Yther wrote:
EDIT: Just be clear on my perspective, I defend alot of terrible zones though, like most everyone hates Trakanon's Teeth, but it doesn't bother too much since they fixed the fog from being completely blinding.
Hmmm... TT never bothered me much at all, even with the thick fog. I think mainly because you could follow walls and landmarks to get to the places in the zone you needed to go. Once you'd made the run to OS a couple times, it didn't matter what the rest of the zone looked like. It was "Follow left wall from EJ till you hit the aqueduct. Follow aqueduct into zone until you get to ruins. Follow ruins keeping them to your left to first corner. Follow around to the left until you see the fallen over pillar. Hang a left, past one building, then around and down the ramp till you get to the clicky". Didn't need to see very far to do that and it was pretty much completely safe every time (heh. pretty much).
There wasn't much reason to *be* in TT except to get the key bits for OS, and then to travel through it to OS. I personally kinda liked the spooky look and feel of TT and EJ though (another zone that you mostly traveled through, although I think EJ had a dragon in it IIRC). CoM rocked as well. As said above, they had this ancient world kind of feel to them that was really well pulled off.
If we're talking about dungeons though (and turning the topic around), I think my favorite one was Kaesora. I really liked the layout, and that it was one way in, one way out. I also particularly liked the "tower" sections, and how you were underground, and following a tunnel that spun around the circular rooms that were lined up above and below one another. Dunno. I just liked the layout. It actually encouraged you to dungeon crawl through it rather than just sit in one area. Hah. Thinking of that, the same can be said for Veksar. Loved that zone too!
It's hard to judge "worst" layouts when it comes to dungeons (or maybe "most pita") because you almost have to divide things into "pre-maps" and "post-maps". So a lot of the old world dungeons were *really* hard to navigate and forced you to learn them (cause no maps back then). What I do find interesting is that once they put in the in-game map feature, the dungeon layouts got simpler, not harder. I suspect because since everyone had a map, there wasn't much reason to make them complex anymore. But the old world stuff like Befallen, Runnyeye and Blackburrow? Holy hell! But you really gained a sense of accomplishment once you did learn the layouts of those zones. I suppose that's something that's been lost a bit.