Hypothesis (A Whole Column!)

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Postby Chrdrenkmann » 2010.08.19 (19:48)

- Chrdrenkmann Productions proudly presents: -

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Includes...
- ...50 maps.
- ...simplicity and advanced maps.
- ...collabs with BloodyMoonLike, Sunset/mythrhythm and rozer.
- ...a nice extra. (Watch closely!)
- ...and more.

This was planned to be a pure simplicity map pack but I lost the theme in the middle of the pack.
However, you shouldn't judge 'Hypothesis' by its first episodes. It gets better and better towards the end, I swear!

A map will be submitted every day by an alternative NUMA account which I'll demand now.

Nothing more to say. Have fun. :>
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Postby ska » 2010.09.21 (14:29)

I like to play some of the map packs with no comments. I played a handful from various parts of the pack. (I'd played a few of them on numa prior) what I saw was pretty good. Nothing really groundbreaking or anything in my opinion, but there are some maps which are fun to compete against other players (speedrun or highscore). I like the simple, avant-garde style of maps such as 0-3.

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Postby da_guru » 2010.10.02 (22:09)

Had a quick look over the first twenty maps and was quite surprised - they're really getting better. Most ones I played were good fun, so thumbs up. More feedback later. :)

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Postby Rose » 2010.10.27 (04:19)

I was going to wait until I had played the whole pack to comment, but I just had to say that the ellipsis in "My First Word" is one of the most brilliant things I've seen in some time. I love it <3
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Postby Rose » 2010.10.31 (07:28)

Done. The first half was one of the best stretches of 25 maps that I've ever played, but the quality of the pack dropped off a bit in the second half D:

Episodes 00-04: kickass.
Episodes 05-07: mediocre.
Episode 08: possibly the best episode anyone has ever made.
Episode 09: also mediocre (with the exception of 09-4, which was a solid finale level).

Overall I liked this.
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Postby Chrdrenkmann » 2010.10.31 (16:27)

Thanks, M A X X O N.
There is a hidden tenth episode. ;)
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Postby Kablizzy » 2010.10.31 (16:46)

Chrdrenkmann wrote:Thanks, M A X X O N.
There is a hidden tenth episode. ;)


=O

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
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vankusss wrote:What 'more time' means?
I'm going to buy some ham.

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Postby Rose » 2010.11.01 (03:46)

Chrdrenkmann wrote:Thanks, M A X X O N.
There is a hidden tenth episode. ;)


Yeah I know, I just haven't gotten around to it yet. I have a test tomorrow but I'll play it afterward.
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Postby aids » 2011.08.01 (15:20)

While I'm not one to tell people to develop styles, try to. Or even just emulate others'. Either is better than bland, tasteless maps.

  • 00-0: Reverberate (Inverted) >> Looked good, but wasn't fun at all.
  • 00-1: Dimitri >> I hated the starting position. If that was moved down a lot it'd be a fine map.
  • 00-2: Conceptagious >> Not much of a concept. I was expecting better.
  • 00-3: Tickling The Heaven >> Super linear, and not much room to improve.
  • 00-4: Our Hotel Is Rated Triple A >> Simple map, chasers didn't do much chasing.
  • 01-0: Pier 42 >> The launchpad was tacky, but overall a fun map.
  • 01-1: Yellow River >> On NUMA. Simple and cool.
  • 01-2: Saturday Night Fever >> Ehh, old school map. Wasn't very fun.
  • 01-3: Thieves Of Baker Street >> Wonderful map. All the enemies worked great. Userlevel'd.
  • 01-4: Clownstrophobia >> Exceedingly peculiar map. Totally out of the norm, but still fun.
  • 02-0: Money > Mind >> The two parts didn't mesh well at all.
  • 02-1: Germans Know Rave >> The gameplay was really bad, but at least I liked the gold pattern.
  • 02-2: Nowadays (Retile) >> Not a very good retile, but it was interesting how you retiled your own map.
  • 02-3: My First Word >> Hot damn, son. That's the best 1-tile I've ever seen.
  • 02-4: Pollution City >> Yuck, awful enemies. Twas horrible to play.
  • 03-0: Tangram >> Uhhhh-gly. You need to work on your tiles.
  • 03-1: Cybersex Pro >> The trapdoor was tacky, the launchpads were stupid, but boy did I enjoy jumping over that mine.
  • 03-2: Paralyze >> What shitty choice in enemies.
  • 03-3: Rodeo >> Another bad map. No inspiration at all.
  • 03-4: Mysterious Butterflies >> Getting to the exit was freaking hard, man.
  • 04-0: A Trip Gone Wrong >> They just kep getting worse and worse. Lasers were terrible.
  • 04-1: Disinfluence >> Shitty level design. The drones all sucked.
  • 04-2: This Is 04-2 In The Pack 'Hypothesis'. >> Maps like this are a dime a dozen. You need more sizzle.
  • 04-3: Architecture >> I'm really disappointed in this pack. Bad, bad map.
  • 04-4: Je Ne Sais Quoi >> So much like a maestro map. I did like it though. Userlevel'd.
  • 05-0: Release The Kraken >> Hmmm, the gameplay was a bit boring, but I liked the tiles.
  • 05-1: Two Thousand Twelve >> The normal doors were not necessary, but the bounceblocks were good.
  • 05-2: 0 118 999 881 999 119 7253 >> Not very inspired. The enemies didn't work well together.
  • 05-3: Brrzzl... Electric Tango >> Ugh, horrible design. Wasn't fun at all.
  • 05-4: Odd Cult >> While the chaser annoyed the hell out of me, I really liked the laser/floorguard setup. Userlevel'd.
  • 06-0: Underground Club Mix >> Horrible floorguard, but the rest was decent.
  • 06-1: Screw You, Evil Pikachu Scientist!! >> I didn't like this one. Not very perfected.
  • 06-2: Whose Imaginary Waterfall Is That? >> This felt like a knockoff Metanet level. Not very good.
  • 06-3: We Fly, We Die >> I hate normal doors like this /soooo/ much. Loathe, even.
  • 06-4: Shape'N'Dales >> Awful, awful map. Horrible enemies.
  • 07-0: The Boy, The Fishing, The Moral >> Fuck those 3-tiles. They don't belong in this otherwise great map.
  • 07-1: Nexus >> It wasn't perfect, but I absolutely loved the map design. I <3 Rozer.
  • 07-2: Sparkling >> Very atobbish map. I lucked out on a lot of the perp jumps.
  • 07-3: Inglorious Ghetto >> I didn't bother figuring out how to get the topmost gold. The rest of it was bleh.
  • 07-4: Subliminal Message (Space Style) >> Really? Stupid map.
  • 08-0: Tropical Thunder >> Lasers = bad. Drones always are better for chamber maps.
  • 08-1: Alpha Centauri >> A very good map to highscore, but the chasers were poorly placed.
  • 08-2: Utopia 2.0 >> Not worth playing. The drone paths were tacky, and I hate back and forth maps.
  • 08-3: Holy Days >> Phew, I didn't think I'd beat the map. Nice use of normal doors.
  • 08-4: Who Ate The Most Acid? >> Penises FTW. Fairly fun too.
  • 09-0: Gameplay Nostalgia >> Wasn't feeling it. :/
  • 09-1: Blind Bond >> Hmmm, the gausses weren't very good, but I really liked playing it.
  • 09-2: Attractor >> Yuck, bad gameplay once again.
  • 09-3: Trendsetter >> Like I said man, no sizzle whatsoever.
  • 09-4: Pandemonium >> Would've been a great map without the chasers.
  • 10-0: It's Not Over Yet... >> Double floorguards were not necessary. Good map otherwise.
  • 10-1: Greeks And Freaks >> Fun to highscore, but kind of a copout with the bottom section.
  • 10-2: Return Of The Evil (Inverted) >> The object placement was bad, and the tiles were rough.
  • 10-3: Van Gogh (Retile) >> Better than the other retile, but not very fun.
  • 10-4: Thx 4 Playing! >> Highscoring this was great, but the bottom 2-tiles were cruel. Nice closer.

Demos for about 75% of the pack.
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Postby Chrdrenkmann » 2011.08.02 (10:51)

I really like you, man.
You're not f***ing around. If you don't like something, you just say and criticize it.
I miss this kind of commentary on NUMA.

As you may have noticed, I don't have my own style. I try to make each different from the others.
There are simple maps, weird maps, hard maps, metanetish maps and so on.

It may be time for a decision how I want to design my maps. Who knows.
I don't have a signature.

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Postby aids » 2011.08.02 (15:17)

Chrdrenkmann wrote:I really like you, man.
You're not f***ing around. If you don't like something, you just say and criticize it.
I miss this kind of commentary on NUMA.

As you may have noticed, I don't have my own style. I try to make each different from the others.
There are simple maps, weird maps, hard maps, metanetish maps and so on.

It may be time for a decision how I want to design my maps. Who knows.


Hey, thanks. I feel that in my own development, direct answers always lead to the best results. I just hope that it's mostly helpful. And yes, NUMA commentary is nonexistent nowadays.

What's more important than having your own style is understanding the fundamentals of map-making. What enemies work best in which scenarios, how much gold to have in certain locations. I honestly think that I need to make my own manifesto for making maps. Well, it's better if you find out yourselves, but it would still be a good idea.
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