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The great Angmar Revamp
                                                                  The great Angmar Revamp
   maplestory mesos, a funny thing happens when you have been in game development for a while, you start to get maple mesos at it, and as you get more comfortable with the tools and better learn the scope of the playground, you start to develop more efficient ways of working. You learn new ways of accomplishing tasks better and faster, and you begin to push the boundaries of what you previously thought were stone carved limits. In the realm of content design, this is a greating thing, as we have gained experience, we have been able to make some of our most complex and interesting content in the month even after the game launched.
   The flipside of this otherwise rosy occurrence for most game developers comes when they look back at some of their earlier content. In hindsight, they often can not help but ask themselves, if I know then what I know now, what would I have done differently? By the time development began on the land Angmar, the last region included in the game at launch, the pressure was on, not only did we need to polish the rest of the game, but we needed to creat an Angmar that live up to its billing as the former home of the the witch-king. It was a period of late nights and early mornings, with all of us full speed to get everything done in time-and with a great deal of effort, we crossed the finish lined and managed to avoid having to rename the game. We spent a lot of time polishing the region in our game, no matter how careful you are when you go about implementing quests, of how detailed a plan you write up before you begin, it always, takes more than one pass at a region before it is really up to snuff. Still, there will always be cheap mesos can be found only by thruoughly hammering on the content in unexpected ways, which only bona fide players can do. For all the pressure under which angmar was created, there is a lot of content there for players to experience.