How do I make a zero turn map?
Zero-Turn Mapping, by Stephen Whitis.
Zero-turn mapping (ZT mapping, or 0T mapping) is a method of finding
the locations of the dead ends, along with most of the warp paths, without
using any turns. It doesn't give you any port information, so you still
have to explore, but it can help with that exploring quite a bit. While
it is possible in theory to do ZT mapping by hand, in practice it requires
a utility. TWAssist and TWHelp both have ZT mapping options, as do the
TWGuru scripts for the Amiga. Other utilities may or may not.
ZT mapping works by plotting lots of routes, and gathering the warp
info discovered during each of those routes. The earliest versions used
LD mapping (for Level Diagram.) A base sector would be chosen, usually
stardock. From there, routes would be plotted to every other sector in
the game, and from each of those sectors back to stardock. Better algorithms
are available, which speed the process and manage to find more warps. The
time needed to do ZT mapping varies quite a bit, as does the accuracy.
The algorithm used makes a large difference. The speed of the BBS computer,
also, makes a large difference. Modem speed and the speed of the players
computer can affect it, but not nearly as much as the others. Universe
size, the number of one-way warps, and other factors also come into play.
On a 5000 sector universe, a ZT map may take anywhere from 20 minutes to
an hour and a half - possibly longer if a slow algorithm and a slow BBS
computer are both being used. A good ZT mapping utility will allow you
to map a bit at a time - if it takes an hour, you could do 10 minutes one
day, 20 minutes the next, etc., until completed.
Having plotted these routes, they can be used in any good TW database.
The database can then be used to locate dead ends. The best way to explore
the universe is to fire etherprobes into dead ends, because its cheaper
to fire a probe than to use turns to explore manually. That lets you save
your turns for money-making. You don't have to use a ZT map to fire probes,
but you can do your exploring with less probes if you know where the dead
ends are located. ZT maps can also be used to locate StarDock and the Class
0 ports - which is useful in games where the SD location isn't listed in
the V screen. SD and the class 0's will have six two-way warps, and an
additional one-way warp into the sector.
Most games will have a small number of these, and checking them will
locate stardock quite soon. It is also possible for a utility to use the
ZT mapping information to calculate which avoids to set in order to force
etherprobes to travel long routes before reaching their target. Dead ends
are still the targets of choice, of course. This is useful, primarily,
early in the game. In the early part of a game, most players are trading
paired ports. By forcing the probes to travel farther, exploring more sectors,
you are more likely to find pairs to trade. Later, when you've already
got a number of pairs to trade, or have moved to other methods of money-making,
using long-route eprobes isn't as useful.