Pick the damage you bring — or a class skill — and see which areas you can clear: every area's spawn mix scored by how much of it is immune to all of it, with the monsters in the way.
A monster counts against an area only when it is immune to every type you pick.
An area's spawn mix is the monster list of its levels.txt row — the Normal list in Normal, the Nightmare / Hell list in the two higher difficulties — each type weighted by its monstats Rarity (equal weights when every type's Rarity is 0), as in the Experience Generator. A monster is immune when its resistance to a damage type is 100 % or more in that difficulty (monstats ResDm, ResMa, ResFi, ResLi, ResCo, ResPo).
It counts against the area only when it is immune to every type you picked. Nothing immune: green; up to a quarter of the mix: amber; more: red. Champion and unique modifiers are not counted, and superuniques and the unique packs of Normal (their own lists) are not in the mix. Skills bring their skills.txt element; resistance-lowering skills and items are not counted.
“Terror Zones for me” scores every zone for your character: its areas' spawn lists together for the immune share; the terrorized monster level is your level plus the zone boost, never below the area's own level, held to the difficulty's bounds (desecratedzones.json); the experience factor is the level-gap rule alone (full within five levels, else the smaller level over the larger); the item level of a kill is that level, +2 for a champion, +3 for a unique, capped at 99; packs are the areas' levels.txt unique-pack ranges summed. Every column is shown on its own — there is no single score, on purpose.