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The Official MegaMud website.
Last updated 4th of January, 2006.
Welcome to MegaMud Online, the official MegaMud website. With over 400,000 hits, providing the
best source of MegaMud information and paths on the world wide web. Now serving from
Current MegaMud / MajorMud News:
|MegaMud v1.03s is out.|
| - Posted on 8/12/01 at 2.00pm|
Well, MegaMud v1.03s is finally out. Sorry I have taken so long to put in online on this website,
but I've been out of town for two weeks, so it's been pretty hard to update :) And it would have to come
out three days after I leave wouldn't it grumble grumble :) Anyway, if you haven't already gotten
hold of a copy, download it here. Or, if you want to view the
release notes, take a peek here. On a similar note, sorry this site has
been displaying a broken link to 1.03s for a while, I was testing something before I went away, and
then ended up locked out of my FTP for a few days so I couldn't fix it... and then had to go away
before I could.|
A lot of people have been sending me questions about getting module 9 paths - at the moment, I don't
have any, but if anyone makes some, could they please send me a copy at firstname.lastname@example.org,
so I can share them with the world through this site. Anyway, I will update again as soon as I have
something new to report, or some mod9 paths to share.
|MegaMud v1.03s Beta Release Notes.|
| - Posted on 30/10/01 at 3.30pm|
A quick update to post the release notes from what will almost certainly be the last
1.03s beta (#5). If you want to take a look, please click here,
and keep checking back for a release.|
On the hosting side of things, I've queued up some hosting with Allied
Web Products, and if you're reading this now the changeover should be complete. I had to
make a few minor changes to the page, so if you find any glitches, please let me know
|MegaMud v1.03s in beta.|
| - Posted on 26/10/01 at 11.30pm|
Well, it's been a loooong time. Sorry I haven't been updating with paths and such like
I used to, but MegaMud is not a top priority at the moment (got to much to worry about with
school and work). However, I will still be updating with MegaMud news, so you can
still rely on MegaMud Online for the latest on updates, betas, releases, etc.|
On that topic, MegaMud v1.03s is very close to release - it's in final beta stages now.
It includes a couple of new features, a fair few bug fixes, and support for module 9. I should
have release notes online in a few days (if not the final release), so keep checking back.
On another note, I am changing hosts, so the site may be patchy in the next week or two -
but never fear, it will always come back. Also, anyone who has bookmarked http://www.choicenet1.com/spawn,
make sure you change it to http://www.megamud.net. I would also like to say thanks to
Chris and everyone else at ChoiceNet1 for their years of hosting, this site wouldn't have been
possible without it - so thankyou all very much :)
|Paths, and not much else :(|
| - Posted on 17/03/01 at 10.00pm|
Hello all, sorry it's been so long between updates, I've hella-busy, and unfortunately
there hasn't been any new MegaMud news to report. I haven't heard from Merlin in
months despite repeated emails, so I can't tell you all anything new - we'll just have
to hope he turns up soon.|
I have got some new paths and requests to post though, so here they are. Firstly, there's
a nifty path from the cave worm area to the tentacled abominations loop (a path MegaMud
has always lacked), thanks to Demonic. Next, there's a path to and from the deeds shop,
thanks to Nayr. Thirdly, a loop for the auto-regen caveworm, thanks to Spence. Fourth,
Tom's sent in an alternative to using auto-roam for the slime beast - some paths to get
to/from it and a loop. Phil has sent in a loop for the Massive Web (fulfilling a request) -
thanks Phil. Finally, there's a second set of stealth quest paths (from Black-Eye), which
are useful in case the ones in the Module 8 bundle don't work for you, or you just want the
stealth quest paths without the rest of the Mod8 ones. Once again, many thanks to those
that submitted paths, and if you want to grab any of these, click here.
I've got two new requests - one for a graveyard loop which digs up graves on it's way, and
secondly, a more efficient loop to open the tomb vault in the marble passages. If you have
either of these paths, or any other paths you want to submit, please send them to me
here. Also, a quick thanks
to Chris, who pointed out a problem with one of my slums paths (which is now corrected).
That's about it unfortunately, I'll make sure to update as soon as I know anything more about
the progress of MegaMud.
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