---
title: Building rooms
summary: Every zone is a connected graph of rooms. This guide walks you through redit, the sector and flag systems, exits and doors, extra descriptions, and motion text.
order: 10
updated: 2026-05-18
---

# Building rooms

Rooms are the foundation of every zone. A room has a **name**, a **description**, a **sector** (what kind of place it is), **flags** (what behaviors it has), and **exits** to other rooms. You build them with `redit`.

## Open the editor

Stand in the room you want to edit (or create a new vnum that falls in your assigned range):

```
redit             Edit the room you're standing in
redit 3045        Edit room vnum 3045
```

New vnums prompt to create. The editor opens on the main menu.

## Main menu

```
-- Room number : [3045] Room zone: [30]
1) Name        : The Temple of Midgaard
2) Description :
3) Room flags  : indoors nomob peaceful
4) Sector type : inside
5) Exit north  : 3046
6) Exit east   : -1
7) Exit south  : 3044
8) Exit west   : -1
…
X) Extra descriptions menu
M) Motion text
S) Script
P) Spec procs
Q) Quit
```

## Name — keep it tight

The room name appears every time a player enters or `look`s. It's the headline.

- Good: `The Temple of Midgaard`, `A Narrow Mountain Pass`, `Inside the Watchtower`
- Avoid: `Room 5`, `north of fountain`, `here`

Capitalize like a title. Don't end with a period.

## Description — paint the picture

Hit `2` to open the description in the multi-line editor. Conventions:

- 2-6 lines is typical. Long descriptions don't get read.
- First sentence sets the scene; later sentences give one or two memorable details.
- Refer to things the player can interact with — `look ribbon` makes more sense if the description mentioned a ribbon.
- Avoid second-person ("you stand in"). The MUD's perspective is "you are here" implicitly.
- No color overload — one or two `\ty` highlights at most. Save bright color for live action.

Inside the multi-line editor: type lines, end with `/s` to save, `/h` for help.

## Sector types

Sector is one of:

| Sector | Effect |
|---|---|
| `inside` | Indoor; no weather; sun has no effect. |
| `city` | Outdoor; weather; usually well-lit. |
| `field` | Outdoor; weather; movement cost typical. |
| `forest` | Outdoor; weather; higher move cost; participates in wildfire/forest weather events. |
| `hills` | Outdoor; moderate movement cost. |
| `mountain` | Outdoor; highest movement cost; participates in avalanche/ice-storm events. |
| `water_swim` | Players need swim ability or boat. |
| `water_noswim` | Boat required. |
| `underwater` | Players need ability to breathe water. |
| `flying` | Players need to fly to enter. |
| `desert` | Outdoor; weather; sandstorm/dust devil eligible. |
| `cave` | Indoor; no weather; dark by default. |

Sector interacts with the zone's terrain flags for weather purposes — see [Building zones](/builders/zones).

## Room flags

Toggle by typing the flag number (or name) at the flag menu. Common ones:

| Flag | Meaning |
|---|---|
| `DARK` | No light; requires a torch / infravision. |
| `DEATH` | Death trap — kills player on entry. Use sparingly and with warnings. |
| `NOMOB` | Mobs can't walk in. |
| `INDOORS` | Indoor; no weather; immune to several outdoor effects. |
| `PEACEFUL` | No violence allowed. |
| `SOUNDPROOF` | No room-echo from adjacent rooms. |
| `NOTRACK` | Track skill can't enter or trace through. |
| `NOMAGIC` | Spells fail. |
| `TUNNEL` | Max one character at a time. |
| `PRIVATE` | Max two characters. |
| `GODROOM` | Immortals only. |
| `NOSUMMON` | Summon spells fail toward this room. |
| `NOTELE` | Teleport spells fail toward this room. |
| `ATRIUM` | Counts as outdoor for movement / weather. |
| `OLC` | This room is being edited (auto-set, don't toggle). |

## Exits

Each direction (`5`-`8` for cardinals, `B`-`E` for diagonals if enabled, `U`/`D` for up/down) opens a sub-menu:

```
1) Description : You see a narrow corridor leading north.
2) Door keyword: door
3) Key vnum    : 3120
4) Destination : 3046
5) Door flags  : closed locked pickproof
```

### Exit description

Shown when the player types `look <direction>` from the current room. Optional — leave blank for "You see nothing special."

### Door keyword

The name a player uses to `open <kw>`, `close <kw>`, `unlock <kw>` etc. Required for any door.

### Key vnum

The object vnum that unlocks a locked door. `-1` for no key (only relevant if locked).

### Destination

The target room vnum. `-1` means "no exit." If you set it and clear flags, the exit reappears.

### Door flags

| Flag | Meaning |
|---|---|
| `ISDOOR` | The exit has a door (closeable). |
| `CLOSED` | Door is currently closed. |
| `LOCKED` | Door is locked (needs key or `pick`). |
| `PICKPROOF` | Pick-locks can't open it. |
| `SECRET` | Door is hidden — `look` won't show the exit until found. |

**Always set ISDOOR if any of the others apply.** Same-direction door from both sides needs setting on both rooms (the engine doesn't auto-mirror).

## Extra descriptions

`X` from main menu — these are keyword-triggered `look` text bits.

```
look ribbon            → "A red ribbon flutters from a nail."
look writing           → "The writing reads: 'No mortals beyond this line.'"
```

Add as many as the room benefits from. Keep keywords short — players type these.

## Motion text

`M` — passive ambient lines that fire on a heartbeat. Useful for "a bird flits across the clearing" type ambiance. Multiple motion entries with weighted probabilities.

Don't overdo motion text — three quiet lines beats ten spammy ones.

## Scripts (DG triggers)

`S` attaches a DG trigger by vnum. The trigger must already exist (created via `trigedit`). World-attached triggers (`WTRIG_*`) fire on enter/leave/command/say etc. See [Triggers](/builders/triggers).

## Spec procs

`P` attaches a C-side spec proc. Rare for rooms — used for special-purpose rooms (heal rooms, restore rooms, train stations). Most rooms don't have any.

## Common patterns

### A traveler's rest stop

- Sector: `inside`
- Flags: `INDOORS PEACEFUL`
- Several extra descriptions for furniture, fireplace, sign
- A motion text or two

### A wild path

- Sector: `forest` or `hills`
- No special flags
- Description references the surrounding terrain

### A locked dungeon door

- Set the exit's destination to the dungeon room
- Add door keyword (e.g. `iron door`)
- Set ISDOOR + CLOSED + LOCKED
- Set key vnum to the unlocking object
- Mirror the exit on the other side

### A death trap

- Add the `DEATH` flag
- Use the room description to **warn** the player before they enter
- Often paired with `NOMAGIC` (to prevent escape)

## Saving + testing

`Q` → `y` saves to memory immediately. If `CONFIG_OLC_SAVE` is on for this MUD, it also writes the `.wld` file for the zone. Walk into the room you edited to verify; `redit show` re-displays the main menu.

If a room looks broken in-game but right in the editor: that's a sign the zone hasn't been reloaded or the file write failed. Ask staff to `force <character> reboot` or to manually check the `lib/world/wld/<zone>.wld` file.

## See also

- [Building zones](/builders/zones) — bind rooms together with reset commands.
- [Building objects](/builders/objects) — put loot in your rooms.
- [Building mobiles](/builders/mobiles) — populate them with NPCs.
- [Building triggers](/builders/triggers) — scripted reactions to room events.
