I have, at least vaguely. Next to the Slayers guild

Posted by Megaomgchen 
I have, at least vaguely. Next to the Slayers guild are a quest where you help a beginner slayer have approved yourself, and be taken into the guild. The quest in the slayer camp unlock a demon boss and could have you enter Fort Aldmourne. The quest in the herbalist hut at Cairnhaven has you collect ingredients for a ritual to RuneScape gold get the witch who lives (Relating to the demons inhabiting the Fort). The quest in the south west of Merrinfall has you explore the mages circle to the north of town and the crevice beside it and lastly the pursuit in Haelin Manor I am not actually sure, probably something related to the tower or lighthouse north of this port.

It's been interesting hearing a few of the responses over the years from individuals as to what occurred with Zeah. I think for the simplest explanation, a lot of it can be boiled down to the team biting off more than they could chew, coupled with a lack of experience with the kind of design work that was needed for such an undertaking.

The squareness of this seemed to stem from appearing too heavily at the map & extrapolating runs off out that basically everything in Zeah was square. While, surethere are places around the game world that look like that, the majority of it occurred out of necessity. I believe the mapping tools could load 1 map square so that resulted in a style style emerging. Both during the Classic era when the Gowers would attempt to squeeze as much material into a single map square as possible then even more so throughout the first RS2 era they would often have multiple projects on the move concurrently, using different map markers delegated to different devs/projects. Each job tried to increase the space they got in their respective map squares and so, a lot of projects ended up looking square since they filled to the borders.

Zeah was a large blank canvas with one cohesive design eyesight (or at least it ought to have been) so should not buy OSRS gold have had to feel restricted when it comes on how content has been implemented by carefully off boxing things. And that's what occurred. On top of that the worldbuilding was non-existent and no effort was made to guarantee the game world worked from an MMO standpoint.There was also this early impression given from the OSRS group of these needing Zeah to be this enormous visually striking location that provided them with a big figure to boast about;"a massive 50% landmass growth!!! Wow!!!", but fundamentally failed to fill it. Which was particularly true - Zeah was as wide as an ocean with about as much depth as a puddle. And quite literally too, considering there wasn't a level in the continent.
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