I was playing around with an idea for having a map in the game, and came up with the following. If you draw the map yourself (e.g. in photoshop, or GIMP as I used), split the room up into transparent .png files, it will then overlaying the map parts on top of one another gives you a built up map. I've added an object type mapview, which then needs to be added to new rooms. It adds a naming convention and overrides the firstenter property to add the room's name to a list of visited rooms. This list is passed into a javascript function when "map" is given as a command. The javascript then overlays all the maps parts of it knows have been visited.
The files enclosed are a very simple, hand-drawn four room example:
Other than automatically creating a world map from standard items, this gives the designer a chance to make his own style of map, and also avoids any problems to do with alignment, e.g. how to deal with up and down. It does however require the designer to be more visually
capable as you need to do some drawing yourself. As you can tell from the graphics - I'm no hero in that department. I've left a debugging notice in there, which prints the known visited rooms.
If anyone would give me some tips on improving this, I'd be grateful. I don't know how to make the screen look more visually pleasing, as the map is printed in a fixed position. If you type too many commands then you: i) type over the map ii) a certain point it starts to scroll up. Any ideas - and this is the first piece of javascript I've every written, so don't make the learning curve too steep for me please

. Also "opacity" only seem to work in a
real browser, not is the quest browser.