  Now, it is world_[a-c][1-3].  The
letter refer to the x coordinate, the number to the y coordinate(
world_b2 is the very center, world_c3 is bottom right (south east),
world_c1 is upper right (north east).  This make additions of new
maps easier either the X or Y tiling is increased.

Each map is 42x34 in size, with exits 5 spaces from the edge. (at
least this is way it is supposed to be, in some case, the exits are
further than this, which creates a 'jump' when moving from one map to
the other).  Any extension to the world should follow these
conventions.

 Help on extending the maps:  It may be easier to create one large
maps and then break it down it smaller (42x34) pieces.  Using cut and
paste, this should be fairly easy.  Likewise, using cut and paste makes
doing the overlap of the 5 edge spaces much easier (cut the area, then
paste).

 Simple scripts can easily be done to add the exits.

Here is a cut and paste of what I did in 'csh' to add exits to the bottom
of a map (world_a3) that then will point it to world_a4:

sleipner% set map = world_c3
sleipner% set exit = world_c4
sleipner% set i = 6
sleipner% while ($i < 37)
? echo "arch exit" >> $map
?  echo "slaying $exit"  >> $map
? echo "x $i" >> $map
?  echo "y 29" >> $map
?  echo "hp $i" >> $map
? echo "sp 6" >> $map
? echo "end" >> $map
? @ i ++
? end

 The usage of the map and exit variables makes it easier if you
are updating several maps - then you can just cut and paste between the
different runnings.

 It should be a trivial task to modify this for use on any of the other 4
edges.

 This script puts the exits at the end of the map file, which means they
will appear on top of other objects.  So I then edited the map file
with a text editor, cut all the exits that were just added them and put
them at the start of the map file, so they will now appear below the
other objects.

 The corners of the maps are just as easily done by hand in crossedit -
there are only 4 corner exits (at most) per map, and since each one is
different, there is no real reason to try and make a script to do it.

