ReTile iI :: Week iiI
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Not limiting the drones by tiles seems strange to me, so I reckon you mean not changing their code from e.g. "follow surface" to "random"?
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Whatever drone paths you are given, you are stuck with. Placing tiles to force the drones into a certain path is fine, but deleting the drone and replacing it with a differently-algorithm'd one is not.da_guru wrote:I got another question: What do you mean by not changing drone paths?
Not limiting the drones by tiles seems strange to me, so I reckon you mean not changing their code from e.g. "follow surface" to "random"?
Also, shouldn't these maps be tagged retile2, southpaw?
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ey?
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1. You are not allowed to change the drone-pathing, meaning you are not allowed to change the code. If you are given a drone with a Q-pathing you are not allowed to change it to a W-pathing.
2. All ReTile submissions are supposed to be posted here as either a link to a NUMA map or in
"Listening intently, the thoughts linger ever vibrant. Imagine knowledge intertwined, nostalgiacally guiding/embracing."
<Kaglaxyclax> >>> southpaw has earned the achievement "Heartbreaker".
Promoted to the rank of Ultimate Four by LittleViking
[15:34] <Brttrx> ADDICTION IS GOOD, MR BAD INFLUENCE
[20:05] <southpaw> 8:05pm, Wednesday, 29 April, 2009, southpaw completed N.
[22:49] <makinero> is it orange-orange-gold yellow gold silverthread forest urban chic orange-gold?
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i have no idea if you still accept contestants, if so, i would love to join. this contest would make a great re-entry for me into the art of mapping. does anyone remember me? probably not. anyway, i will send you 5 maps of mine just in case you have spare room for one more contestant.
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I think we weren't supposed to know the orig. map bcause he didn't want us to have any pre-concieved notions on what the actual map looked like.da_guru wrote: I'd like to add a link to the original version, but how do I know what was the original map (the map I retiled)?
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I do not give out the map numbers until after because I want you to build something completely original. I think seeing how a map is built or playing the map before you retile it can influence how you end up building the map.
"Listening intently, the thoughts linger ever vibrant. Imagine knowledge intertwined, nostalgiacally guiding/embracing."
<Kaglaxyclax> >>> southpaw has earned the achievement "Heartbreaker".
Promoted to the rank of Ultimate Four by LittleViking
[15:34] <Brttrx> ADDICTION IS GOOD, MR BAD INFLUENCE
[20:05] <southpaw> 8:05pm, Wednesday, 29 April, 2009, southpaw completed N.
[22:49] <makinero> is it orange-orange-gold yellow gold silverthread forest urban chic orange-gold?
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http://www.nmaps.net/200868
If I make a new entry I'll put it in a new post so there's no way you miss it (edits are pretty subtle).
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are any of my friends still here
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"Listening intently, the thoughts linger ever vibrant. Imagine knowledge intertwined, nostalgiacally guiding/embracing."
<Kaglaxyclax> >>> southpaw has earned the achievement "Heartbreaker".
Promoted to the rank of Ultimate Four by LittleViking
[15:34] <Brttrx> ADDICTION IS GOOD, MR BAD INFLUENCE
[20:05] <southpaw> 8:05pm, Wednesday, 29 April, 2009, southpaw completed N.
[22:49] <makinero> is it orange-orange-gold yellow gold silverthread forest urban chic orange-gold?
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gameplay :: 8/30
replayability :: 6/20
aesthetics :: 8/10
comments :: I had a lot of trouble enjoying the bottom-right, which was where the majority of the gameplay purported to be.
total :: 22/60
palemoon
gameplay :: 23/30
replayability :: 16/20
aesthetics :: 4/10
comments :: Played beautifully despite a tough set. Aesthetically, I'm glad you didn't sacrifice gp for looks, so I tossed you some points.
total :: 43/60
Chris
gameplay :: 27/30
replayability :: 10/20
aesthetics :: 10/10
comments :: I like how you were able to throw out a stock awesome tileset even though it was a retile. You got an easy set but you did well regardless.
total :: 47/60
el_devo
gameplay :: 19/30
replayability :: 12/20
aesthetics :: 10/10
comments :: Similar to Chris, you made a great tileset that fit the atmosphere of the objects perfectly.
total :: 41/60
179
gameplay :: 21/30
replayability :: 12/20
aesthetics :: 3/10
comments :: I wasn't sure what to make of this. Lots of creativity and obvious thought in the design. (Pretty sure it's cheatable, as well.)
total :: 36/600
DDRave
gameplay :: 10/30
replayability :: 6/20
aesthetics :: 4/10
comments :: Incredibly disjointed map.
total :: 20/60
Life
gameplay :: 14/30
replayability :: 4/20
aesthetics :: 5/10
comments :: <flag> Fuck this, I'ma teleport myself around for a while, slap down some numbers and move onto the next one.
total :: 23/60
rema
gameplay :: 22/30
replayability :: 16/20
aesthetics :: 6/10
comments :: Easy enough objects, but you worked wonders with them.
total :: 44/60
da_guru
gameplay :: 17/30
replayability :: 10/20
aesthetics :: 5/10
comments :: However much you meant them to, tiles just don't fit the objects. Bit boring, too, but a tough set.
total :: 32/60
eevee
gameplay :: 15/30
replayability :: 8/20
aesthetics :: 4/10
comments :: Pathing didn't make any sense whatsoever, and the tiles were weird.
total :: 27/60
lukesv
gameplay :: 14/30
replayability :: 5/20
aesthetics :: 4/10
comments :: Dull but smooth for the most part. (What was up with the traps?) Contrived tileset and highly linear gameplay -- for an example of a non-contrived tileset, see Chris above. For an example of nonlinear gameplay, see palemoon above.
total :: 23/60
Sen
note :: I don't feel particularly able to judge this map because it played very oddly on my shitty computer.
gameplay :: 25/30
replayability :: 15/20
aesthetics :: 5/10
comments :: I loved racing past the chains and chimneying around the maze, but it probably plays quite differently on a real computer.
total :: 45/60
Erik
gameplay :: 16/30
replayability :: 15/20
aesthetics :: 4/10
comments :: Classic Erik mish-mash, but the laser room was incredibly repressive, which hurt you here.
total :: 35/60
southpaw
gameplay :: 26/30
replayability :: 13/20
aesthetics :: 4/10
comments :: Awesome middle room, cool slow-down finish, looked all right I guess. Talk more later, barely gonna make the damn time limitttttt.
total :: 43/60
- Unsavory Conquistador of the Western Front
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http://nmaps.net/200824
-gameplay: 17/30
-replay value: 10/20
-aesthetics: 5/10
---
total: 32/60
---
comments: There was much more to this map than there seemed at first. I liked that part the best. Unfortunately I found it hard to move and travel within. If you had made this a bit more... flowy? I probably would have enjoyed it much more. As it stands, moving through it is just choppy for me.
palemoon---
http://nmaps.net/200829
-gameplay: 21/30
-replay value: 18/20
-aesthetics: 4/10
---
total: 43/60
---
comments: To begin, the rocket dodging in this is supreme. Like a burrito supreme from Taco Bell 15 years ago (because trying to stomach Taco Bell these days doesn't happen like it used to). I found it a bit lackluster in terms of looks but the tiles were scarce and complimentary to the gameplay. Replay value is almost perfect. This is one of those maps I could spend 20 minutes playing over and over again, even if I've already completed it 3 or 4 times.
ChrisE---
http://nmaps.net/200795
-gameplay: 24/30
-replay value: 12/20
-aesthetics: 9/10
---
total: 45/60
---
comments: A bit hard to move around in at times but the drone pathing and multiple routse in this shone through that. The lasers traveled and ran around so well and they always had some line of sight that would either kill you or freak you out enough to know they aren't playing around. Great map!
el_devo.---
http://nmaps.net/200838
-gameplay: 5/30
-replay value: 3/20
-aesthetics: 4/10
---
total: 12/60
---
comments: It may have just been your object set but I felt like you could have done more with the objects anyway. Gameplay was lackluster. There was a perfect design to build a gauntlet run with the gauss turret while the chaingun fired from below. Oh well.
179---
http://nmaps.net/200842
-gameplay: 20/30
-replay value: 10/20
-aesthetics: 4/10
---
total: 34/60
---
comments: HOLY FUCK LOOK WHAT YOU DONE. In other words I loved the map but it doesn't score very well when broken up into different sections. That it doesn't score very well is LAMESAUCE but it's the truth. :(
Daikenkai---
http://nmaps.net/200805
-gameplay: 13/30
-replay value: 8/20
-aesthetics: 6/10
---
total: 27/60
---
comments: It was really hectic at the bottom. In some ways I liked that but at times I felt that you could have blocked off that upper rocket from the mine section on the right, or had the floorguard stop a bit further away so that it was perilous to travel down there but not too difficult. The top could have used some work, like opening up the laser drone to that area.
Life247---
http://nmaps.net/200861
-gameplay: 10/30
-replay value: 4/20
-aesthetics: 3/10
---
total: 17/60
---
comments: It was... not very good. I feel like in some cases the object set has a lot to do with the map but considering how many tile combinations you can come up with there were probably a lot of ways you could have made this more fun. Like sparse tiles up top so that if you miss your footing you fall to your death or something.
romaniac---
http://nmaps.net/200875
-gameplay: 18/30
-replay value: 14/20
-aesthetics: 8/10
---
total: 40/60
---
comments: Great job! This map felt like it could fit in with the 50's column. I liked it a lot, you utilized this object set very well.
da_guru---
http://nmaps.net/200895
-gameplay: 13/30
-replay value: 6/20
-aesthetics: 7/10
---
total: 26
---
comments: Fun but not much substance.
maxxxon---
http://www.nmaps.net/200868
-gameplay: 18/30
-replay value: 9/20
-aesthetics: 7/10
---
total: 34/60
---
comments: I thought this map was fun. It and I clicked very well. Unfortunately it wasn't offering much beyond rocket dodging.
lukesv---
http://nmaps.net/200940
-gameplay: 4/30
-replay value: 0/20
-aesthetics: 2/10
---
total: 6/60
---
comments: I don't know. This map was just plain awful and unfortunately I think it was just the unlucky draw of a bad object set. Sorry dude.
Seneschal---
http://nmaps.net/200978
-gameplay: 7/30
-replay value: 18/20
-aesthetics: 9/10
---
total: 34/60
---
comments: TOTAL LAG. ESCHER-ESQUE TILES. CONSTANT CHAINGUNS. WONDERFUL.
Erik-Player---
http://www.nmaps.net/200992
-gameplay: 22/30
-replay value: 8/20
-aesthetics: 6/10
---
total: 36/60
---
comments: I loved the lower left area when I had to make multiple perpendicular jumps to get to the gold. That was fantastic. The laser was great at the beginning and then become too overbearing near the end. Great job allowing the player to squeeze through that area at the end near the door so that one doesn't have to go all the way around.
"Listening intently, the thoughts linger ever vibrant. Imagine knowledge intertwined, nostalgiacally guiding/embracing."
<Kaglaxyclax> >>> southpaw has earned the achievement "Heartbreaker".
Promoted to the rank of Ultimate Four by LittleViking
[15:34] <Brttrx> ADDICTION IS GOOD, MR BAD INFLUENCE
[20:05] <southpaw> 8:05pm, Wednesday, 29 April, 2009, southpaw completed N.
[22:49] <makinero> is it orange-orange-gold yellow gold silverthread forest urban chic orange-gold?
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+ 16// 30pts = gameplay
+ 17// 20pts = replay
+ 7// 10pts = aesthetics
fantastic puzzley use of floorguards and tiles combined. i liked the replayable value
in this due to the map being a lot more complex than it looked. didn't like the
gameplay much in the bottom sections. The top with the floorguard is definitely the
highlight.
+ 40 // 60
Chris3 // Love Trangle
+ 20// 30pts = gameplay
+ 9// 20pts = replay
+ 9// 10pts = aesthetics
great use of cool looking tiles. they compliment lasers very well. i hated dying,
though. there was so much empty space starting over was a pain. nice map
+ 38// 60
el_devo // So Circular
+ 10// 30pts = gameplay
+ 2// 20pts = replay
+ 8// 10pts = aesthetics
so this had promise but it fell short. the section with the switch was boring without
any enemies and the chaingun was criminally leashed into that tiny bottom section
where it was basically toothless. tileset is that hip and trendy style today, though.
Also, there are no circles in So Circular.
+ 20// 60
OneSevenNine // whatever you do you do it for me
+ 25// 30pts = gameplay
+ 16// 20pts = replay
+ 6// 10pts = aesthetics
quick and dirty jumps keep the chainguns a major threat throughout the map. the jumps
were challenging and laid out so it didn't get tedious. the tileset is utilitarian,
but a few small details keep it from being boring. not even the unhinged doors in the
middle can bring down your score! nice!
+
47//60
Daikenkai // Denial of Service
+ 11// 30pts = gameplay
+ 10// 20pts = replay
+ 6// 10pts = aesthetics
the rockets ruined everything i ever tried to do, due (doo doo lol) to the bad
placement of most of the tiles. It was just awkwardly set up and it could have been
better
+ 27// 60
Life247 // Deadly Voo
+ 15// 30pts = gameplay
+ 5// 20pts = replay
+ 5// 10pts = aesthetics
this was a difficult set of objects seriously. Your attempts to make it cool with squeezes and stuff helped, like making poop shiny and gold-plated.
+ 25// 60
romaniac // Tsar Chasm
+ 25// 30pts = gameplay
+ 15// 20pts = replay
+ 7// 10pts = aesthetics
coolio. really solid use of the objects here. uh
i am running out of things to say
+ 46// 60
da_guru // House of wax
+ 19// 30pts = gameplay
+ 3// 20pts = replay
+ 8// 10pts = aesthetics
Well this was cool but not replayable at all. good use of drones
+ 30// 60
maxson924 // #moa is not my map
+ 22// 30pts = gameplay
+ 11// 20pts = replay
+ 6// 10pts = aesthetics
this was not as bad as you made it seem. The gold and tiles worked well with the rockets.
+ 40// 60
lukesv // Romance in an Avalance
+ 15// 30pts = gameplay
+ 1// 20pts = replay
+ 5// 10pts = aesthetics
well it was kind of neat but not very interesting and the tiles did not help the objects much
+ 21// 60
Seneschal // Minotaurtoise
+ 25// 30pts = gameplay
+ 15// 20pts = replay
+ 8// 10pts = aesthetics
this is wonderful. the tileset was great looking and the laggy chainguns still made the map frantic. nice job with a really hard object set!
+ 48// 60
Erik_Player // Wait, What Dream?
+ 21// 30pts = gameplay
+ 17// 20pts = replay
+ 9// 10pts = aesthetics
Just an all-around solid map. Had great replay value. nice going!
+ 47// 60
origami_alligator // Untitled
+ 25// 30pts = gameplay
+ 17// 20pts = replay value (replayability)
+ 7// 10pts = aesthetics
the lasers interlocked nicely around the tiles and gold arrangements. It looks spazzy and great for the most part, barring some small details. Really solid and fun to play. sorry for forgetting you! D:
+ 49// 60
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