QUOTE (Fizzl @ Apr 6 2010, 09:48 AM)

Years back, I tried to configure zmuds mapper but gave up in frustration after some time.
I think I could make an automatic 'following' mapper that would create roooms and connections in memory. However, I have no competence to start pondering how to actually visualize the map in meaningful manner reliably.
Have you already solved the latter problem?
Well, the problem with automatic mapping is that in case of problems you always need user intervention.
On screen I visualize the map like clairvoyance does. In memory I just use a grid. For the grid to work you need a list of rooms, their exits and to which room each exit leads to... its pretty complicated but with overlapping and mazes it gets even more complicated.
See
an example to see how in Sunderland the exit w sw from the player (P) can cause overlapping. I'd leave that overlap detection to the user and let him "stretch" the exit by himself? I'd also leave maze detection to the user since thats pretty complicated too (one has to examine room descs, exits and still not be sure if youre in a maze or a lazy coder's cloned rooms).