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		<title>Noric: Created page with &quot;&lt;pre&gt; BUILDING BUILD_APP BUILDING_APP &quot;BUILD_APP&quot; &quot;BUILD APPLICATION&quot; BUILDER BUILDER_APP  ***Please note that building is a *writing* position. It is not a &quot;cool-eq-making&quot; p...&quot;</title>
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				<updated>2017-04-29T15:36:21Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; BUILDING BUILD_APP BUILDING_APP &amp;quot;BUILD_APP&amp;quot; &amp;quot;BUILD APPLICATION&amp;quot; BUILDER BUILDER_APP  ***Please note that building is a *writing* position. It is not a &amp;quot;cool-eq-making&amp;quot; p...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
BUILDING BUILD_APP BUILDING_APP &amp;quot;BUILD_APP&amp;quot; &amp;quot;BUILD APPLICATION&amp;quot; BUILDER BUILDER_APP&lt;br /&gt;
&lt;br /&gt;
***Please note that building is a *writing* position. It is not a&lt;br /&gt;
&amp;quot;cool-eq-making&amp;quot; position (you do get to make your eq with WOM approval of&lt;br /&gt;
the stats, but it is not the main point of building a zone). If you don't&lt;br /&gt;
like coming up with creative, fun stories and writing them, you probably&lt;br /&gt;
won't like being a builder.***&lt;br /&gt;
&lt;br /&gt;
 1.) Are you at least 18 years of age or older?&lt;br /&gt;
&lt;br /&gt;
 2.) List your mortal name and levels achieved in Medievia. If you have&lt;br /&gt;
     more than one include them all.&lt;br /&gt;
&lt;br /&gt;
 3.) Have you ever had a Medievia character purged before? If so, what&lt;br /&gt;
     was the character's name and why was it purged?&lt;br /&gt;
&lt;br /&gt;
 4.) How long have you played Medievia?&lt;br /&gt;
&lt;br /&gt;
 5.) What is your native language and what country do you currently reside&lt;br /&gt;
     in? What other languages can you speak fluently? Note that having&lt;br /&gt;
     English as a second language in no way counts against you on the&lt;br /&gt;
     application.&lt;br /&gt;
&lt;br /&gt;
 6.) Provide a 2+ paragraph story that gives a good idea of your zone's&lt;br /&gt;
     theme and plot. It is ideal for this to resemble an ANNOUNCEMENT zone&lt;br /&gt;
     story (type ANNINDEX and read back issues of zone openings for ideas).&lt;br /&gt;
     Please do not write a story that Vryce or any other god is a key figure&lt;br /&gt;
     in. Please do not write about other worlds, galaxies, aliens, Satan,&lt;br /&gt;
     Greek or Roman mythology, or anything else that does not fit in with&lt;br /&gt;
     the current theme of Medievia. If you wish to write about elves, dwarves,&lt;br /&gt;
     or other characters everyone is familiar with from Tolkien's stories,&lt;br /&gt;
     please come up with something original.&lt;br /&gt;
&lt;br /&gt;
 7.) Provide a brief walkthrough for your zone. (Some possible questions&lt;br /&gt;
     to ask yourself and provide information for are: What happens once the&lt;br /&gt;
     player arrives there? Do they simply kill mobs to get xp? Do they do a&lt;br /&gt;
     complicated eq run? Do they solve puzzles or complete unusual quests?&lt;br /&gt;
     What mobs do they interract with?)&lt;br /&gt;
&lt;br /&gt;
 8.) List 3-5 of the main &amp;quot;characters&amp;quot; of your zone. These should be&lt;br /&gt;
     mobs that the player will interact with. What are their names?&lt;br /&gt;
     What are they like? What have they done, and what do they plan&lt;br /&gt;
     to do? An example might be &amp;quot;Jiano, the Egunian lyre player.&amp;quot; You&lt;br /&gt;
     could talk about how Jiano is in love with Siezonna, the daughter&lt;br /&gt;
     of the king, and how they plan to turn themselves into fish before&lt;br /&gt;
     jumping out of the tower window into the moat. Then describe how&lt;br /&gt;
     King Lergmoz issues a bounty on Jiano's head, and that the player&lt;br /&gt;
     can choose to assist either Jiano and Siezonna or King Lergmoz, and&lt;br /&gt;
     whichever they choose determines what equipment they get from the&lt;br /&gt;
     zone. Try to make mobs interesting so that the player will feel more&lt;br /&gt;
     immersed within your zone. Show how your mobs will seem real to&lt;br /&gt;
     the player, rather than just saying, &amp;quot;A king asks you to find his&lt;br /&gt;
     daughter because she ran away&amp;quot;. The details are what make a zone&lt;br /&gt;
     interesting.&lt;br /&gt;
&lt;br /&gt;
 9.) Create 5 sample room descriptions. These do not need to include&lt;br /&gt;
     exits, just the description. See the guidelines below for room&lt;br /&gt;
     descriptions. Anyone not following these guidelines will have their&lt;br /&gt;
     writing disqualified.&lt;br /&gt;
&lt;br /&gt;
10.) A list of proc ideas (special procedures) if you have any. This is&lt;br /&gt;
     optional, and you are welcome to provide only one or two as a sample&lt;br /&gt;
     of your ideas.&lt;br /&gt;
&lt;br /&gt;
11.) Level range (what level of player your zone is for). You can check&lt;br /&gt;
     past zone opening ANNOUNCEMENTs from the ANNOUNCEMENTINDEX for&lt;br /&gt;
     examples (the level is usually listed at the bottom of the zone&lt;br /&gt;
     announcement). *DO NOT* plan for your first zone to be a zone for&lt;br /&gt;
     heroes please. High level equipment zones are best left to builders&lt;br /&gt;
     who have some experience, so if you want an equipment zone try and&lt;br /&gt;
     plan it for lower level players.&lt;br /&gt;
&lt;br /&gt;
12.) Estimated number of rooms. We rarely allow zones above 300 rooms. A&lt;br /&gt;
     good range is somewhere between 150-250.&lt;br /&gt;
&lt;br /&gt;
13.) Amount of time you plan to spend on your zone per week.&lt;br /&gt;
&lt;br /&gt;
14.) List 5 or so (each) sample mob and object names. You don't have to&lt;br /&gt;
     write an entire mob or object's stats, just give examples of what&lt;br /&gt;
     they will be called. (Such as &amp;quot;Lord Agimon of House Shinasu&amp;quot; or&lt;br /&gt;
     &amp;quot;a decrepit old adventurer&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
15.) Any past experience in building. (Most builders are hired with no&lt;br /&gt;
     previous experience, so don't feel under-qualified if you have none).&lt;br /&gt;
&lt;br /&gt;
16.) Describe your education to us. This may be high school, college,&lt;br /&gt;
     or your own personal studies. What subjects interest you the&lt;br /&gt;
     most?&lt;br /&gt;
&lt;br /&gt;
17.) 1-2 paragraphs explaining why you wish to build a zone for&lt;br /&gt;
     Medievia.&lt;br /&gt;
&lt;br /&gt;
A sample building application exists under HELP APPLICATION_EXAMPLE. It gives&lt;br /&gt;
a better idea of what kind of things we are looking for, although we do not&lt;br /&gt;
necessarily want applications exactly like the example.&lt;br /&gt;
&lt;br /&gt;
Room description guidelines:&lt;br /&gt;
&lt;br /&gt;
Each of the 5 room descriptions should be a minimum of 3 lines and/or 3&lt;br /&gt;
sentences. We recommend they be around 5 lines long. Descriptions should all&lt;br /&gt;
be different, and contain details of the surroundings in that room. We&lt;br /&gt;
strongly recommend that you omit the use of the words &amp;quot;you&amp;quot; and &amp;quot;your&amp;quot; for&lt;br /&gt;
the sample descriptions. However, if you wish to try using them, the criteria&lt;br /&gt;
is as follows:&lt;br /&gt;
&lt;br /&gt;
Do not tell people how they think, how they feel (emotionally), how they&lt;br /&gt;
act, or what they say. This means you can say &amp;quot;The hot air from the&lt;br /&gt;
lava-drenched chasm stings your eyes.&amp;quot; but you cannot say &amp;quot;The bubbling lava&lt;br /&gt;
pits fill your heart with fear.&amp;quot; The reason for this is that the player&lt;br /&gt;
may not be scared. Try to show people what something is like rather than&lt;br /&gt;
tell them. Provide details about the room to get the reaction from a&lt;br /&gt;
player that you want. A room description that says &amp;quot;You stand here&lt;br /&gt;
wondering why these walls were built.&amp;quot; may be entirely untrue. The player&lt;br /&gt;
could be sitting in the room, not standing, and they may not be thinking&lt;br /&gt;
about the walls at all. Describing the area or landscape is usually a much&lt;br /&gt;
better approach than trying to narrate a player's adventures for them. Let&lt;br /&gt;
the player come to their own conclusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BUILDING_TIPS &amp;quot;BUILDING TIPS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How to plan a fantastic zone and get your zone proposal approved.&lt;br /&gt;
&lt;br /&gt;
A lot of people email me asking what kind of features I look for in an&lt;br /&gt;
application and zone proposal, so I have written this help file for people&lt;br /&gt;
who want to research before they take a shot at building a zone.&lt;br /&gt;
&lt;br /&gt;
There are many elements that make up a high quality zone. This help file&lt;br /&gt;
attempts to cover as many helpful details as possible.&lt;br /&gt;
&lt;br /&gt;
1.) Theme&lt;br /&gt;
&lt;br /&gt;
 The theme of your zone sets the stage for all the elements throughout&lt;br /&gt;
 your zone. It also plays a large part in how interesting your zone will&lt;br /&gt;
 be to players. Try to think of a creative and detailed theme that will&lt;br /&gt;
 set your zone apart from others. Carbon copy ideas of existing zones, or&lt;br /&gt;
 lazy attempts at coming up with a theme are easy to spot and will affect&lt;br /&gt;
 what players (and gods) think of your idea. Here are some examples of&lt;br /&gt;
 good themes vs. boring themes:&lt;br /&gt;
&lt;br /&gt;
 - A forest zone filled with bears. = boring&lt;br /&gt;
 - A forest zone filled with a species of bears that has evolved so that&lt;br /&gt;
   it can talk and form social groups, leaders, and culture. = interesting&lt;br /&gt;
 - A forest zone filled with several different species of evolved animals&lt;br /&gt;
   that have formed social statuses and cultures and are at war with each&lt;br /&gt;
   other for ownership of the forest. Players have to choose a side and&lt;br /&gt;
   fight for them to solve the zone. Not only that but the trees have&lt;br /&gt;
   evolved into partially mobile wood nymph species and sometimes come to&lt;br /&gt;
   life and move around, changing the layout of the zone and how you solve&lt;br /&gt;
   it. There are a few small ground dwellings hidden in the forest where&lt;br /&gt;
   ground dwarves who protect the forest live and they provide clues about&lt;br /&gt;
   the zone and have nice eq. In one area there is a pond with a water&lt;br /&gt;
   spirit that grants wishes if you help bring peace to the forest instead&lt;br /&gt;
   of fighting the war. = very interesting&lt;br /&gt;
&lt;br /&gt;
 or&lt;br /&gt;
&lt;br /&gt;
 - A city on the edge of a large lake. = boring&lt;br /&gt;
 - A city on the edge of a large lake that was recently invaded by a small&lt;br /&gt;
   species of dragons that travel in herds. = interesting&lt;br /&gt;
 - A city on the edge of a large lake recently invaded by a horse-sized&lt;br /&gt;
   dragon species that travels in herds and players may choose to assist&lt;br /&gt;
   the dragons and be rewarded for their evil deeds with gold, or they may&lt;br /&gt;
   assist the citizens and be rewarded in equipment and goods from the&lt;br /&gt;
   city. Their choice affects their alignment. There are multiple&lt;br /&gt;
   sub-plots throughout the zone of citizens and dragons who need special&lt;br /&gt;
   things done for them, and many clues you must solve to make your way&lt;br /&gt;
   throughout the zone. = very interesting&lt;br /&gt;
&lt;br /&gt;
 These are only examples of detailed themes. There are endless possibilities.&lt;br /&gt;
 Please try to be creative and original!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.) Mobs&lt;br /&gt;
&lt;br /&gt;
 Once you have developed a theme you should plan to have mobs to fit&lt;br /&gt;
 it. The more detailed you make each mob the more interesting your zone&lt;br /&gt;
 will be. Mobs that have well-thought out names, personalities, and&lt;br /&gt;
 histories are more interesting than generic creatures to kill. Builders&lt;br /&gt;
 have choices of making mobs talk, adding clues throughout their zone, and&lt;br /&gt;
 many other tools in order to round out their zone's characters. Many&lt;br /&gt;
 builders have a habit of planning 2 or 3 &amp;quot;boss&amp;quot; mobs for a zone, and then&lt;br /&gt;
 filling the rest of the zone up with generic xp mobs. There is no reason&lt;br /&gt;
 not to have personalities for many of your mobiles! Here are examples of&lt;br /&gt;
 boring mobs vs. interesting mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a bear&lt;br /&gt;
 - Interesting mob: a shaggy bear with a large scar on its side&lt;br /&gt;
&lt;br /&gt;
 The second mob growls and complains of being attacked by an alligator.&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a citizen&lt;br /&gt;
 - Interesting mob: Jakory, the town fiddler&lt;br /&gt;
&lt;br /&gt;
 Jackory will give you the key to a tower in the musician's square if you&lt;br /&gt;
 return his fiddle to him.&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a small dragon&lt;br /&gt;
 - Interesting mob: a lithe dragon the size of a horse&lt;br /&gt;
&lt;br /&gt;
 The second mob does not take damage from fireshields and has a tendency&lt;br /&gt;
 to flee during battle.&lt;br /&gt;
&lt;br /&gt;
 - Boring mob: a cook&lt;br /&gt;
 - Interesting mob: Martynor, the King's Chef&lt;br /&gt;
&lt;br /&gt;
 Martynor proudly talks about the time he caught a spy trying to poison&lt;br /&gt;
 the King's food, and how he was given a reward of 15 of the King's finest&lt;br /&gt;
 chickens for the deed.&lt;br /&gt;
&lt;br /&gt;
 Whether it has a proc, story, or simply has an interesting name, mobs do&lt;br /&gt;
 not have to be boring.&lt;br /&gt;
&lt;br /&gt;
3.) Objects&lt;br /&gt;
&lt;br /&gt;
 Objects do not have to be boring, and they don't have to be max stat&lt;br /&gt;
 equipment either. Many builders make the mistake of not loading smaller&lt;br /&gt;
 items of equipment to round out their zone. Sure, you can't have every&lt;br /&gt;
 item you load in your zone have fantastic stats, but it is more fun to an&lt;br /&gt;
 xper when they can examine the items on corpses to see if they are of&lt;br /&gt;
 worth to them, or to collect newbie eq for their clannies. Sometimes&lt;br /&gt;
 objects may just be for looks and have no stats at all.&lt;br /&gt;
&lt;br /&gt;
 Objects are more fun when they are creatively named and have look at&lt;br /&gt;
 descriptions. If players constantly look at your items and &amp;quot;see nothing&lt;br /&gt;
 special&amp;quot;, they begin to think there isn't much special about your&lt;br /&gt;
 zone. Put clues in your objects! Make visually appealing descriptions of&lt;br /&gt;
 their features. Add adjectives to their names. Here are some examples of&lt;br /&gt;
&lt;br /&gt;
 boring and interesting objects:&lt;br /&gt;
&lt;br /&gt;
 - Boring object: a hammer&lt;br /&gt;
 - Interesting object: a primitive hammer carved from granite&lt;br /&gt;
&lt;br /&gt;
 The description of this object lends clues to the primitive nature of the&lt;br /&gt;
 people who live in the zone's caves.&lt;br /&gt;
&lt;br /&gt;
 - Boring object: a flower&lt;br /&gt;
 - Interesting object: a sweet-scented sprig of oleander&lt;br /&gt;
&lt;br /&gt;
 If the player puts oleander in the tea of the evil wizard it poisons him&lt;br /&gt;
 and frees the citizens of the zone.&lt;br /&gt;
&lt;br /&gt;
 - Boring object: a chainmail shirt&lt;br /&gt;
 - Interesting object: a chainmail shirt made from links of hyranthium&lt;br /&gt;
&lt;br /&gt;
 When you run the zone you find out that hyranthium is a unique metal&lt;br /&gt;
 found in the mines and the source of the city's economy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4.) Map&lt;br /&gt;
&lt;br /&gt;
 You don't have to have made your map before you apply to become a&lt;br /&gt;
 builder, but it is a good idea to at least have an idea of what it will&lt;br /&gt;
 be like. Graph paper is an excellent way to plan out your zone. Use each&lt;br /&gt;
 square as a room in your zone, and draw each level separately. It's a&lt;br /&gt;
 good idea to mark rooms that connect for different levels. Once you have&lt;br /&gt;
 your map, count your rooms. Whereas we don't require you send a map to&lt;br /&gt;
 apply to build, we do prefer you know approximately how many rooms you&lt;br /&gt;
 wish to use. Don't go overboard! If your zone is over 250-300 rooms it is&lt;br /&gt;
 probably too big! Try to scale down to be under this range. Most good&lt;br /&gt;
 zones are between 80-250 rooms. This is the size of zone that is easiest&lt;br /&gt;
 to balance, and contains the most interest for players. Remember that big&lt;br /&gt;
 isn't always better!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5.) Story&lt;br /&gt;
&lt;br /&gt;
 When you write the story for your zone, be sure to check out ANNINDEX to&lt;br /&gt;
 find back issues of zone openings as examples. The type of story we want&lt;br /&gt;
 to see is a well developed one similar to those you see in the news. Good&lt;br /&gt;
 stories contain interesting details and are fun to read, kind of like a&lt;br /&gt;
 short story. It doesn't have to be LONG, but it should be creative and&lt;br /&gt;
 detailed. Many good stories only need 1 or 2 paragraphs to draw the reader&lt;br /&gt;
 in, whereas some take a lot more to cover all the details of the zone's&lt;br /&gt;
 history. Be wary of making your story TOO long since this can bore the&lt;br /&gt;
 reader.&lt;br /&gt;
&lt;br /&gt;
 The best stories:&lt;br /&gt;
&lt;br /&gt;
 - Give information about the setting of the zone (forest, lake, castle,&lt;br /&gt;
   city, mountain, swamp...)&lt;br /&gt;
 - Provide details about the zone's history (What happened there before&lt;br /&gt;
   the player heard about it?)&lt;br /&gt;
 - Give background on at least one of the zone's mobs (evil wizard taking&lt;br /&gt;
   over, trapped princess, etc.)&lt;br /&gt;
 - Tell the player why they want to go there (solve a mystery, do a good&lt;br /&gt;
   deed, etc.)&lt;br /&gt;
 - Don't give away the zone secrets, tell just enough to get the player&lt;br /&gt;
   interested but not enough to spoil the surprise. In a zone proposal it&lt;br /&gt;
   is okay to say &amp;quot;This is what happens once they get to the zone&amp;quot; and&lt;br /&gt;
   give a run-through of the way the zone is written.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6.) Room Descriptions&lt;br /&gt;
&lt;br /&gt;
 Be *sure* to read the help at the bottom of Help BUILD_APP on room&lt;br /&gt;
 description guidelines. We have high standards for writing and your room&lt;br /&gt;
 description entries are a major element of your application. If you turn&lt;br /&gt;
 in something that looks like you just threw it together in a hurry, we&lt;br /&gt;
 are going to think of you as someone who either can't write, or doesn't&lt;br /&gt;
 take the time to write well. We don't want bad writers! Also, be sure to&lt;br /&gt;
 proofread your descriptions and use a spell checker if you are bad with&lt;br /&gt;
 spelling. If it looks like you cared about your work, it will make us&lt;br /&gt;
 care about your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7.) Procs (also known as Special Procedures)&lt;br /&gt;
&lt;br /&gt;
 These are optional, and you don't really need many for your application&lt;br /&gt;
 if you do decide to include them. However, we highly recommend that you&lt;br /&gt;
 plan to have them in your final zone. All you have to do is design them,&lt;br /&gt;
 a programmer will code them for you once your zone nears completion.&lt;br /&gt;
 Pretty much anything is possible for procs, there is very little we&lt;br /&gt;
 cannot do, or cannot adapt into something equally as good. The question&lt;br /&gt;
 is whether or not the rest of your zone is well enough planned and&lt;br /&gt;
 executed to warrant having a programmer spend their time coding it&lt;br /&gt;
&lt;br /&gt;
 for you. So for those of you who want to know &amp;quot;is this possible?&amp;quot; the&lt;br /&gt;
 answer is &amp;quot;yes, if your zone is worth it&amp;quot;. If you follow the guidelines&lt;br /&gt;
 above for the other elements of a zone, it is very likely that your zone&lt;br /&gt;
 is worth the extra effort on our part.&lt;br /&gt;
&lt;br /&gt;
 What are procs? Procs are deviations from normal game code. You can do&lt;br /&gt;
 all kinds of things with procs. For example, if you wanted a particular&lt;br /&gt;
 mob to be a coward, you could have a proc where it would shriek &amp;quot;AHHH&lt;br /&gt;
 DON'T KILL ME!!!&amp;quot; and run away from the player that attacked it. Ideally&lt;br /&gt;
 procs have to do with solving the zone, or provide clues for the&lt;br /&gt;
 zone. Sometimes small procs are added to give extra character or detail&lt;br /&gt;
 to a zone. You can make procs have to do with opening a door, killing a&lt;br /&gt;
 mob, finding something secret in a room, etc. Your imagination is the&lt;br /&gt;
 limit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL INFORMATION:&lt;br /&gt;
&lt;br /&gt;
Anybody can be a builder. Often people think they must know how to code&lt;br /&gt;
to build a zone, but all you have to be able to do is read instructions&lt;br /&gt;
and fill in the blanks. Rooms are created online with an easy to use set&lt;br /&gt;
of commands that all have extensive help files. Mobs, objects, and&lt;br /&gt;
&lt;br /&gt;
zonefiles are created offline using an editor and all you have to do is&lt;br /&gt;
fill in the blanks to create in it. You also are not required to comply&lt;br /&gt;
to a strict schedule, we work with you to make your building schedule&lt;br /&gt;
fit the time you have available. If you are creative, step forward and&lt;br /&gt;
contribute to Medievia's zones! There is nothing holding you back.&lt;br /&gt;
&lt;br /&gt;
To wrap this up here is an abbreviated list of the elements that make a&lt;br /&gt;
great zone proposal. Good luck!&lt;br /&gt;
&lt;br /&gt;
 1.) An exciting and detailed theme&lt;br /&gt;
 2.) Interesting mobiles&lt;br /&gt;
 3.) Unusual and well-placed objects&lt;br /&gt;
 4.) A solid idea of how many rooms will be needed&lt;br /&gt;
 5.) A creative and intriguing story&lt;br /&gt;
 6.) Well-written room descriptions&lt;br /&gt;
 7.) Innovative special procedures (procs)&lt;br /&gt;
&lt;br /&gt;
Send zone proposals to builderapp@medievia.com as a text email. Do&lt;br /&gt;
not send attached files.&lt;br /&gt;
&lt;br /&gt;
We hire new builders regularly every 1-3 months from the best applications&lt;br /&gt;
we have received.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also: BUILD_APP APPLICATION BUILDER_FAQ JOBS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Noric</name></author>	</entry>

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