EQ TLP 2024 Teek (Random loot) & Tormax (Traditional) #neckbeardnostalgia

Rajaah

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FingerBang server looks alright but I'm more excited for Omens, never played before and guildies been hyping it up, can't wait.

Omens is a great time with the Epic 2.0s. Brings back the "work on epics with your guild" excitement of Kunark, only now with significantly more interesting and involved quests.

Good time to mention that with Omens about to drop and more raid splits to fill out, Faceless is particularly looking for Shamans and Clerics. Good players of any other class are also welcome to apply. Great guild for people with a busy life; we get all our raids done fast and have the other five nights off.

Loot Style: Open Bid DKP
DKP Raids: Sun & Mon at 8:30pm ET
Optional Plat Raids: Friday at 8:30pm ET
Requirements: 0% RA Required!

Contact Rajaah or Skuffle ingame or send me a message on here.
 
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Rajaah

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Been wondering what the deal is with Clan Deathfist as a zone, and whether it was a classic zone that was scrapped during development. That zoneline in the NW corner of Oasis sure looks like it was intended to go to Rujarkian Hills (a hypothetical classic version) or Clan Deathfist, with the Orc Highway just south of it and leading to it. Then again, this is the PoR redesign of the desert, not sure if the original Oasis had this same suspicious zoneline.

Clan Deathfist would have been a desert version of Crushbone, with the gold orcs and probably a bit higher level of a zone (16-28 is my guess, since that part of the world doesn't have a dungeon for that level range and would have to migrate to Unrest, SolA, or Guk). Rujarkian Hills might have been an overland zone between Oasis and Clan Deathfist.

I'd kinda like to see what the original RH and CD would have looked like, if any concepts exist. I'm sure they're totally lost to time though.
 
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Daidraco

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View attachment 586116
Been wondering what the deal is with Clan Deathfist as a zone, and whether it was a classic zone that was scrapped during development. That zoneline in the NW corner of Oasis sure looks like it was intended to go to Rujarkian Hills (a hypothetical classic version) or Clan Deathfist, with the Orc Highway just south of it and leading to it. Then again, this is the PoR redesign of the desert, not sure if the original Oasis had this same suspicious zoneline.

Clan Deathfist would have been a desert version of Crushbone, with the gold orcs and probably a bit higher level of a zone (16-28 is my guess, since that part of the world doesn't have a dungeon for that level range and would have to migrate to Unrest, SolA, or Guk). Rujarkian Hills might have been an overland zone between Oasis and Clan Deathfist.

I'd kinda like to see what the original RH and CD would have looked like, if any concepts exist. I'm sure they're totally lost to time though.
In the original, go to the dock, turn right and follow the lake past the gypsy camp towards the highway. Once at the corner of the lake, take a diagonal left and you will see an empty path in the cliffside that "should" have been a zone. No idea what it was meant to be - but if I had to hazard a guess it would have been an open world dungeon like Crushbone. Since Sro and Nro were so large and in proximity to it, making whatever zone it would have been - geographically - small.
 

Rajaah

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In the original, go to the dock, turn right and follow the lake past the gypsy camp towards the highway. Once at the corner of the lake, take a diagonal left and you will see an empty path in the cliffside that "should" have been a zone. No idea what it was meant to be - but if I had to hazard a guess it would have been an open world dungeon like Crushbone. Since Sro and Nro were so large and in proximity to it, making whatever zone it would have been - geographically - small.

That sounds like it was probably intended to be Rujarkian Hills or Deathfist, yeah. Wonder why it was scrapped?

As a kid, the entire desert area was mysterious to me and I felt like there were a lot of hidden secrets there, especially in Oasis. I also liked the gold orcs and assumed they'd have their own Crushbone. Was a level 9ish Freeport monk at the time, was one of the classes I tried before I settled on Necro (i.e. the only class I was interested in that could sctually solo back then, though Druid would have been a better choice).

It's kinda a shame that Rujarkian Hills got wasted on LDON (and turned into a boring mine with boring reheated orcs). I always pictured it to be something similar to what Sunderock Springs was later, a wasteland with lots of rocks and cliffs.

If Deathfist itself was similar to Crushbone and just a small fort, it wouldn't have been difficult to make and add in, so I'm even more curious why they scrapped it.

Cut content is one of the things I pour over in games, like the icy northern land of the giants in Demon Souls. Half-finished and dropped from the final game, eventually repurposed in other Fromsoft games supposedly. Maybe Rujarkian Hills' ideas got reused for Sunderock Springs later or something.

In any case, given that things like Jaggedpine Forest, Unkempt Woods, and even Plane of War eventually got added in, it would have been awesome to get a Clan Deathfist dungeon at some point later on. PoR would have probably been the best spot for it, both from a theme perspective (it's when they redid the desert) and from a content perspective (PoR needed the help, and a traditional classic-style dungeon for 65-70 people would have been popular).

Edit: Also, looking it up, EQ2 actually does have a Deathfist Citadel. Not sure if it was a limited time zone or what because I'm seeing something about how it had to be "reconstructed" for the Origins server. Maybe I should run EQ2 for a few months next time it launches a prog server, if it flashes out some of EQ1's unused ideas. Heard it also continues The Sleeper storyline.
 
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DickTrickle

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That sounds like it was probably intended to be Rujarkian Hills or Deathfist, yeah. Wonder why it was scrapped?

As a kid, the entire desert area was mysterious to me and I felt like there were a lot of hidden secrets there, especially in Oasis. I also liked the gold orcs and assumed they'd have their own Crushbone. Was a level 9ish Freeport monk at the time, was one of the classes I tried before I settled on Necro (i.e. the only class I was interested in that could sctually solo back then, though Druid would have been a better choice).

It's kinda a shame that Rujarkian Hills got wasted on LDON (and turned into a boring mine with boring reheated orcs). I always pictured it to be something similar to what Sunderock Springs was later, a wasteland with lots of rocks and cliffs.

If Deathfist itself was similar to Crushbone and just a small fort, it wouldn't have been difficult to make and add in, so I'm even more curious why they scrapped it.

Cut content is one of the things I pour over in games, like the icy northern land of the giants in Demon Souls. Half-finished and dropped from the final game, eventually repurposed in other Fromsoft games supposedly. Maybe Rujarkian Hills' ideas got reused for Sunderock Springs later or something.

In any case, given that things like Jaggedpine Forest, Unkempt Woods, and even Plane of War eventually got added in, it would have been awesome to get a Clan Deathfist dungeon at some point later on. PoR would have probably been the best spot for it, both from a theme perspective (it's when they redid the desert) and from a content perspective (PoR needed the help, and a traditional classic-style dungeon for 65-70 people would have been popular).

Edit: Also, looking it up, EQ2 actually does have a Deathfist Citadel. Not sure if it was a limited time zone or what because I'm seeing something about how it had to be "reconstructed" for the Origins server. Maybe I should run EQ2 for a few months next time it launches a prog server, if it flashes out some of EQ1's unused ideas. Heard it also continues The Sleeper storyline.
Pretty sure Deathfist citadel was one of the original zones and not some limited time thing.
 

Rajaah

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Pretty sure Deathfist citadel was one of the original zones and not some limited time thing.

That's cool, so EQ2 fleshed out some of EQ1's missing world-space? That's pretty much exactly how EQ2 should have been used, TBH.
 

Flobee

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That's cool, so EQ2 fleshed out some of EQ1's missing world-space? That's pretty much exactly how EQ2 should have been used, TBH.
Yup, and some of it was even good! Deathfist Citidal, Runnyeye, and Nek castle were for me some of that games high points.
 
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yerm

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One thing with zone design with the freeport/ro revamp was that por was the same team, iirc, as ldon, don, and tbs. The sort of "off" expansions where the main team did discord (split into god and oow), dodh, tss, and sof. The B team had some good stuff here and there but also lots of crap, lots of meh, and many failures to deliver like ship to ship combat. Por was also a kind of low point as wow was near its peak and eq2 was stealing resources. It kind of makes sense for them to have wanted to do more and set up for something and then not had the ability to deliver on it.
 

Lambourne

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Rujarkian Hills and the Lifire River were listed on the original map you got with the game in 1999. The lore was fleshed out somewhat in LDoN, it had a mix of goblins and orcs living in it that were at war with each other and Rujark was the goblin leader the hills are named after.

The pen and paper EQ RPG also expanded on it, there was supposed to be another tribe of orcs called Scorchfist that lived in the far south of the Desert of Ro and threatened the trolls.

The scale is completely different but for reference, The Buried Pass is the EC tunnel, Freefield is the little town at the north end of North ro before you zone into Freeport, and Takish-Hiz are the ruins on the island in oasis. Scorch Hall was the home of the Scorchfist orcs.

Maybe there was supposed to be a large orc war that the player races took sides in, but not much made it into the game beyond the alliance between Crushbone and Neriak.

1747209523306.png
 
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Rajaah

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Rujarkian Hills and the Lifire River were listed on the original map you got with the game in 1999. The lore was fleshed out somewhat in LDoN, it had a mix of goblins and orcs living in it that were at war with each other and Rujark was the goblin leader the hills are named after.

The pen and paper EQ RPG also expanded on it, there was supposed to be another tribe of orcs called Scorchfist that lived in the far south of the Desert of Ro and threatened the trolls.

The scale is completely different but for reference, The Buried Pass is the EC tunnel, Freefield is the little town at the north end of North ro before you zone into Freeport, and Takish-Hiz are the ruins on the island in oasis. Scorch Hall was the home of the Scorchfist orcs.

Maybe there was supposed to be a large orc war that the player races took sides in, but not much made it into the game beyond the alliance between Crushbone and Neriak.

View attachment 586278

Wow, that map is a cool find. Freefield might actually be Freeport, would be odd for them to leave Freeport off a map like this entirely. I think the entire Lifire river disappeared from the actual game, and Rujarkian Hills got moved from the SE to the SW on later maps.

1747676013858.png


For original concepts that didn't get implemented, I'm thinking Deathfist Citadel northwest of Oasis (the zoneline I originally posted about), with Scorch Hall southwest of Oasis (home of the competing orcs) with Orc Highway in-between.

Rujarkian Hills was likely its own thing, west of South Ro, with goblins.

Was always weird to me that Severilous didn't have a classic counterpart, considering Talendor and Gorenaire did. Made me wonder if maybe a third dragon was supposed to be in classic (maybe a third, lower zone of Guk?)

Would be really cool if they went back and used some of these unused concepts in a future TLP to expand Classic.

Or better yet, do an entire expansion for Classic, adding in unused/forgotten zones. This kind of thing would probably be strictly the domain of emulator servers, though. A Classic-locked emu server that makes expansions for Classic (while keeping the cap at 50) would probably gain quite a following, if it doesn't already exist.

Other things from Beta that didn't make it into Classic: Mayong Mistmoore (think he was the boss in Castle Mistmoore), Trakanon (he was a blue dragon, not undead yet), and Big Bynn (his model became Xanamech's model, IIRC). That last one begs the question of why the one in SoF is called "Big Bynn I" instead of "Big Bynn II", especially considering it isn't like they ever brought it up again.
 

DickTrickle

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Wow, that map is a cool find. Freefield might actually be Freeport, would be odd for them to leave Freeport off a map like this entirely. I think the entire Lifire river disappeared from the actual game, and Rujarkian Hills got moved from the SE to the SW on later maps.

View attachment 586939

For original concepts that didn't get implemented, I'm thinking Deathfist Citadel northwest of Oasis (the zoneline I originally posted about), with Scorch Hall southwest of Oasis (home of the competing orcs) with Orc Highway in-between.

Rujarkian Hills was likely its own thing, west of South Ro, with goblins.

Was always weird to me that Severilous didn't have a classic counterpart, considering Talendor and Gorenaire did. Made me wonder if maybe a third dragon was supposed to be in classic (maybe a third, lower zone of Guk?)

Would be really cool if they went back and used some of these unused concepts in a future TLP to expand Classic.

Or better yet, do an entire expansion for Classic, adding in unused/forgotten zones. This kind of thing would probably be strictly the domain of emulator servers, though. A Classic-locked emu server that makes expansions for Classic (while keeping the cap at 50) would probably gain quite a following, if it doesn't already exist.

Other things from Beta that didn't make it into Classic: Mayong Mistmoore (think he was the boss in Castle Mistmoore), Trakanon (he was a blue dragon, not undead yet), and Big Bynn (his model became Xanamech's model, IIRC). That last one begs the question of why the one in SoF is called "Big Bynn I" instead of "Big Bynn II", especially considering it isn't like they ever brought it up again.
Freeport is probably Farport.
 

Lambourne

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I pulled the map and location description from the EQ RPG books. Here's Commonlands for reference.

1747721776209.png


 
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Cinge

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Could you imagine if that scale was true. Just crossing commonlands would be hundreds of miles.
 

Rajaah

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Assuming that all this EQ RPG stuff was based off of early pre-release maps, I wonder if the unused "Tower of Death" concept was what eventually became the Tower of Bertoxxulous in the SoD expansion (the one with the time travel). It's pretty much the same idea, a tower built by a death cult outside of a major city (in SoD's case, early Qeynos as it was just being built).

IIRC they also had an Old Commonlands zone in that expansion, but I don't remember it having anything new or particularly interesting. Either way, there's a reason SoD is the last expansion that I'm really into / care about the lore for. The "muramites doing time travel" stuff could have easily been really stupid, but instead it's awesome because they picked points in history that the audience was actually interested in, like the Battle of Bloody Kithicor and the battle between Emperor Ganak and Phara/Jaled Dar that created the Field of Bone.
 
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Zaide

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Assuming that all this EQ RPG stuff was based off of early pre-release maps, I wonder if the unused "Tower of Death" concept was what eventually became the Tower of Bertoxxulous in the SoD expansion (the one with the time travel). It's pretty much the same idea, a tower built by a death cult outside of a major city (in SoD's case, early Qeynos as it was just being built).

IIRC they also had an Old Commonlands zone in that expansion, but I don't remember it having anything new or particularly interesting. Either way, there's a reason SoD is the last expansion that I'm really into / care about the lore for. The "muramites doing time travel" stuff could have easily been really stupid, but instead it's awesome because they picked points in history that the audience was actually interested in, like the Battle of Bloody Kithicor and the battle between Emperor Ganak and Phara/Jaled Dar that created the Field of Bone.
Pretty sure it’s just the undead tower that sits in the exact same spot in CL as it appears on that map.
 
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Pharone

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I used to have all of the Everquest RPG books. It wasn't a great D20 game, but the nostalgia was amazing.
 

Spiken

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Daidraco

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In the world of EverQuest and MacroQuest… victory favors the prepared.​

But what if you could multiply your power? Truebox rules were designed to challenge you...​


But now, the game has changed.​

View attachment 587211
Introducing the MacroQuest Truebox Bypass – your gateway to running multiple clients from one machine on TLP and Truebox servers like never before.
Why settle for one hero when you can command an army?

With full MacroQuest support, you can: Run multiple clients from a single PC effortlessly
Use powerful scripting tools for automated rotations, smart targeting, and more Conquer TLP raids solo or build your own elite squad Seamless.

Made for EverQuest Truebox/TLP. Your PC, your rules.
  • Truebox? Bypassed.
  • Limits? Broken.

This isn’t cheating. This is evolution. Unlock your full potential — with the MacroQuest Truebox Bypass.



One of a dozen others that does the same thing. I was using one on Mischief launch. But thanks for the info.