Post by Dank on Aug 3, 2006 12:04:18 GMT -5
(as compiled by Dank Cysterian, Magnetist, Heretic and Hospitalier of the Temple)
1. Ravenna
Is it any mistake that the greatest zone writer in the history of this game can lay claim to three of the top ten zones of JediMUD? Steppin's mastery is clear in his final, most immersive zone, based on the end days of the Western Roman Empire. It is as brilliant as it is simple. The items that load here are impressive, challenging and a joy to play for. This is the best of text mudding, anywhere.
2. Sanctuary
Still the most fascinating of fiction series implementations on the MUD. Sometimes, I'll find myself strolling down the streets, just reading the room descriptions. The translation of the writer's prose into a living zone is praiseworthy. Robert Asprin and Lynn Abbey, the writer's of "Thieve's World" would be moved. The quests are immersive, the constructs solid, the bad guys challenging. A true cast of hundreds. As far as popularity, who among us hasn't typed pour drug out at least 100 times?
3. The Bardic Colleges
Novel in approach, entertaining and challenging, the best attributes of a remort-class zone. Personally, I wish there were more class-based zones scattered throughout the world that would reward the dedicated multi-remort class participant for their dedication. (For a wonderful synopsis on the strengths of this zone, see replies by both Pio and Tam, located in the Worst Zones thread.)
4. The Underworld
A vast, multi-tiered experience that brings the greek pantheon to life. More interesting than the medocre Hellas, the Underworld is a nice balance of experience and prose.
5. The Dreams of Onophrio Panuinio
An artistic masterpiece, if not a popular one. I have yet to complete the quest, but it seems to me that the construction of what appears to be the Ark of the Covenant by a mad monk in search of the histories of the Catholic Church is compelling enough to find the man uptime after uptime. Brilliant in description and deep in execution, this is another of Steppin's children and worth your time to explore. Watch for death traps.
Onophrio Panuinio (sic Onofrio Panvino) is a character from history, an Italian historian who lived in the 16th Century and has provided the most detailed accounting of the Holy Roman Empire.
6. Straight Path
A brilliant rendition of the path of Islam. Steppin proves that he is not only a designer who draws with a power and simplicity, but a careful researcher and historian as well. Experience points aside, this popular zone probably has done more to introduce our myopic playerbase to cultural enlightenment than most school districts.
7. Wamphyr Aerie
Another brilliant rendition of an award-winning series, Brian Lumley's, Necroscope (1986). Boris Dragosani and Harry Keogh are locked in an endless battle to bring down their enemies in this horrifying little castle located west of New Thalos.
The only thing missing from this zone is a wandering uber-vampire. The cracked black urn has become the ubiquitous storage container.
8. Star Wars
A little one-dimensional and light on intra-zone quests, this large zone does justice to the name of our MUD. There are plenty of tongue-in-cheek references and pokes at George for the delight of any JarJar basher. Good eq, great experience makes this zone a regular destination on the tour.
9. Aralu
From the encyclopedia of Hell:
Aralu: The oldest known myths of the underworld are Sumerian, with records dating at least as far back as 2000 B.C. Babylonian hell is known as Aralu, the "LAND OF NO RETURN." Aralu is a hot, dusty desert realm at the base of a huge mountain. In Aralu, the damned are heaped in a mass grave and forced to eat dirt. Ancient myths refer to this place as a "domain of darkness" filled with horrific monsters and mutant beasts. To enter the Land of No Return, a spirit must pass through seven portals, each guarded by a DEMON. ERESHKIGAL, goddess of the underworld, rules Aralu with her husband, NERGAL, and enjoys afflicting her subjects with all manner of chastisements.
Pretty much says it all. Very challenging, nice eq, great xp. Most people try to TP into it to avoid the guardian. A great challenge for a group.
10. Sieged Castle/ Ghost Ship/ Greza
Great stories, great zones, nice linkage in this arcane RPG lift. The text experience should be immersive like this. Regardless of how many thousands of times I've run the same piece of equipment, it's nice to be surrounded by prose while doing it.
Criterion used in consideration:
1. Zone Originality - Is the zone faithful to the source it was derived from? If original work, is it well-crafted and interesting?
2. Level of Detail - Does the zone boast unique features or characters?
3. Popularity - What percent of the player base are attracted to the zone?
4. Mobile balance - Is there a range of intra-zone mobile challenges in order to appeal to a broad playerbase, from large groups to solo artists?
5. Equipment balance - Does the zone lure more than one class?
6. Prose - How immersive is the zone prose? Is it well written?
7. Zone consistency - Does the zone feel like it belongs at JediMUD?
8. Key clarity - Did the builder create solvable quests and clearly defined locked paths?
9. Corpse retrieval - Can you readily get your junk back if you die?
10. DT factor - Are the death traps well marked? Was the BLDR just sadistic?
1. Ravenna
Is it any mistake that the greatest zone writer in the history of this game can lay claim to three of the top ten zones of JediMUD? Steppin's mastery is clear in his final, most immersive zone, based on the end days of the Western Roman Empire. It is as brilliant as it is simple. The items that load here are impressive, challenging and a joy to play for. This is the best of text mudding, anywhere.
2. Sanctuary
Still the most fascinating of fiction series implementations on the MUD. Sometimes, I'll find myself strolling down the streets, just reading the room descriptions. The translation of the writer's prose into a living zone is praiseworthy. Robert Asprin and Lynn Abbey, the writer's of "Thieve's World" would be moved. The quests are immersive, the constructs solid, the bad guys challenging. A true cast of hundreds. As far as popularity, who among us hasn't typed pour drug out at least 100 times?
3. The Bardic Colleges
Novel in approach, entertaining and challenging, the best attributes of a remort-class zone. Personally, I wish there were more class-based zones scattered throughout the world that would reward the dedicated multi-remort class participant for their dedication. (For a wonderful synopsis on the strengths of this zone, see replies by both Pio and Tam, located in the Worst Zones thread.)
4. The Underworld
A vast, multi-tiered experience that brings the greek pantheon to life. More interesting than the medocre Hellas, the Underworld is a nice balance of experience and prose.
5. The Dreams of Onophrio Panuinio
An artistic masterpiece, if not a popular one. I have yet to complete the quest, but it seems to me that the construction of what appears to be the Ark of the Covenant by a mad monk in search of the histories of the Catholic Church is compelling enough to find the man uptime after uptime. Brilliant in description and deep in execution, this is another of Steppin's children and worth your time to explore. Watch for death traps.
Onophrio Panuinio (sic Onofrio Panvino) is a character from history, an Italian historian who lived in the 16th Century and has provided the most detailed accounting of the Holy Roman Empire.
6. Straight Path
A brilliant rendition of the path of Islam. Steppin proves that he is not only a designer who draws with a power and simplicity, but a careful researcher and historian as well. Experience points aside, this popular zone probably has done more to introduce our myopic playerbase to cultural enlightenment than most school districts.
7. Wamphyr Aerie
Another brilliant rendition of an award-winning series, Brian Lumley's, Necroscope (1986). Boris Dragosani and Harry Keogh are locked in an endless battle to bring down their enemies in this horrifying little castle located west of New Thalos.
The only thing missing from this zone is a wandering uber-vampire. The cracked black urn has become the ubiquitous storage container.
8. Star Wars
A little one-dimensional and light on intra-zone quests, this large zone does justice to the name of our MUD. There are plenty of tongue-in-cheek references and pokes at George for the delight of any JarJar basher. Good eq, great experience makes this zone a regular destination on the tour.
9. Aralu
From the encyclopedia of Hell:
Aralu: The oldest known myths of the underworld are Sumerian, with records dating at least as far back as 2000 B.C. Babylonian hell is known as Aralu, the "LAND OF NO RETURN." Aralu is a hot, dusty desert realm at the base of a huge mountain. In Aralu, the damned are heaped in a mass grave and forced to eat dirt. Ancient myths refer to this place as a "domain of darkness" filled with horrific monsters and mutant beasts. To enter the Land of No Return, a spirit must pass through seven portals, each guarded by a DEMON. ERESHKIGAL, goddess of the underworld, rules Aralu with her husband, NERGAL, and enjoys afflicting her subjects with all manner of chastisements.
Pretty much says it all. Very challenging, nice eq, great xp. Most people try to TP into it to avoid the guardian. A great challenge for a group.
10. Sieged Castle/ Ghost Ship/ Greza
Great stories, great zones, nice linkage in this arcane RPG lift. The text experience should be immersive like this. Regardless of how many thousands of times I've run the same piece of equipment, it's nice to be surrounded by prose while doing it.
Criterion used in consideration:
1. Zone Originality - Is the zone faithful to the source it was derived from? If original work, is it well-crafted and interesting?
2. Level of Detail - Does the zone boast unique features or characters?
3. Popularity - What percent of the player base are attracted to the zone?
4. Mobile balance - Is there a range of intra-zone mobile challenges in order to appeal to a broad playerbase, from large groups to solo artists?
5. Equipment balance - Does the zone lure more than one class?
6. Prose - How immersive is the zone prose? Is it well written?
7. Zone consistency - Does the zone feel like it belongs at JediMUD?
8. Key clarity - Did the builder create solvable quests and clearly defined locked paths?
9. Corpse retrieval - Can you readily get your junk back if you die?
10. DT factor - Are the death traps well marked? Was the BLDR just sadistic?