prettycoldwinter

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Postby addicted_ancestor » 2008.12.06 (23:29)

a second level pack. please discuss below. there will be bonus levels.
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Postby PALEMOON » 2008.12.07 (00:26)

expect a higher - quality post from me soon. i am playing these in the meantime.

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Postby yungerkid » 2008.12.07 (01:41)

just finished 'em all. it was alright. you've made better. they weren't inspired enough; nothing jumped out at me. looking forward to future bonuses though.

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Postby notsteve » 2008.12.07 (15:16)

yeah, i have these in my userlevels
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Postby addicted_ancestor » 2008.12.07 (18:02)

expect some bonus levels at the end of the week
and i never got your good comment PALEMOON :(

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Postby MattKestrel » 2008.12.07 (18:10)

Played them all, were pretty cool, much like your last batch. Pretty awesome mostly, although a few duff ones.

On an unrelated note, I love your sig :P
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Postby a happy song » 2008.12.07 (19:17)

While I appreciate the experimental nature, it felt to me that you were sacrificing gameplay for avant-garde a lot of the time and sometimes to the point of pretentiousness. A lot of the gameplay was far too awkward for my tastes too.

Some excellent moments though. I really enjoyed 'sturdy mylar tubing' and 'be scared_be very scared'. The rest I just couldn't get on with.
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Postby MattKestrel » 2008.12.07 (19:36)

Yeah, sturdy mylar tubing was one of my faves too, actually.
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Postby PALEMOON » 2008.12.07 (20:05)

i didn't reply because it took me forever to play them, but i did a kind of in-depth thingy i just PM'ed you.

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Postby a happy song » 2008.12.07 (20:12)

PALEMOON wrote:i didn't reply because it took me forever to play them, but i did a kind of in-depth thingy i just PM'ed you.

Aww, you should post it here. Be interesting to read your thoughts.
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Postby PALEMOON » 2008.12.07 (20:14)

ok, ok. i dislike huge paragraphs so i just summed up some stuff

00: standard addictedancestor fare, with some cool tilework. a cool intro.
01: this is really cool. a sequel to 'rawanda' and with a cool difficulty regarding the AGD.
02: the single laser was used really well in parts, but i thought other times it was kind of a pain in the ass. this is still a really cool level, however
03: drones! i thought this was chaotic and sometimes cool, but it was a little difficult to move around in the sides.
04: woa,addictedancestor weirdness. this is a totally bizarre map, from the lack of anything deadly in the beginning, to the near-impossible jump needed for the switch. very cool.
05: i didn't especially like this one, the rockets seemed to get in the way too much.
06: interesting. i liked the sparse enemy placement
07: again, very strange. it was very difficult for me to jump up faster than the chaingunner, but maybe i am doing it wrong.
08: i played this before. it's ok, but i thought it was not very engaging.
09: typical barebones tileset and artful arrangement of bounceblocks. I could tell you made this from a mile away.
10: the lack of agressive hazards makes this really relaxing and cool to play. i liked the cross of trapdoors, too. very neat.
11: the way you name maps is really awesome. i liked this one.
12: not my favorite. the mines were too restrictive.
13: a really huge map, for you. it was a little bland but still a relaxing playthrough,
14: COOL GOLD.
15: the drone train was cool looking.
16: kind of bland, but still fun
17: very difficult, but it's cool how 16 and 17 kind of link together
18: one of my favorites from this pack. very cool chaingun manipulation, and the text was cool.
19: holy cow, was not expecting the lasers. the rocket part was slightly irritating, but overall it was an ok map.
20: holy cow, was not expecting one million rockets. this one is cool
21: this is very addictedancestor, in my opinion. i found it really hard to move around the bounceblocks, but this map drips with your style. very cool.
22: another one of my favorites. Just so cool
23: interesting. i liked this a lot, but it was a little confusing because i can never tell witch way the luanchpads are facing.
24: possibly my favorite level from you. very neat.
25: cool map, but the gauss was a little opressive, making it hard to jump into the spaceship cockpit.
26: i'm not a fan of intense dronepathing maps like this, but it was done in a very cool way. having a wall of squirming drones coming toward you was INTENSE.
27: kind of awkward and a little too difficult
28: it looks cool and all, but it got a little bland when all the rockets merged together. all gold was kind of tedious :0
29: Okay i lied, this is actually my favorite map from you, ever. good work son
30: not very enjoyable, but still an interesting little playthrough
31: i'm running out of things to say, so sorry. but this one was cool too. Just another map from you, really. you do a good job of keeping a standard of gameplay
32: I'm not very big into thwumps, so i didn't play this map much past the beginning :/ it was just too confusing and all
33: the rockets killed me, an assload. right at the top of the tree, and i couldn't get past it :(
34: brings back terrifying memories of Bricklayer, by Brickman. oh, god. i don't really like thwumps :(
35: the drone and switch was really cool. the gold was difficult. the two rockets were interesting.
36: ha, ha. i like this one. the rockets never felt too claustrophobic, and the map was very open.
37: didn't like the rocket. the rest of the map was pretty fun.
38: it was ok, but hard to play, in my opinion.
39: i like this one. you did a good job on it

overall, this was way cool. perfect for someone needing an AA fix. keep mapping, dude!

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Postby MattKestrel » 2008.12.07 (22:04)

PALEMOON wrote:ok, ok. i dislike huge paragraphs so i just summed up some stuff

00: standard addictedancestor fare, with some cool tilework. a cool intro.
01: this is really cool. a sequel to 'rawanda' and with a cool difficulty regarding the AGD.
02: the single laser was used really well in parts, but i thought other times it was kind of a pain in the ass. this is still a really cool level, however
03: drones! i thought this was chaotic and sometimes cool, but it was a little difficult to move around in the sides.
04: woa,addictedancestor weirdness. this is a totally bizarre map, from the lack of anything deadly in the beginning, to the near-impossible jump needed for the switch. very cool.
05: i didn't especially like this one, the rockets seemed to get in the way too much.
06: interesting. i liked the sparse enemy placement
07: again, very strange. it was very difficult for me to jump up faster than the chaingunner, but maybe i am doing it wrong.
08: i played this before. it's ok, but i thought it was not very engaging.
09: typical barebones tileset and artful arrangement of bounceblocks. I could tell you made this from a mile away.
10: the lack of agressive hazards makes this really relaxing and cool to play. i liked the cross of trapdoors, too. very neat.
11: the way you name maps is really awesome. i liked this one.
12: not my favorite. the mines were too restrictive.
13: a really huge map, for you. it was a little bland but still a relaxing playthrough,
14: COOL GOLD.
15: the drone train was cool looking.
16: kind of bland, but still fun
17: very difficult, but it's cool how 16 and 17 kind of link together
18: one of my favorites from this pack. very cool chaingun manipulation, and the text was cool.
19: holy cow, was not expecting the lasers. the rocket part was slightly irritating, but overall it was an ok map.
20: holy cow, was not expecting one million rockets. this one is cool
21: this is very addictedancestor, in my opinion. i found it really hard to move around the bounceblocks, but this map drips with your style. very cool.
22: another one of my favorites. Just so cool
23: interesting. i liked this a lot, but it was a little confusing because i can never tell witch way the luanchpads are facing.
24: possibly my favorite level from you. very neat.
25: cool map, but the gauss was a little opressive, making it hard to jump into the spaceship cockpit.
26: i'm not a fan of intense dronepathing maps like this, but it was done in a very cool way. having a wall of squirming drones coming toward you was INTENSE.
27: kind of awkward and a little too difficult
28: it looks cool and all, but it got a little bland when all the rockets merged together. all gold was kind of tedious :0
29: Okay i lied, this is actually my favorite map from you, ever. good work son
30: not very enjoyable, but still an interesting little playthrough
31: i'm running out of things to say, so sorry. but this one was cool too. Just another map from you, really. you do a good job of keeping a standard of gameplay
32: I'm not very big into thwumps, so i didn't play this map much past the beginning :/ it was just too confusing and all
33: the rockets killed me, an assload. right at the top of the tree, and i couldn't get past it :(
34: brings back terrifying memories of Bricklayer, by Brickman. oh, god. i don't really like thwumps :(
35: the drone and switch was really cool. the gold was difficult. the two rockets were interesting.
36: ha, ha. i like this one. the rockets never felt too claustrophobic, and the map was very open.
37: didn't like the rocket. the rest of the map was pretty fun.
38: it was ok, but hard to play, in my opinion.
39: i like this one. you did a good job on it

overall, this was way cool. perfect for someone needing an AA fix. keep mapping, dude!


Well thats not huge at all :P But after playing most of the maps on offer Id agree with most of these statements.
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Postby addicted_ancestor » 2008.12.07 (22:24)

atob wrote:Some excellent moments though. I really enjoyed 'sturdy mylar tubing' and 'be scared_be very scared'. The rest I just couldn't get on with.


thats the way most of my stuff is...some boring, but some good stuff mixed in

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Postby Rikaninja » 2008.12.10 (01:52)

This is like going on a merry-go-round. On one side it's exciting and fin and on the other it's dull and boring. Could be improved but a few fun levels there. Keeo up the good work!
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Postby Izzy » 2008.12.10 (02:33)

Rikaninja wrote:This is like going on a merry-go-round. On one side it's exciting and fin and on the other it's dull and boring. Could be improved but a few fun levels there. Keeo up the good work!


I'd just like to point out that merry-go-rounds have no other side.

The mappack was good, but many maps were very pretentious. My favorite was open air bunker battle for it's addictiveness, I got 113.45 I think.
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Postby PALEMOON » 2008.12.10 (02:37)

Izzy wrote:open air bunker battle



YEAHHHHHHHHHHHHHH!

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Postby aids » 2013.03.23 (00:12)

Shockingly bad for aa maps.

  • [000] welcome party >> I wish the exit was closer to the switch.
  • [001] hotel italy >> Boring slash unenjoyable.
  • [002] here in the clouds, we like red >> Well-placed laser, but it's too plain.
  • [003] sturdy mylar tubing >> Yuck. Horrible drones.
  • [004] unrefined oil is just as crude >> Dafuuq is this?
  • [005] be scared...be very scared >> Such terrible level design.
  • [006] halogen lamp fire >> The gauss and thwumps don't work together.
  • [007] when you go to africa, coming back is more thrilling >> Ah, good map. The top gold is a bit tricky with the chaingun, but it felt great to win.
  • [008] the four towers of babylon >> Hmmmm, atmospheric, but the gauss suck. I would have prefered lasers.
  • [009] young shin >> Duuuuumb.
  • [010] one lonely tower in the sky >> That trigger cross was unnecessary. You should have hid them under the gold.
  • [011] inside the caves in africa, there lives a lion >> Had the potential to be awesome.
  • [012] partially filled island >> Gauss and lasers don't mesh well at all.
  • [013] iThwump >> Shitty tileset.
  • [014] you are way out of your leauge, buster >> Bad.
  • [015] castle breakinridge is under storm >> These levels are turning out to be horrible.
  • [016] its love, baby >> Much much better than all the previous maps. Userlevel'd.
  • [017] kite shaped hearts on parade >> Yuck.
  • [018] prelude to the start of winter >> This pack needs more lettering.
  • [019] a lighting bolt out of the blue >> This level is evil.
  • [020] two full laps >> Rocket overload but fun.
  • [021] oh, twenty one LASER PWN BRRR >> Stupid layout but interesting gimmick.
  • [022] and the angel bent down, and pulled the trigger >> Too many enemies.
  • [023] spanish armada >> Lovely gold pattern.
  • [024] there are only a few hours left >> I remember this from NUMA.
  • [025] secret underground martian spaceship >> Meh, not that great.
  • [026] blue green battefield >> Also on NUMA. Cool map.
  • [027] a little bit of fun >> I hate gauss in cramped spaces.
  • [028] unknown faithful triad >> Good but not fun enough to highscore on.
  • [029] open air bunker battle >> Great one on NUMA.
  • [030] iSight a bucket full of cheese >> Weird, but the gold is fun to collect.
  • [031] S5 homeward catwalk >> Clusterfuck.
  • [032] forget the gimmicks, i want some attitude >> The beginning is so mean of you.
  • [033] fernest walker >> Hmmmm, you made it too hard.
  • [034] this is where it gets harder >> This would have been a perfect rocket/mine map.
  • [035] apparently this is the end >> Bad enemies.
  • [036] flyingfish >> Hard as balls.
  • [037] i may as well be a social commentator >> Laser didn't fit in.
  • [038] newfound business deal >> Poorly designed. The drones suck outside of the drone room.
  • [039] the end of a saga >> Nope, not worth it.
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