First and foremost, these areas may not be distributed on any other website without my express written permission. This includes MUD websites that make all of their areas available for download. Nor may you link to the areas themselves - you may only link to this page.
If you use these areas in your MUD, you have my permission to alter the areas as needed to fit your MUD - changing vnums, altering entry descriptions to provide smoother area transition, etc. If you do use them, I'd appreciate an e-mail just letting me know that you're using an area(s), or what you think of them.
That said, this is a small collection of the ROM 2.4 areas that I have built. They should all be compatible with stock ROM 2.4. If you find that they are not working for one reason or another, please let me know and I will try my best to help you make them work.
My other areas were made for a ROM 2.4 derivative and will most likely not work for a stock ROM because of extra flags that were used. It's been quite a while since I've worked there, and can't remember exactly what's stock and what's derivative. If I get the time, I may add more areas here, either recently-created freelance ones, or ones that I've converted to work with stock. No promises, though.
Finally, for a larger selection of areas for all manner of codebases, I highly recommend The MUD Emporium (formerly Dibrova.org). Now, on to the areas.
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Grassy Fields - This is a fairly small, stockish forest and field area that I wrote when I began building. It was intended to be a replacement for the stock area Troll Den (troll.are). It's not a very good area by ANY means (note the insane repetition of room descriptions), but in my mind, anything is better than a stock area (no offence to the ROM team). I'm almost embarassed to release this :) It contains references to the Haon Dor forest (another stock area), so if you have removed that area, remember to change those references.
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Valley Glade - This is another rather small area that I wrote relatively recently (early 2001). I wrote it to replace the Elemental Canyon (canyon.are). I believe I used the same default vnums that Elemental Canyon used, so if you do use this area, you may want to either renumber the area, or warn your players that items will be in strange places once this area is in. For instance, the "elemental bracelet" was overwritten by "a shield of outstretched wings". This was a bad mistake that I never got around to correcting, and I'm not sure I remember enough to correct it now. The area is almost all forest, with a small cave.
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Caergoth - this is a good-sized hometown area I wrote for a DragonLance MUD. If you use this (and are not DragonLance-based), you'll probably want to change some things around, such as the names of whatever gods I mentioned. There are a few guilds here (for good-aligned players), shops, an inn, and some other things. One thing you may not have is a (hardcoded) riverboat system; that is why the dockmaster has a ticket to Palanthas.
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The Faerie Glen - I wrote this in early 2001. Players responded well to it (and actually called me out - I had changed my immortal name but they recognised my style). It was meant as a replacement for Old Thalos (thalos.are), and I used the same vnums. However, I learned from my mistakes and replaced objects with the same type of object (shield for shield, not shield for bracelet).
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Social.are - my friend Chislev and I rewrote and added new socials. Nothing terribly fancy here, and nearly all of the new ones were player-suggested. Some old ones are renamed due to skills that had the same name - for instance, I replaced "bark" with "woof" because "barkskin" was a skill, and the game allowed a lot of freedom in abbreviating commands. This one might be better just for copying and pasting the socials you like into your existing social.are; we changed it quite a bit.