Should I Submit This To NUMA Thread

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Postby Riobe » 2008.12.10 (01:53)

I agree with atob.

I liked it considerably, especially the floorguard area. The rocket was placed well, and so was the gauss and the drone. I disagree with some of the mine placement though. I also think that the gold was in too small of an amount to go through all the trouble of getting it though That is, I think that there should have been more gold in those little areas, or the switches should have been easier to get. Other than that, I enjoyed it. I'd give it a 3.5 if I could, otherwise 4.

EDIT: Un-scored out courtesy of atob. ^^
Last edited by Riobe on 2008.12.10 (04:06), edited 1 time in total.
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Postby a happy song » 2008.12.10 (02:43)

Your feedback will still be useful Riobe, there's no need to score it out.
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Postby SkyPanda » 2008.12.11 (01:47)

Your feedback was perfect riobe! Why on earth would you cross it out? xD Much thanks <3

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Postby twentythree » 2008.12.12 (04:18)

I thought the switches were great. It just needed some more gold in the areas the switches lead to. Another thing I don't like so much is that there isn't anything that can kill you in the beginning. A gauss/rocket in the bottom corner with some gold and mines above it would probably make it a little more actiony.
Perhaps something like this:


It would make me most happy if someone could tell me what to do with this one:
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Postby Brainwasher » 2008.12.14 (01:01)

Can someone (or many someones) evaluate this for me? It is the last in the pack, the hardest (the others range from medium to uber-hard), and must contain at least one of every enemy, use bounceblocks as the main platform, use oneways as traps, and have hard gold. It is just above impossible in difficulty, but it needs something...


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Postby Brainwasher » 2008.12.14 (01:08)

oh, 23, nice tiles. I think you should add rockets or gausses, and have something over the exit from up above so that a demo is not this:


maybe some seeker drones on the other side, and each way up to the switch can be different difficulties, but have different gold pay-out.
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Postby MattKestrel » 2008.12.14 (18:39)

Oooh. A puzzle of sorts.

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Postby SkyPanda » 2008.12.18 (15:19)

I wasn't able to complete your map GTM (a failure at puzzles is I) but while I was playing it, some really bugged up stuff was happening with the locked doors and trap doors. Is that intentional?

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Postby MattKestrel » 2008.12.21 (11:21)

What do you mean? I never found any glitches there...

Scrimmage against Skyline: Only zap drones and no curved tiles. Should I submit; I'm not entirely confident with this.

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Postby jackass » 2008.12.21 (11:43)

personally its one of my favs of yours so a yes from me
also check out this demo of this lvl i die buut its its pretty sick
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Postby SkyPanda » 2008.12.21 (13:46)

When you place locked doors beneath trapdoors, or vice versa (I can't remember which), it ends up creating a trap door that the ninja can pass through. Haven't got time to make a demo though sorry.

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Postby toasters » 2008.12.21 (15:37)

This is a cool thread ^^

GTM already submitted, but whatever. The bottom part was nice, but the top was too hard. Although I liked luring the seekers at the end.

Here's my map. Lord_day playtested, so I don't think it's cheatable. The gold is meant to be collected only by going up the right side, so if you find a different way to do that let me know. Other than that just jump around and tell me if I should change anything.

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Postby Riobe » 2008.12.22 (05:49)

toasters

Rating: 4.5
Commentary: I loved the map. There's so much flow to it, the gauss are placed well, and I liked moving throughout the whole map. Collecting the gold was great, and provided a good challenge. The bottom right was great as well. The only part that I didn't enjoy as much was the bottom left bit with the drone, because it lacked the flair the rest of the map did. Otherwise, I liked it. A lot.

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Rating: 1
Commentary: You overdid the map. Don't strive for the last map to be the hardest, most complicated thing in the world. Aim for something simple, try this:


I hope you get the jist of what I'm saying.


New image map, I was wondering if I should keep the image, and if the gameplay is good or not. Help needed ASAP please. =)

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Postby MattKestrel » 2008.12.22 (10:48)

Imo that's a nice map, but anti-alias the image; it's getting on my OCD ;)
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Postby Nexx » 2008.12.23 (04:34)

Something about the image makes my eyes not like it. I think it's the contrast between the dark and light. Maybe try lightening the bricks. Alternatively, you could put lightened bricks as the background and just outline the normal dark gray tiles (to make sure they stand out). I did that lightening trick in this map and it worked just fine.

Also, I would suggest you reduce the size of the bricks by 25-50%. It's not a big deal, but it does give a bit better feel to the map, since that way the bricks aren't bigger than the ninja. :P

Oh and gameplay's just fine. I like it.

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Postby Riobe » 2008.12.23 (16:08)

Avarin wrote:Something about the image makes my eyes not like it. I think it's the contrast between the dark and light. Maybe try lightening the bricks. Alternatively, you could put lightened bricks as the background and just outline the normal dark gray tiles (to make sure they stand out). I did that lightening trick in this map and it worked just fine.

Also, I would suggest you reduce the size of the bricks by 25-50%. It's not a big deal, but it does give a bit better feel to the map, since that way the bricks aren't bigger than the ninja. :P

Oh and gameplay's just fine. I like it.
Shoot, I already submitted it. I should have stated that I was ready to submit it and stuff. Thanks a lot though, I'll definitely keep that in mind when I make another image map (which will be very soon by the way). =D
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Postby remm » 2008.12.27 (02:36)



Chaingun based. I think it has a nice balance between fast chaingun dodging and spaces for a pause. Some bits are also puzzle-ish. I was unsure about how hard it would be for others, and also some advice about improving the tileset would be great :)
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Postby wumbla » 2008.12.27 (03:11)

I made this for the paradigm shift contest and I was wondering if i sould submit.

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Postby Riobe » 2008.12.27 (06:13)

Wumbla, yours I'd rate a 3 if I could. The reason is that the double rocket combo was kind of annoying, since there is no easy way of maneuvering around them. I'm not sure what the theme for it is (too lazy to check. =P), but removing one rocket would be nice, and adding in doors to stop the rocket from following you into other sections. I also recommend removing the first bounceblock you should encounter, just so that you won't stutter off of the bounceblock when you're trying to jump. Plus, I recommend moving the laser a bit closer to the ninja at the start so that it isn't too much of an annoyance to get 5 pieces of gold. Oh yeah, I also recommend, unless you want it to be cheatable, to add a mine at the beginning above where the floorguard is going to end up because it's cheatable otherwise.

Something like this:

\

You get the idea. =D

Romaniac, your level is really fun, I'd give it a 4. A little things though, I'd add a few mines on the first vertical wall next to the first chaingun so that it'll encourage you to use the barrier a little more. I'd also add cover from the first chaingun at the second trap doors because it's really annoying when the top chaingun fire kills you.

A little like this:



Hope that helps. =)
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Postby remm » 2008.12.27 (21:47)

Riobe wrote:Romaniac, your level is really fun, I'd give it a 4. A little things though, I'd add a few mines on the first vertical wall next to the first chaingun so that it'll encourage you to use the barrier a little more. I'd also add cover from the first chaingun at the second trap doors because it's really annoying when the top chaingun fire kills you.

A little like this:



Hope that helps. =)
I agree with putting the mines behind the chaingun to try deter players from jumping over too early, even though it is still quite easily possible to do so. I removed the trapdoors giving cover from the first chaingun because the whole point of that section is to time the chainguns so the top one isn't firing while you shelter from the other two. Its actually easier to avoid the first cover and go straight to the second there. Im not sure if you changed the tiles a little, but I dont remember it being like that earlier, anyway, it helps out with highscoring it (gives a new path to take).

Thanks a lot

And for Wumbla

Ive made a few changes to Riobe's design.
mostly deleted mines, moved them back, made uncheatable and such
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Postby MattKestrel » 2009.01.02 (22:03)



Edit: Thanks for clearing up some issues in advance.
Last edited by MattKestrel on 2009.01.03 (10:51), edited 1 time in total.
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Postby Riobe » 2009.01.03 (01:59)



Another mine-jumper, heavily inspired by: Nmaps.net Heavy advice needed please.

GTM, yeah, you're being overly cautious. I'm not reminded of atob in any way on that map, but I do like some of the drone pathing in this. I do think that there should be a gauss in all that open space, since it would help out the atmosphere and the gameplay.

Overall, It's pretty nice though.
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Postby Rdy-kun » 2009.01.03 (06:17)

Riobe wrote:

Another mine-jumper, heavily inspired by: Nmaps.net Heavy advice needed please.
I don't know how much my opinion would matter here since I haven't been here for long nor have made all that many maps, but I found the first launch pad, and moreover how the gold was placed, an irritating pain in the neck. It took me multiple tries just to be able to make it up to the second platform, but when going for an AGD, I found it entirely impossible to get the gold and hit the launch pad correctly so as to not fly into a mine. It somewhat got easier the further out I went, so I hope that's what your original intention with it was.

It did also seem a bit easy once I understood how to use the launch pads with the slanted walls, but I haven't managed an AGD yet, mostly because of the first launch pad. Perhaps you could move a few of the mines to the two outer areas to lessen the squeeze a bit? Rate-wise, I'd give it a 3.5.



I'm somewhat unsatisfied with this map, which I would usually just scrap it, but first I'd appreciate others' opinions. ^^;
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Postby Riobe » 2009.01.03 (07:49)



No, that advice was really useful, thanks. I toned it down a little, and it should be better now, but I still need more advice on it.

As for your map, I'd rate it a 2.5. The tunnels are ok, but the gauss section (not where you start off, the other one) is way too hard, as the thwumps aren't needed at all. You could also move around the mines to make them more aesthetically pleasing. I also recommend changing up the gold placement to make it look more flashy, and moving the mines in the center so that it's still not cheatable, but easier to get into that little area. Lastly, I recommend changing up the tiles a little so that it would be easier to move around on.

Hope that helps.
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Postby Rdy-kun » 2009.01.03 (15:30)

It's a lot better now, and I managed to get all the gold. The three gold near the mines on the third section were a bit annoying, but I couldn't tell you if it's enough to change something around.



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