This time the mapping contest will last 7 weeks. Each round now takes 1 week. TWC is arranged by 3 members: TheBlackLion, da_guru and Sunset.
Every first day of the week we publish a theme to go with the week, with some rules, some restrictions, etc... The mappers will have 1 week to make a map in that theme.
After this, the judges will have the next week for evaluating the maps. So the judges will be judging round 1 while round 2 is running.
Rules:
- You have to put TWC with the number of the round (twc1, twc2...) in the tag of your map.
- You can only submit one map and can't change the map after posting it.
- You have got time from Monday to Sunday next week at 12:00 **GMT** to post your map.
- You don’t have to register yourself for this contest and can join at any moment.
Here's how your map will be scored by our judges:
- Aesthetics x/15
- Gameplay x/15
- Theme x/20
So your total points are the average of the rating by the 2 judges x/50.
Each round you will win a certain amount of points depending on your place:
1st: 10 points
2nd: 8 points
3rd: 6 points
4th: 5 points
5th: 4 points
6th: 3 points
7th: 2 points
8th and after: 1 point
The winner (1st place) of each round will win a DED map made by 1 of the 3 judges.
The first three places at the end of the contest win a beautiful customized userbars.
Please read all of this post if you want to join the contest.
Yeah so let's start first round! And sorry for not posting this earlier but I was sleeping at midnigth...
The first time is quite easy and concern only enemies but this will even be a challenge, this is the goal of the contest. ^^
You have to put at least 10 zap or seeker drones in your map, laser and chaingun are not taking in count.
Please respect all the other rules of the contest and don't forget to tag your map with TWC1. Rounds 1 ends Sunday at 12:00 GTM.
And anybody who want can still join!
Have a fun mapping guys and good luck.
So again sorry for the late post of round II but i've a lot of exams... Thanks everybody for the entries for round I!
Now there is 2 rules:
tiles: each tiles has to be in contact with at least one other tile. The frame doesn't count like tiles.
Objects/Enemies: You have to place at least 10 z-snaped (press z in editor) objects/enemies in your map. Objects/enemies which are placed on the c-snap or x-snap grid doesn't count of course.
Don't forget to taf it as twc2, ask if you have any questions, otherwise good luck ! ^^
Hey, Thanks at the zeven guys for her entry for round 2. Now round 3 begins and i'm going wednesday on another land so da_Guru and Sunset will take over the contest while 2 rounds.
This round is very original (after this will be some more classical themes).
You have to make a remix of one of the 3 first maps you post on numa. By remix I mean that you have to keep some tiles, some objects and the same construction but make it "better" or different. Re-tile or Re-object are a allowed as a remix.
So good luck, dont forget to tag it as twc3 and be patient result of round 2 will be posted wednesday :)
Hey guys! As TBL already announced Sunset and me will take over the ship for two rounds.
This round we want to test your harmonic side and proudly present Ying-Yang:
tileset: The number of empty tiles has to be the same as the number of full tiles (approximately). Only D-tiles count as empty tiles.
objects: You have to choose one of this two enemy packs:
- electric (only zap drones, floorguards and thwumps) or
- explosive (only mines, chaingun and rocket).
Hello everyone! Welcome to round 5, titled 'Fragment'. And here's the task:
You have to use a given, but unfinished map, which only has tiles and objects in a (rather small) part of the map. You mustn't change the given objects or tiles, but may add whatever you want to add (tiles+objects).
This is the given map:
Hint: Try to keep the style of the map - this will have an influence on the rating in theme category and may also earn you some extra points in 'aesthetics'.
Good luck and have fun!
So i'm quite dissapointed you there was only four map for round 5... And also i'm really sorry to haven't post the round 4 results but i'm still waiting for the others judge results. But yeah, be optimistic :D
So let's round VI! There's still 2 rules, one about tiles and one about objects.
Tiles: Your tileset has to be symmetric, it can be horyzontaly, verticaly, or both if you're a good tileset maker or even other kind of symmetry!
Objects: You have to put all the objects in the f-lines delimited section(hit F in the editor). So objects can be placed excatly on the lines or in the little square between 2 of them.
As always ask if you've any questions, it's better than to do something bad and good luck!
Objects: You have to put at least 3 exits in your level. They can not be grouped at the the same place, it's the same thing for the exit switches.
Tileset: Any tiles have to be placed at at least 5 tiles of the frame, so the zone of 5 tiles near the frame has to be empty.
Ask any questions if you want and i wish a final good luck to everyone ;)
Yeah so thanks everybody for those 10 incredible maps and congratz to Chrdrenkmann, Nevershine and Destiny for the top 3. The DED map goes to Chrdrenkmann and is made by Sunset:
It was fantastic to see so many different and original ideas and I hope that you will make a map for round II.
First rating and comment are by The Black Lion second are by Da_Guru (thanks you very much man for this clever judging!).
1) Queen Bee Abstinence - Chrdrenkmann
Aesthetic 13/15 13/15
Gameplay 14/15 13/15
Theme 17/20 18/20
Total 44/50 44/50 88/100
TBL: What I really love is that each drones is used I a different way, there's a lot of close call and it's very fun. The idea of make a really hive is simple but work very well.
DG: Good realization of the 'Hive' theme. The drones worked very well as bees. I loved the honeycomb design of the tiles. Except for the bounceblock part right at the beginning (unproportionally hard) an enjoyable map.
2) The Fountain - Nevershine
Aesthetic 13/15 14/15
Gameplay 14/15 13/15
Theme 15/20 18/20
Total 42/50 45/50 87/100
TBC: The force of this map is his incredibly fun and varied gameplay, the drones works very well but the way you used them wasn't very original. The "pseudo-simmetrical" tileset is very interresting, too.
DG: Beautiful tiles, solid gameplay. A map close to perfection, exactly what I expect from a nevershine map. :)
3) Outpost Lima - Destiny
Aesthetic 13/15 13/15
Gameplay 13/15 13/15
Theme 16/20 17/20
Total 42/50 43/50 85/100
TBL: Used traindrones is a little easy but they work very well. I don't like that you have to jump on the walls at the sart and that the drones hide the gold/mines but this map have so sexy gameplay and aesthetic...
DG: In my opinion the starting position of the ninja wasn't well-chosen. Everything else was pretty awesome – including gameplay which wasn't too challenging (which was good here) and pretty tiles.
4) Snake Pit - Aerodynamic
Aesthetic 12/15 11/15
Gameplay 12/15 12/15
Theme 16/20 17/20
Total 40/50 40/50 80/100
TBL: The problem is that this is a lot to hard and that you spam a little with object: 3 rockets instead of one and the 2 drones at the end are quite useless. But I really love the metanet style and the concept.
DG: Clever concept – to me a quite unexpected interpretation of the theme. I loved the map's metanetsque style and vibe. The only critical point was, that the seekers altogether formed a (too) powerful army of enemies. Luring them out one by one required immense concentration while trying to avoid the mines.
4) Ragin' - BluePretzel
Aesthetic 11/15 11/15
Gameplay 12/15 12/15
Theme 16/20 18/20
Total 39/50 41/50 80/100
TBC: This has a really fun gameplay and fit the theme very well, i didn't know that this was possible to put so many seekers in a map, but the best way is finally not so interresting. With more gold on the side this would be funnier.
DG: Fastest submission once again, but witty nonetheless. The map was a bit short, though gameplay was intense and fit the theme extremely well.
5) Well, Well, Well - LUKESV
Aesthetic 14/15 7/15
Gameplay 14/15 9/15
Theme 17/20 16/20
Total 45/50 32/50 78/100
TBL: You have a very particular style and personnaly I love. The use of the drones is beautiful and there's a lot of interresting ways to get the finish, tileset is nice and the mines/golds placement make the aesthetic just incredible.
DG: Odd map. Seemed quite unstructured to me, thus I was confused. Of course it was challenging and all, but somehow I couldn't enjoy it. Plus the aesthetical value of this map was rather low.
6) Christmas Wreath Peek-a-boo - DDRave
Aesthetic 8/15 10/15
Gameplay 10/15 12/15
Theme 14/20 19/20
Total 34/50 41/50 75/100
TBC: So it's more a little challenge that a complete map... It's quite fun and the concept is really though but I think you can do more with this idea.
DG: Brilliant idea. At first I was stunned how to get past those drones, but soon I found a rhythm leading me through the map. Sadly aesthetics fell by the wayside.
7) Tansu Ciller - Artistolipto
Aesthetic 13/15 11/15
Gameplay 11/15 8/15
Theme 16/20 12/20
Total 40/50 31/40 71/100
TBL: The drones make the aesthetic amazing but i'm very frusted to can't see how to make a good agd... The gaus placement make it a little to hard and I'm sure that some golds are "useless" but otherwise there were a lot of interresting jumps.
DG: Sorry, but I absolutely disliked the map's gameplay. Collecting the sparse pieces of gold was kind of frustrating, especially under the high pressure caused by the gausses – to my mind too hard. You merely used the drones as “big mines”, which really wasn't the intention of the theme. They only had a positive effect as “decorative elements”.
8) Hiveminded - NachoCheese
Aesthetic 9/15 9/15
Gameplay 10/15 11/15
Theme 16/20 15/20
Total 35/50 35/50 70/100
TBC: The concept is quite fun and the timing is perfect but the gameplay and aesthetic are really basic. Aniways i love the concept and it's nice to have maps like that.
DG: Good idea. Astonishingly, the difficulty of the map fluctuated between two extremes: speedrun was rather easy to do, though, on the other hand, AGD was extremely hard to get. Furthermore there's still room for improving the tiles.
9) The best pie is the most easy one to eat - Sayko
Aesthetic 10/15 10/15
Gameplay 11/15 11/15
Theme 13/20 12/20
Total 34/50 33/50 68/100
TBL: I like the way you use the drones but a lot of them are useless.. The maps is ok but needs more ideas or more diversity in the gameplay.
DG: The best thing about this map was the flow, which however ended abruptly (shortly before the exit). Like Artistolipto you also made the drones stationary – you could have well used mines instead. Some kind of 'hivy' movement was missing.
First rating is by TBL, second by Sunset.
-1-
Next: Beyond - Destiny
Aesthetic 13/15 14/15
Gameplay 14/15 14/15
Theme 15/20 20/20
Total 42/50 48/50 90/100
TBL: I love the contrast with the purety of the shapes of the symmetrical tileset and the quite random objects placement but some objects are placed exactly like x/c-snaped. Otherwise a really good adventuresque action map with a well diversified gameplay.
S: Amazing tiles. Objects were expertly placed. The gold was too. The drones were amazing too. The theme was shaky here, but the rest was just fine.
-2-
Power Grid : Baby Steps - Aerodynamic
Aesthetic 13/15 13/15
Gameplay 14/15 12/15
Theme 17/20 20/20
Total 44/50 45/50 89/100
TBL: In fact, this isn't a true classical action map, this is an intense hyper-linear puzzle with an incredibly efficent rocket and an awesone metanesque aesthetic. Really this is just intense, the only bad thing is that the gameplay is maybe to linear, a little more variety and this reach the 15/15.
S: Abso-fucking-lutely loved this. amazing gameplay, it's wonderful. really. the z-snapping was nice too.
-3-
Tech Facility - BluePretzel
Aesthetic 12/15 12/15
Gameplay 12/15 13/15
Theme 17/20 18/20
Total 41/50 43/50 84/100
TBL: The placement of the z-snaped mines and golds is interresting and give a particular feel to the map, the "realist" tileset add something really nice to the map. I like the ninja placement and the secret exit but this really lack of enemies.
S: The start was interesting, and I loved it. The gold was also nice to collect, and the map itself was good.
-4-
Demon DNA Double Helix - Chrdrenkmann
Aesthetic 14/15 12/15
Gameplay 13/15 13/15
Theme 16/20 14/20
Total 43/50 39/50 82/100
TBL: This Gold helix is purely awesone and combined with the sexy tileset this make an excellent aesthetic but it dissapointed me a little that nearly the same helix is possible with c-snap. The rocket/bounceblock gameplay is also very good but i don't like the thwumps and the exit switche placement.
S: I liked the gameplay, but the theme showing here was sort of... bland, and sort of non-existant. I had to look in the Neditor to see if it was really z-snapped or not.
-5-
There is a longing in my heart - Artistolipto
Aesthetic 12/15 11/15
Gameplay 10/15 12/15
Theme 18/20 18/20
Total 40/50 41/50 81/100
TBL: I think this is the most experimental map I have ever had in this contest! The mines and golds placement is fucking awesone. The bad thing is that the right part need more challenge and variety. Also the trap door at the center is very very annoying because it doesn't always work.
S: Liked it a lot, but at times it felt rather dull. Also, amazing z-snapping.
-6-
Real Men Drive Trucks. - LUKESV
Aesthetic 13/15 12/15
Gameplay 11/15 14/15
Theme 12/20 17/20
Total 36/50 43/50 79/100
TBL: So it's quite bad that the gold is c-snaped. The map is a little short but finally it's fun to play. Your aesthetic style with tile is awesone but I think that everyone doesn't share my point of vieuw ;)
S: Great chaingun, swift tiles, and that floorguard was a bitch. In a good way. Some of the mines don't look z-snapped, and I had to look in the neditor for this. :/
-7-
Adventures in Zsnapland. - NachoCheese
Aesthetic 11/15 12/15
Gameplay 8/15 12/15
Theme 14/20 13/20
Total 33/50 37/50 70/100
TBL: Strangely I like the random and weird aesthetic of this one, there's some nice teleporter and doors but actually you should try something more open with a less linear gameplay and less waiting times.
S: I liked the gameplay here, except for the fact that sometimes it was... rather frustrating, to say the least. but, I love the teleporters. nice job broman.
-8-
No maps with unread comments - Sayko
Aesthetic 10/15 10/15
Gameplay 9/15 9/15
Theme 13/20 16/20
Total 32/50 35/50 67/100
TBL: Quite fun for a mini-map, but it could be more challenging with some mines other enemies. I very like the z-snaped gold but anyways this is a mini-map... try something bigger and more complex next time!
S: It was too short. That's my only issue. T'was a fun map, nonetheless.
Congrats to _destiny^-, aerodynamic and Blue_Pretzel for top three rankings.
Altogether it's sad that less and less maps are submitted for this competition.
Please keep this contest alive by submitting more maps!!! You would do us all a favour.
First rating is by da_guru, second by Sunset.
-1-
134-3: Too Early To Be Too Late For Christmas
by Chrdrenkmann
Gameplay 14/15 14/15
Aesthetics 13/15 15/15
Theme 19/20 14/20
Total 46/50 43/20 89/100
DG: A thoroughly excellent map. It certainly wasn't perfect, but that was rather a feeling than a fact. Sorry, but no negative criticism. :)
S: Great job with this, but I didn't quite see that map in this! The floorguards were a hazard too.
AND
22-4 When the past catches up with us
by Blue_Pretzel
Gameplay 13/15 13/15
Aesthetics 12/15 14/15
Theme 17/20 20/20
Total 42/50 47/50 89/100
DG: Looked indeed like a first map, but played a lot better. I liked how there were no enemies except for the floorguard and the gauss. Some flowy and metanetsque elements made this map indeed a swiftly-flowing journey to the past.
S: I played this before you submitted it so... I liked it. Nothing else to say. Some parts were rough, like the tilted tiles.
-3-
The best girl is the most silent one
by sayko
Gameplay 12/15 11/15
Aesthetics 10/15 13/15
Theme 18/20 20/20
Total 40/50 44/50 84/100
DG: Much improved, compared to your first map. Those 4-tiles at the bottom were kinda tricky, but I loved them in combination with the mines + rocket. The rest wasn't outstanding, but still fun to play.
S: The title here is, evidentally, true. Great drone usage. Also, I love how this looks incredibly like your first. Props.
-4-
Ninja-storm.
by NachoCheese
Gameplay 9/15 13/15
Aesthetics 11/15 13/15
Theme 15/20 17/20
Total 35/50 43/50 78/100
DG: This map and me couldn't quite become friends. Much too hard, imo. One rocket might have done, but this way it was overdone. There was definitely a strong similarity to your first map, which was good, yet boring at the same time. Mixed emotions.
S: Yeah, two 13's. I like this version better. Props to that.
-5-
Drone Maze Remixed
by AVATAR_FANATIC
Gameplay 10/15 11/15
Aesthetics 10/15 10/15
Theme 13/20 16/20
Total 33/50 37/50 70/100
DG: At first I was perplexed, that there was more than I could see: invisible blockades and buggy one-ways. The basic idea wasn't bad, but somehow this map lacked something exciting.
S: T'was a bit... shabby, to say something. Though I liked the initial idea. Good job there.
Here's round four results people, first rating by me, second by Da_Guru. Congrulation to the top 3. Ded is comming really soon and sorry for the delay. Rund V results are also comming soon. Please make more entries for round VI and good luck everybody! ^^
1) Black And White - Chrdrenkmann
Aesthetic 14/15 13/15
Gameplay 13/15 14/15
Theme 17/20 19/20
Total 44/50 46/50 90/100
TBC: The bottom part remember me some old arcade game, this tileset is amazing and those rocket so well placed. Top part feel more modern, also good and a little puzzlish, too. You make an excellent use of the explosif pack. Damn... you're fucking good at making map on my themes.
DG: Almost perfect. Everything in here worked so good, the map was a harmony itself. I like how you divided the map into two, equally challenging parts, each one with a special note. Keep on this way and you'll certainly be heading for victory. (And yeah, same score as last time.)
2) Go zap me (Happy New Year!) - BluePretzel
Aesthetic 13/15 11/15
Gameplay 13/15 11/15
Theme 18/20 17/20
Total 44/50 39/50 83/100
TBL: It's a really nice entry! I love the inverted tileset, the idea is very well executed. Also you're the only one to use electric pack (maybe others can't live whithout mines ^^ ?) and you use it very nice. Love the metanet/bluepretzel fusion style.
DG: Well, the best thing about this was its 'flow' (if you can call it that), marked by the gold. Otherwise – quite unspectacular map, without any highlights. Hmm...
3) Unhandh me, cruel demon! - Artistolipto
Aesthetic 13/15 11/15
Gameplay 14/15 12/15
Theme 16/20 17/20
Total 42/50 40/50 82/100
TBC: Really fun map, I love the gold and the gameplay in general, but i think the rocket in the center is useless and make the map too hard and the door switches can be better placed, it's sad because you were really near of the 15 in gameplay ^^. Otherwise quite simple tileset but Very pleasant.
DG: Astonishingly good map. I couldn't guess that from the thumbnail, but I really loved some parts of this. The centre part however was overpowering, you could be chased by two rockets and a hail of bullets at the same time, which was extremely annoying.
4) AA/vkIAb - Avatar_Fanatic
Aesthetic 13/15 12/15
Gameplay 12/15 10/15
Theme 15/20 17/20
Total 40/50 39/50 79/100
TBC: This is a very original map, it's very fresh and I like that. The tiles are nice and combined with the gold placement it offers an interresting gameplay but I've the feeling this miss something to this map.
DG: Indeed, this map seems to have been made in a rush – somehow felt incomplete or unpolished. Perhaps a clear flow would have been helpful here. The chaingun was too effective for my liking, it got me every second try – pretty hard.
4) My friend also made my TWC map. - NachoCheese
Aesthetic 12/15 13/15
Gameplay 12/15 12/15
Theme 12/20 18/20
Total 36/50 43/50 79/100
TBC: It's really sad you don't respect the rules by putting thwumps and mines in your map. You has to chose between 2 packs of enemies remember... But it fantastic that you made an original and fresh Nreality map ! Also I think unlimited jumps would offer a better gameplay.
DG: A n-reality map!!! The initial idea was superb, excellent concept indeed. Sad to say its realization was not a complete success. You increased the difficulty extremely by making the thwumps go up and down even faster than normally. Not a single time could I make it to the exit switch and back again – frustrating...
But don't understand me wrong: I really liked this map, particularly compared to your others so far. So good job!
5) aftermath 19/11 - Isudny
Aesthetic 11/15 11/15
Gameplay 11/15 11/15
Theme 15/20 19/20
Total 37/50 41/50 78/100
TBC: I like the pseudo-symmetric ying-yang tileset but it would be better with more complex tiles and why not bend both sides? Also this map is really hard and the rockets are too frustrating in my opinion but it's a nice challenge.
DG: Two words: painfully hard. The basic idea wasn't bad, but you have to see that rockets don't work well in such small constricted spaces. Thus, this felt rather like a survival, with super-strong advantaged enemies.
6) Potentially Hazardous Object - Sayko
Aesthetic 10/15 9/15
Gameplay 12/15 11/15
Theme 14/20 17/20
Total 36/50 37/50 73/100
TBC: I like that there's isn't any place where enemies can't hit you but some part are quite frustrating because of the mines. Gold placement is a little too basic and unesthetic but this is a nice map at all.
DG: Well, it is possible to make better looking tiles, though everything else about this map was alright. Some parts were tricky, especially between two 'enemy zones/ranges', when I had to face a chaingun in front of me, while a rocket was still chasing me from behind - I'm don't fancy such situations...(challenging!).
First really sorry for the delay but i had a full week of work for school and other stuff and after i got a bug and i can't conect me on the forum... As always congrulation to the winner, Avatar_Fanatic and thanks everybody for your maps. Round VI will be judged soon and rules for last round too.
1) The next town over by AVATAR_FANATIC
Gameplay 12/15 12/15
Aesthetics 14/15 13/15
Theme 19/20 18/20
Total 45/50 43/50 88/100
DG: Cool map. Excellent tile additions, fit the style very well. Actually looks like this could be a map of mine, omg! I found the gameplay appealing, though I would have liked to see some more creativity in here.
TBL: You really well insert the fragment, very good aesthetic, nothing more to ssay about that point. But the gameplay wasn't so good, i personnally don't like the trapdoors and the top part was a bit bland. However i've loved the laser room.
2) 135-4: Alcatraz Island by Chrdrenkmann
Gameplay 12/15 13/15
Aesthetics 12/15 14/15
Theme 16/20 17/20
Total 40/50 44/50 84/100
DG: You have made better maps than this, yet I cannot say this one was actually bad. It just kinda bored me, because it somehow felt empty, both gameplay and aesthetics. Still clearly above average. I guess it's only that I always expect a brilliant map from an experienced author like Chrdrenkmann.
TBL: The aesthetic research is beautiful and very fresh and the theme is good interpreted, as always it is a good Chrdrenkmann TWC map. However some details dissapointed me in the gameplay, i don't like the exit switch placement, and could be really better with more gold.
3) Oops :p by NachoCheese
Gameplay 11/15 10/15
Aesthetics 13/15 12/15
Theme 18/20 15/20
Total 42/50 37/50 79/100
DG: Another n-reality map! Again I liked your basic concept, yet again the realization lacked quality. The bounce-block mod combined with a fast laser gave the map a puzzlish note. However the laser was too fast and killed mercilessly, whenever it got a glimpse of the ninja. Too hard, imo.
TBL: This is really too hard and ruins the gameplay. It's quite sad because the concept was a good idea... And the bounce block kill the aesthetic of your tileset. But anyways i really like the fact that you make Nreality maps!
3) Splash Damage by sayko
Gameplay 11/15 11/15
Aesthetics 13/15 12/15
Theme 16/20 16/20
Total 40/50 39/50 79/100
DG: I see the effort you made to continue in the given map's style, but there's one thing that bothers me: the gold. It was scattered quite randomly and unaesthetically all over the map and annoying to collect – that was mainly due to the rough tiles, which made it a lot harder to dodge the rocket. Still – one of your best entries so far.
TBL: This is clearly one of you best map for this contest, i like the aesthetic and it fit quite good with the style. Anyways gold on the right were a lot too espaced and I don't very like the turrets placement but this is a nice chose of enemies and the gameplay is quite fine.
4) Needful Fathomings by artistolipto
Gameplay 12/15 13/15
Aesthetics 12/15 13/15
Theme 3/20 5/20
Total 27/50 31/50 58/100
DG: Quite enjoyable map. I was astonished, that the rockets weren't overpowering despite being so close together. Unfortunately there was a fly in the ointment: you didn't respect the rules. You didn't keep a single tile or object, sorry. Did you possibly want it to count for twc4? Three consolatory points.
TBL: This is really bad that you ignored the rules because this map was really enjoyable. I like how you place the rockets, this make an excellent gameplay and I just love your particular style of map, always a new design and new ideas.
1) The Sixth Server by _destiny^-
Gameplay 13/15
Aesthetics 14/15
Theme 18/20
Total 45/50
TBL: This is really one the best map made for TWC, congrulation. You interpreted the theme so nicely, this is incredibly fun and intense to play and looks so good. My only dissapointing is those oneways over the center of the map, there are cutable.
2) Get Rid Of The Grid by Chrdrenkmann
Gameplay 12/15
Aesthetics 12/15
Theme 17/20
Total 41/50
TBL: Hum, maybe the baddest map you make for TWC, however still over 40... Those arrows and objects are a nice idea but i don't like how it's play, also i feel this map quite empty. But you know, this map is good in general.
3) Circuit Board by 1211
Gameplay 12/15
Aesthetics 13/15
Theme 15/20
Total 40/50
TBL: I really love this tileset, but i don't totally fit the rules because it isn't perfectly symmetric. The gameplay is minimalist but really addictive and some. But in general i would prefer a more symmetric and clean object placement.
4) Rip! The Foul Man's Breath is Amazingly Cute by artistolipto
Gameplay 12/15
Aesthetics 11/15
Theme 16/20
Total 39/50
TBL: The tileset isn't really good. The concept is fun but there's to much objects, i mean the one-way are useless and some bounceblocks, too. And sometimes the gauss turrets are frustrating. Anyways I like it because it's fresh and original.
5) *starts map* *finishes map* "fuck this is awful" *submit* by AVATAR_FANATIC
Gameplay 11/15
Aesthetics 11/15
Theme 16/20
Total 38/50
TBL: Honestly this isn't awful, this is just... weird. In fact it's only the gold placement which is awful, i find the tileset good. I really don't like taking the switch and the part in the center when you can get stuck isn't so good. But strangly i like to play it.
5) Jungle Mirror by Jeremoon
Gameplay 11/15
Aesthetics 12/15
Theme 15/20
Total 38/50
TBL: It's a quite fun map, i very like its atmosphere but there's nothing really incredible. The symmetric tileset looks good but don't add anything to the gameplay, and the doors are useless... But anyways this fit really well the theme.
6) Ride the lightning, or let the lightning bite you. by sayko
Gameplay 11/15
Aesthetics 11/15
Theme 15/20
Total 37/50
TBL: Clearly your best TWC map, it's fit really well the theme but i feel it miss something, like bounceblock, one-ways or some nice little ideas. Tileset is perfectly symmetric but don't look so good, i would prefer something more stylish.
7) A miniture challenge of epic proportions. by NachoCheese
Gameplay 11/15
Aesthetics 10/15
Theme 14/20
Total 35/50
TBL: Wow, epic concept! But the map is really to simple and to hard... Maybe the same thing but 2 tiles wide should be a lot better. Also this fit the rules but ignored a little the theme...