The Map Rating Thread

Discuss N mapping theory, N maps, and other aspects of map-making.

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Postby Ad » 2008.10.06 (20:41)

Demorated Zubzub's.

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Postby Dead_N » 2008.10.06 (20:44)

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Postby Zora_S_Kenneth » 2008.10.07 (00:05)

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Postby Erik-Player » 2008.10.07 (00:12)

RCE'd

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Postby MattKestrel » 2008.10.07 (06:47)

Already RCE'd tons of your maps, so I RCE'd Nmaps.net

This one got sniped, but rating a 4 should sufficiently antisnipe that, and I think thats what this deserves anyway. Nmaps.net
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Postby jackass » 2008.10.07 (07:50)

Rated 5 ....

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Noobish comment : whats RCE mean?
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Postby MattKestrel » 2008.10.07 (19:12)

RCE'd

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Postby Ad » 2008.10.07 (20:18)

RCD'd... and E'd... We need a new initials page :P

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Postby _underscore_ » 2008.10.07 (22:47)

RCE'd.

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Postby TribulatioN » 2008.10.07 (23:27)

Rated

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Postby Erik-Player » 2008.10.08 (02:07)

RCE'd
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Postby numa_ninja » 2008.10.08 (04:17)

^Rated
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Postby jackass » 2008.10.08 (05:27)

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Postby Dead_N » 2008.10.08 (09:45)

^Rated
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Postby Jiggerjaw » 2008.10.08 (15:03)

Rated:
Journey Into the mouth of a BIG FISH (Erik-Player)
- This is a great example of a nice map, executed poorly. I liked the gold distribution, and the basic idea. What I would have done if I was in this place with the map would be to give another hour to just smoothing things out. Play testing and play testing to see how enjoyable it was. I only played once, because it just didn't feel like a great map. You should've worked more towards flow, and enemy choice/placement. That said, it was still a nice idea, and I liked the slight repetition. I gave it a three.

Chain Reaction (numa_ninja)
- Love it. My favorite part was the gold in the left, because once you get it, you have to get out of there before the chaingun drone gets you. Very well executed ideas. I like the simple tileset pattern, and the way you used it to create different situations for movement, using thwumps, etc. Loved the top right, because getting out is very difficult to do quickly, as the gauss turret is aimed right at you if you just go straight down. Now, a few complaints: The room with the exit switch. Was just not good. Firstly, the rocket has domain over only that one small area, and secondly, it doesn't look good or play well. Three one-way platforms stacked on each other? You could've done more with the right side of the map, specifically the bottom right, because it just, stopped being fun when I got passed the gauss in the top right. But yeah, minor details; for the most part, I loved it. This one gets a gentleman's four.

Transmitters (jackass77)
- This is the first map of yours I have ever seen or played. And I must say, you have slipped under my radar, sir, and furthermore, I am disappointed in this. In short, this map is fancytastique. I'm sensing heavy Palemoon and minor Barabajagal influences in this work. The aesthetics are only slightly off, because of the spreading of objects like mines and gold, but I understand why you had to do it, both for consistency and to add to difficulty/required technique. I am a fan of hard maps, and I would classify this as hard, but not frustrating. That's key. I like it, man. No. I love it. Five out of five.

The butterfly effect (Dead_N)
- I really like this map. It has a nice feel to it, specifically the way you open up so much with each locked door switch. You grab one switch, and an entire section becomes fully open, and that's not easy to do in a map. I love the mobility, almost reminiscent of the work of Mare and Raigan. The difficulty is perfect for a relaxing play-through or two, and a relaxing, easy map is always ripe with opportunity for great demo runs. I'd like to see people compete on this, because it's tough to discern after only a few runs which route would be the best. That's another thing I like about it; you can go several different ways and still get good scores. Very nice map, all in all. My only major complaint is that you restricted the tileset somewhat by using too many '3' and '7' tiles. I would like to see a revision of this map that replaces those with boulder-like tile formations, between which the lasers can fire. That would be nicer, and demonstrate more effort in making the map. I gave it a four.

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Postby MattKestrel » 2008.10.08 (16:02)

RCE'd

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Postby Jiggerjaw » 2008.10.08 (16:38)

Rated:
KAPOWWWWW (TheAdster)
- I had fun with this. I think it would've been better if you hadn't used so many rockets. Just one, or perhaps a chaingun drone would've been really nice, because like in many instances, the rockets all end up stacking and come from too similar a source to really be treated as unique enemies. So, might as well just have one. I like the gold, because I love gold, and you know that if you've played any of my maps. Anyway, I like the way this level works...it's been done, sure, but of course, what hasn't? Oh, by the way, super cool tileset at the top. Four out of five.

Minejumper: Area 51 (_underscore_)
- Ehhh? This is... Not only has this been done to death, but also, it's been done much more nicely than this. Putting things in corners, with the spaces around them devoid of tiles and objects looks bad and is annoying to get to. The mines at the bottom and in the middle of the top are passable, so, while it's not quicker or anything, anyone can cheat those areas if they want. I...just, can't really find much redeeming about this map at all. You should think less about making your maps difficult or tricky, and think more about how much fun it is to play. Think about it in the third person, as your public, playing your map. I think lord_day made a thread about that. Anyway, one out of five, because it just wasn't good, man. If you'd like specific constructive criticism, or for help with a map, you can PM me. I'm glad to help out new map makers.

Love With a Sharpened Edge (TribulatioN)
- Oh dear... This is...well, it's artistic, certainly, and I can see that's what you were going for, but as a playable map, this is just overkill. If you are submitting this not as art, but as an action level, then you should not have used z-snap. Looks awful, and everything is so bunched up, to the point where you could've halved your object data without sacrificing game play. Now, from a completely game play oriented vantage point, this map has a few merits. You could've used fewer trap doors, and added a gauss turret, or, well, something, to make it more fun and interesting. I liked the bottom bit though, as far as game play goes. You should remix this map, as it were, and not use z-snap, take out many of the mines, use nicer gold patterns, add a bit of flow, and perhaps some enemies, and submit it. At any rate, for the map as is, three for the art, one for the map, so, I gave it a two.

Pressure Point (Guitar_Hero_Matt)
- Good map. Nice tileset, and overall just looks very good, aesthetically. Fun too play, too. I love the balance of difficulty, between the top and the bottom. It feels like there's nowhere you can just sit and relax, so you have to be moving the entire time you're playing this level. I like it. I liked the gold, and I liked that you didn't worry too much about your map being cheatable. Simplistic and enjoyable. Have a four.

Need Rated:
What a Piece of Work is Man

Edit: Change everything I said before What a Piece of Work is Man to "RCE'd."
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Postby MattKestrel » 2008.10.08 (16:59)

RCE'd but you didnt actually rate mine on NUMA :P Just finish that and have a look at another map of mine :P
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Postby Jiggerjaw » 2008.10.08 (18:33)

GuitarHeroMatt wrote:RCE'd but you didnt actually rate mine on NUMA :P Just finish that and have a look at another map of mine :P
Odd. I could've sworn I had. Rectified.
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Postby _underscore_ » 2008.10.08 (19:02)

Awww. Jiggerjaw's valid points made me sad.
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Postby Riobe » 2008.10.09 (06:35)

Rated Jig's.

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Postby MattKestrel » 2008.10.09 (06:39)

RCE'd

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Postby Erik-Player » 2008.10.10 (01:21)

RCE'd Matt's

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Postby toasters » 2008.10.10 (01:33)

rated+commented
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Postby TribulatioN » 2008.10.10 (03:06)

rated&commented

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