The giant cube of DOOM (or, the map of 121 maps)
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- Lucky
- Posts: 7
- Joined: 2010.01.11 (03:59)
- NUMA Profile: http://nmaps.net/user/thereisaspoon
i signed up for 1,7 so top row 7th column. i dont get the review process. are we supposed to find other maps and comment on them in NUMA? or will they be somewhere else?
- Lucky
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heres my map though it might need to be in a harder column/row
The giant cube of DOOM (1,7 - Silence is a Virtue )
EDIT: peer review for both brain stones maps yes. and the formica map yes
The giant cube of DOOM (1,7 - Silence is a Virtue )
EDIT: peer review for both brain stones maps yes. and the formica map yes
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- Global Mod
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Formica: Yes
Brainstone: No, it may be well in the 'Slightly Difficult' section.
Thereisaspoon: Yes.
K, so my map is the map bordering the 'Reserved Map'. It's an insane map, and is going to be dwarved by the next insane map. So, please don't say it's too hard, or it's impossible, because it isn't, k?
Brainstone: No, it may be well in the 'Slightly Difficult' section.
Thereisaspoon: Yes.
K, so my map is the map bordering the 'Reserved Map'. It's an insane map, and is going to be dwarved by the next insane map. So, please don't say it's too hard, or it's impossible, because it isn't, k?
Last edited by Sunset on 2010.04.21 (00:09), edited 2 times in total.
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- Doublemember
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Everybody here has done an excellent job pointing out how poorly considered a lot of this was. I'm going to fix a bunch of things in the first post, but in the meantime, here's a bunch of answers:
I'll change the rule to something along the lines of "any exits leading towards the edge of the cube must match the difficulty listed for that tile. Any exits leading back towards the centre can be easier."
The ultimate aim is to set up some kind of system where it's easy to tell which map you're in at the moment, where it relates to the rest of the cube, and where the exits lead. There should be plenty of ways to do this, and I think even my admittedly crappy HTML skillz should be enough to set up a site covering this information.
Anyway, I'm not completely sure yet, but there are plenty of options.
(Something else I'll have to get around to clarifying in the first post.)
(Oh- and da_guru, I've added you to the google docs signup list.)
You're right- that's a great idea, and I was actually already toying with it in one of my maps. The only thing being that I completely forgot about that rule.numa_ninja wrote:'Nother question. With a corner spot, can we make the exits that lead back into the maze really easy, but the ones that lead out mind-numbingly hard? Y'know, just for a laugh or something, because I've got a great idea. The only thing is that you said:So, yeah. :/formica wrote:
- EXITS: Each of the four exits must be possible to reach, and they should be roughly the same difficulty. Roughly is the key word- easier and more difficult exits is fine, but there shouldn't be any one exit that is unrealistically difficult relative to the rest.
I'll change the rule to something along the lines of "any exits leading towards the edge of the cube must match the difficulty listed for that tile. Any exits leading back towards the centre can be easier."
Of course! You're right. See, this is what happens when you do a history major and work in aged care and no longer have a use for year 8 maths. I'll change the coordinate map in my first post to reflect this, as well as swap it around on the google document. Still, this hopefully won't be a big deal until I finally put this all together.Scrivener wrote:X,Y with (0,0) at the bottom left.formica wrote:Also, I've been stupidly inconsistent with using cartesian coordinates. I've gone x,y for the coordinate map in the first post, and y,x for the original sign- up list. Which is more intuitive?
I'm planning on setting up a big map, with thumbnails, of the entire cube, with each thumbnail linking to the relevant map. From here you'll just click through, one by one, and load the data. I've got a little bit of unmetred web space with my ISP I might use for this, or I could set up a new account on NUMA just for the purpose of posting the maps for easy access. (The NUMA maps could link in the description to all attached maps.) Either way, map creators would obviously be credited.danield9tqh wrote:How exactly do u plan on making this giant level? Not being rude, just curious. Are ppl going to actually play the whole thing all at once?
The ultimate aim is to set up some kind of system where it's easy to tell which map you're in at the moment, where it relates to the rest of the cube, and where the exits lead. There should be plenty of ways to do this, and I think even my admittedly crappy HTML skillz should be enough to set up a site covering this information.
Anyway, I'm not completely sure yet, but there are plenty of options.
At the moment people are just posting the maps in this thread. Find them in this thread and then hop onto the google docs page to do the reviewing.thereisaspoon wrote:i signed up for 1,7 so top row 7th column. i dont get the review process. are we supposed to find other maps and comment on them in NUMA? or will they be somewhere else?
(Something else I'll have to get around to clarifying in the first post.)
(Oh- and da_guru, I've added you to the google docs signup list.)
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- Doublemember
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New map- making guidelines, also on first post.
Seventhspirit: The map is awesome, but it's missing the exit on the right hand side. Any chance you could add it in?
- TILESET: All levels must be based on this tileset: http://www.nmaps.net/197561You can then create any structures you want in the middle of the map, but the outside border must remain unchanged. You also cannot attach new tiles to the border.
- EXITS: Each of the four exits must be possible to reach. They should either all be roughly the same difficulty, OR the two exits leading towards the cube's edge should be harder to get to than the two exits leading towards the inside of the cube.
- DIFFICULTY: The maps should become progressively harder as you become closer to the exits. The colour- coded chart below should give a rough guide to how difficult you should try to make whichever map you pick, so keep this in mind when picking and working on your map. Obviously, everybody interprets difficulty differently- try to think of “easiest” as the early levels in the early columns in N, “insane” as the most difficult Mare & Raigan levels or slightly harder.
- MAPS ON THE SIDE OF THE CUBE: Only the corner maps lead outside of the cube. For maps bordering the edge of the cube, simply wipe out the exit and the groove for the exit on the appropriate border.
(See this image for an example)
- CORNER MAPS: Access to the corner maps can be unlocked by being generally awesome.
Seventhspirit: The map is awesome, but it's missing the exit on the right hand side. Any chance you could add it in?
- Life Time Achievement Award
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Here's my ultra-hard map:

- The Dreamster Teamster
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- Global Mod
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I'd like to sign up for 10,11 please.
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thanks formica, here's the map.
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thanks formica, here's the map.
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- Global Mod
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Dammit it is simple I am just bad at the word putings.numa_ninja wrote:Really like this idea. It's rather like gloomp's project thing that he finished/is still doing, but less confusing.
- Bayking
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- Vampire Salesman
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It took me some time, but finally here's my submission.
Coordinates (4;4)
Coordinates (4;4)
- Vampire Salesman
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your project seems to be dieing out, formica...
nevertheless: will you include my map?
nevertheless: will you include my map?
- Vampire Salesman
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Finally Brainstone will be right. This project seems to be dust.Brainstone wrote:This project is huge and I would love to be part of it. But I think 121 are too many. The project will probably die before reaching this number. With a 7*7 cube there`d be a much better chance to finish, IMO.
Noone wants to make themselves dirty anymore by touching it.
Sad, that it had to end like this.
- Bayking
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