Things to add to sample DDL dungeon: A point to the whole thing. A redressing of the Temple to Elbereth. The Tolkien reference is pointless. There should be more motifs of paganism throughout the area (which is why the locals burned the place). In fact, depending on your philosophical/political bent, we could have the original owner of the house being held prisoner by the local Calvinists in the church up the road. Your mission is to rescue him. Your "score" can be used to purchase some useful item rather than being an end in itself. The forest and cornfields are pointless. Something should be done about that. If the Rescue scenario suggested in the last paragraph is what's being used, the local church maybe is on the other side of the forest rather than N units up Highway 8. The sandy beach should lead to some caverns which ultimately get you to a large lake. Somehow, the ship should be removed from the Bottle for transit on this lake. (I'd hate to Shrink again, tho). For example, maybe the innocent-looking (but odd-smelling? A clue should be provided...) lake is really filled with deadly acid, which even burns through the Bottle. So you toss the bottle into the lake and suddenly freed, the magic ship grows, extends a gangplank... Of course, there may be something else aboard, too. Getting the Globe into those caves should be problematical. The Glowing crystal shouldn't be the only one that only works a limited number of times. Speaking of general tools, what's the knife for? Beyond the icy lake lives a cavebear. When you leave your junk lying around for too long on the lake, he comes by and swipes stuff (driven by a fuse). He leaves footprints, but finding him and subduing him should be another problem. Some fillip should be added for him to be more than just a recostuming of the Pirate. The riverbed should go somewhere. There's that deadly lake, of course. The caverns above the really DARK caverns probably adjoin the Sandy Beach system somehow. The Dark Caves should have some point. It may be a bug that you can take things that you can't see. The mural really leads to a desert (under some circumstances). In the desert, the "hwy8" trick can be extended for 2-d movement. Crossing before thirst sets in should be the problem. A water-detector (you're getting warmer...colder...right here!) should be available in the basement. Crossing the desert should lead to a ruined city, with some stuff, then a road, back to ... highway 8 ( a *long* way down the road). More treasure! More treasure! Greed!!! The wizardly tricks like BEAM should be revealed within the context of the game to cognescenti. If, for example, he manages to get through some particularly difficult stunt (maybe, for example, the preshrunk object is in turn a key item for some other subtle stunt), he finds a grimoire that allows him to do a WHERE and BEAM. Maybe a different magic word only allows him to do this once, and that's all he gets. Or maybe further stunts take place in special areas where (1) this doesn't help or (2) there's no Mana available and his tricks just don't work! Now that identifiers can be longer, the room names probably want to have better mnemonic value than the stuff you get from "WHERE". While each crystal is worth $25, there should be some stunt that involves using the explosive power of destroying a crystal. Say, an indestructible chamber in which one of the crystals is placed. Push a button, and the contents are normally reduced to powder. Put a crystal in, and the power of the explosion drives some kind of mechanism/magic that provides more treasure. Or, now that the crystal can be broken harmlessly, maybe a small fragment remaining can be placed into some small aperture that obviously requires a crystal, thus triggering some mechanism. Some harmless stone or something should be made available to the player to demonstrate the crusher's use. It's a crock in even Zork that you sometimes have to die or destroy treasure to test things out.