I've written a lot of areas in standard Circle 2.2 format over the last half a year or so, and I'm gradually coming to realize that my own MUD will in all likelihood never have its own site. I'd still like to see some of my areas get playing time, so I'm posting this list to you guys, who have been so patient with my silly coding questions during the last months, to let you guys get first claims if you're interested in having me mail these areas to you. Any area that makes use of coding changes not specific to Circle 2.2 is clearly marked, but feel free to ask for those anyways if you think you can do the necessary coding or have the time to rearrange the area... 1. Mauldwood: A strictly newbie area, basically a dark forest surrounding an undead fortress, very low level mobs, interesting exploring. 2. Psychic Storms of Gomar: Basically a transportation area to plug in lots of random exits to other areas, a la Jedi's Shadow Storm. Zork-inspired areas: 1. Antharia: a 200+ room area including one major port city, a small port village, lots of island landscape, an inland village and an army fort. Great for all except the lowest level players. Makes use of secondary directions not in Circle 2.2, although not extensively. 2. Quendoran Royal Army: an area that includes the camp of a beseiging army and the actual front-lines of that army. Originally designed to be facing the northern gate of Rome, the area could be plugged in near any city or fortress. 3. The Vaults of Seclusion: a dismal area where the player must confront various mobs designed to embody his greatest passions, hates and fears. Also, if you want to get rid of Midgaard, I did some cool reworking of the standard area, turning it in to two separate and fairly unique areas. I also reworked New Thalos considerably, particularly the palace... If you're interested in using any of these areas, or just want to hear more about what I'm talking about, just leave me mail and we'll talk. Nino Ruffini grruffin@ellis.uchicago.edu
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