Should I Submit This To NUMA Thread

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Postby Cheez » 2009.01.09 (01:54)

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,
Your opinion is always accepted here, Rdy-kun. Welcome to the forums!
Your level looks pretty good, I'm just not very good at enclosed rocket spaces. :P

I made a couple levels and I think they look pretty good, but you know. You guys are the judge.





Second is a ded for DDRave, and first is a cool action map I made while experementing with tiles.
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Postby Brainwasher » 2009.01.09 (02:45)

Both of those maps are good, MCKY. There are 2 golds you can't get in the first map, though.

Which of these is better?



-OR-


or no gauss on that one...
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Postby MattKestrel » 2009.01.09 (20:59)

MCKY, about the second map. It was alright but the gold was kinda annoying to get, as the spikes made it harder to wall climb. That said, otherwise it was pretty solid.
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Postby Cheez » 2009.01.09 (22:40)

Brain: You can get them, you just have to fall just right. If I need to post a demo of it I can, just believe me; it's possible.

Matt: So, if I take out the spikes, it will be a good map for submitting? Or at least the spikes on the side pillar things?
P.S. I will call you Matt or GHM, because it's (G)uitar (H)ero (M)att, not (G)ui(t)ar Hero (M)att. :]

Oh yahz, Brain, I like the map, annoying as it is. I prefer no gauss, since it messes me up wallclimbing more than that happy little puppy.
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Postby MattKestrel » 2009.01.10 (12:24)

Actually, I'm officially Guitar Theoro Matt, so there :P

Any changes to make before I sub?

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Postby Cheez » 2009.01.10 (17:25)

Okai then. GTM it is.

Map is good as it is in my opinion, took me forever, but I beat it. Somehow. AGD is too much for someone with as low of a skill level as me. But I got the switch! Wheeee.....
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Postby Brainwasher » 2009.01.11 (17:51)

actually, good one, GTM tempting gold, replayability, fulidity, and aesthetics were all good. I'm generally not a fan of corner jumps, but they fit well in this one.
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Postby Amadeus » 2009.01.12 (02:39)

Ride the Lightning:
I'd rate it a 3
Gold in the V is a pain to get, and tileset is lacking
However, lightning tiles were decent when going down them versus up, and I liked the middle thwumps
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Postby Amadeus » 2009.01.12 (03:01)

Not done but an idea

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Postby remm » 2009.01.17 (23:43)

Ganteka, to get the gold in your map, I would simply use the launchpads and go around the top.
I would suggest moving the gauss so it cant kill you immediately, and move the exit to above the tiles where it is now and block off the route around the top.
No highscorer would ever go for just one gold, so add enough that it will be worthwhile for someone to get it.


Somthing like this is much better
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Postby MattKestrel » 2009.01.20 (20:30)

Ska-doosh. Made a rocket map based around curvy tiles and inspired by palemoon, but I'm not quite satisfied with it. Comments?

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Postby Cheez » 2009.01.20 (22:58)

I like it, GTM. Although it is lacking pretty much in difficulty...
Anyways,
Ride the Lightning v.2 Improv'd.
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Postby Minion_of_Pi » 2009.01.21 (05:44)

I know I'm one of the "not-so-good" mapmakers, but I was wondering if you guys (anyone) could help me with this map. It's definitely not my best, but I liked the idea behind it - simple, not very challenging, but a combination of fun aspects.



I usually start with a tileset then add objects. How do other people (you all) usually make maps?

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Postby Echarin » 2009.01.22 (21:10)

MyCheezKilledYours
Well first of all you don't need that many mines around that switch. You can cut them down to 3 or 4; they pose just as much difficulty, look nicer and take less time to load up (not a problem on fast machines, but it's good to keep in mind so even those with less powerful computers can load up the map fairly quickly (and reload and reload and reload... on a difficult map it really cuts down on frustration).
And speaking of clutter, you need to get rid of a lot of that gold. It's alright on the outside, but on the inside (part of the 'lightning' that's facing down) no-one's going to bother with collecting all that gold one or two pieces at a time. Also the shape of the lightning is, at least for me, no fun to move across. It's too jagged, and while that may seem the ideal shape of lightning it's too much of a hindrance to smooth movement.

Example:


I also changed the silhouette of the level a bit. Remember this word. The silhouette of your level is probably the most powerful tool you have to get people to play your levels. The clearer your level appears in that small thumbnail view, the better people can see what kind of level it is and whether it looks fun or not.



Here's mine:


It plays alright I think, but I feel there's something missing.

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Postby Amadeus » 2009.01.23 (05:46)

MAYBE ECHARIN?
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Postby Echarin » 2009.01.23 (11:07)

I think that's just what it needed. The area where you put the floorguard was a bit too empty, and the vertical lines in the tiles help the theme much better than keeping them gray. I've made some further changes of my own and I think it's about ready for Numa.
Thanks for the help!

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Postby Minion_of_Pi » 2009.01.24 (02:40)

Nevermind, ignore that last map. Here's one I'd like advice on instead:

Also, I will evaluate someone else's map momentarily.

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Postby Minion_of_Pi » 2009.01.24 (03:13)

Ganteka, this is what I would do with your level, plus it just seems more like your style.
Last edited by Minion_of_Pi on 2009.01.24 (03:17), edited 1 time in total.

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Postby DoctorAperture » 2009.01.24 (03:15)

well i made a map, and i would love some advice

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Postby Rose » 2009.01.25 (15:03)

Eternal Boredom wrote:well i made a map, and i would love some advice

The top half and the sides are great; imo, the bottom is too hectic though. I would suggest taking out the rocket, because the chaingun still has the potential to fire down through the bounceblock.

Here's a map of mine that I'm just a little uncertain about; it's worth noting that I can't change the tiles, because MCKY has to use the inverted version (and he already has).



Also, here's an AGD for it



EDIT: never mind, I had to submit it today for Neditor, although I'd appreciate feedback on it on NUMA :P

EDIT2: A different map of mine



EDIT3: never mind again; just ignore me at this point :P
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Postby MattKestrel » 2009.01.26 (21:57)

So far, I've spent about 2 days away from NUMA's corrupting influences, and I wanted to see what effect it's having on my mapping. Any feedback? May or may not submit...



I like how there's the same diffculty between the cramped, filled sections and the open, sparse ones.
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Postby Amadeus » 2009.01.28 (06:49)

GTM, I love the style and all
seemed pretty difficult, but great tiles imo
heres my map
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Postby remm » 2009.01.29 (07:12)

Ganteka, your map is fine. Getting the gold by the gauss is crazy hard in comparison to the difficulty to the rest of the map. I see you started with a spiky sort of tileset, at one point, but if thats gonna be the theme for that area, you need to continue it. Some drone puzzley thing would go well near the exit key as well as a little minejumper bit at the end. Oh, and do something with the pile of mines you have there, make a path through them if you have to, but please change them
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Postby koipen » 2009.01.31 (21:54)

This is my first map that I made. It is pretty open, actionish level. it lacks exit because I can't get the buttons work (Read topic on area). but the exit switch would be opposite the bottom switch, another side of the mines, and the exit after the floorguard.


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Postby Amadeus » 2009.01.31 (22:52)

nice gameplay, but you should work on asthetics
also, if you haven't read atobs guide, you should
sorry I don't have a link-someone will provide it soon
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