"Reflections of Minos"
by Tam
I really don't know what was so significant for me about Minos.
For some reason, I just really liked the zone. My first memory of
it was exploring, fleeing all the way to Minos and getting whacked.
This, of course preceeded a big yelp for help to Hebish, who actually
knew the zone. Reflecting on it, it was hysterical. At the time,
it probably wasn't >:)
I was a bit bummed when the zone was removed from the game. Apparently,
Jedi had at one time to conserve server space and remove some of
the smaller zones. Minos was one of them, unfortunately. When I
got my grubby little hands on the zone, I realized one major problem.
These zones were written very very VERY long ago and never evolved
with the rest of the game. So, immediately I updated the mobs in
the Trial portion. Then I realized, "Holy cow! The zone is
only 25 rooms!" We just couldn't have that, now could we?
I had pondered expanding on the main part of the zone, itself -
the island. This lead to a lot of possibilities - a maze, more dastardly
trials, a larger foundation of the zone to run xp in and many others.
Then I came to the resolution that I wanted people to experience
the game as I did - exactly as I did. So, I upgraded the mobs to
make them more in line with today's standards.
So.... Then I realized that the zone consisted of 25 room. I don't
believe in overkill - honest! I simply believe in pounding things
so far into the ground that they burst out of China. So naturally
I couldn't stop at just updating the zone. I had to do something
with the extra 75 rooms, but what?
So after thinking about the situation and the positioning of Minos,
I thought to myself, "Self... why don't you add a transition
zone like the Dragon Sea, so the mud can expand westward?"
Thinking this was a good idea, I took my own advice and started
to build >:) This decision enabled the usage of the 75 rooms
without ruining the integrity of what Mahatma had created. Essentially
the zone became 2 zones in one - which seemed neat at the time.
The sea section of the zone was meant to be difficult to navigate
and not your "normal" transition zone. You're not just
sailing across a "happy little sea", you're sailing across
a nightmare - a treacherous mixture of this world - and that. Picture
what would happen if a mysterious (and very evil) Jedi introduced
himself into an area but then became angry. What could he possibly
do to it in his fit of rage? How would the area suffer under this
wrath? Who knows?
All in all, the zone took about a month or two to write and tweak.
The sea, itself, took around a week to lay out in such a way that
the complication was so extensive that even an immortal scouting
the zone could become confused. As a matter of fact, the zone even
includes instructions that were sent with it. The instructions include
"safe" rooms to connect zones to without destroying the
continuity of the maze. It's really important because if you don't
follow the directions - boom! - you cut off access to a chunk of
the zone.
My hope has always been that some people would come along and write
some difficult zones to connect to the sea. It would be fitting
to have a difficult transition zone and some difficult zones to
match. So..... get writing all you builder-folks! :)
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