rdfs:comment
| - Main Map
- (Page under construction:)) (For Areas with more than one room it might be useful to split creature information if possible) (Idea taken from Zee's table, actualized and improved)
- There are hundreds of Areas, each marked with it's own Area Code. Each one is designated to either:
* An area from the World Map. (e.g. Candlekeep)
* An interior of a building or dungeon. (e.g. Ulcaster Dungeon)
* An area that is too far off the World Map to show up. (e.g. Lycanthrope Island) For most areas, TuTu only changed the prefix AR to FW. BGT had to rename every single area of the BG1 map to prevent conflict with the codes used in BG2, due to combining BG1 and BG2 into a single game.
- __TOC__ The following is a list of major or notable areas within the game. See also Places to Rest and Shops, as well as the for a complete list.
- Areas is a Nord Barbarian, and vampire who resides in the lower level of Druscashti. He will provide his merchant services to other members of the clan.
- Kategoria:Artykuły wymagające poprawy kategoriiAreas – postać występująca w The Elder Scrolls III: Morrowind. Jest ona Nordką oraz wampirzycą. Mieszka w Dwemerskich ruinach Druscashti. Sprzedaje różnego rodzaju towaru dla członków swego klanu.
- Areas are DragonSpeak lines that control the area within which Effects take place.
- An area in the Geneforge series is marked by specific exits/entrances. Leaving an area will cause a loading screen.
- Areas will be much larger in scale than in the original Neverwinter Nights. There will be sloping hills and basically no limitations to the height of cliffs. Water is paintable on the terrain as is the walkmesh. You will be able to specify which areas are walkable and which are not. Also, individual areas are or can be linked to a world map.
- In an attempt to keep UglyMUG relatively organised, the powers that be would really like it if you organise your rooms into areas. The advantage of doing this, apart from neatness, is that you can place commands inside your 'top room', and they will work in any rooms in that area. You can then use the @toparea command to move your top area into Top Area, enabling game-wide commands like 'silly' and 'mail' to work. @dig My top area My top area created with room number #25000 [Just lucky I guess] Now I proceed to dig the other rooms in the house. @toparea #25000
- The Pikmin games consist of areas, which are locations in which the ship is able to land; in Pikmin 2, each contains three or four entrances to caves. In each game, there is initially a single area available, and others are unlocked throughout the progression of the game by completing certain objectives. For access to the Perplexing Pool in Pikmin 2, for example, a specific treasure, Geographic Projection, must be collected. The following is a list of areas in the Pikmin series: Pikmin: Pikmin 2:
* Valley of Repose
* Awakening Wood
* Perplexing Pool
* Wistful Wild Pikmin 3:
- The Pikmin games consist of areas, which are locations in which the ship is able to land. In each game, there is initially a single area available, and others are unlocked throughout the progression of the game by completing certain objectives. For access to the Perplexing Pool in Pikmin 2, for example, a specific treasure, Geographic Projection, must be collected. The following is a list of areas in the Pikmin series so far: Pikmin:
* The Impact Site
* The Forest of Hope
* The Forest Navel
* The Distant Spring
* The Final Trial Pikmin 2:
- Areas are the places which the player fights zombies. Most areas have some special variations in them. For example, in the Pool stage, the player needs to use different plants to arm against zombies coming from the water. In the Fog, the player cannot see parts of the screen, and in the Roof, the player needs to use catapults because of the slope of the roof. There is also an area where it is nighttime on the roof, but that's when the player fights Dr. Zomboss. There are six areas in the game. Each area has new zombies and plants to unlock, and sometimes an entirely new strategy.
- Areas is an artsy shooter game where you control a little turret. The game is played with the mouse, but entirely without clicking. There is no text to be had in the menus, only icons, which are easy enough to figure out. And you don't click on them, or anything, throughout the game. If you want to interact with something, mouse over it and be patient, and it will unfold for itself. Oh, and don't bother trying to continue on to the next level when you fail; the replay button will shove it out of your reach anyway. Despite the game's simple looks, the game is ultimately quite complex. It's atmosphere and simple mechanics can be quite addictive.
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