NUMA

Building a Windmill

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Author blackson
Tags action author:blackson rated
Created 2008-08-13
Last Modified 2008-08-13
Rating
4
by 18 people.
Map Data

Description I worked hard on this. I think it's good, and I hope you do too.

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Comments

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mhv

,gkjhg
Demo Data
http://nmaps.net/74533

I agree with what atob said about looks and gameplay.

CHILLIN

LIKE A REFRIGERATOR!

OHHHH!!!!

ska

the argument is not resolved, we both still have different opinions, but im just chilling in the corner.

...

Blackson1
I'm having trouble with this generic stuff.


I, for one, appreciate maps that are not generic. :)

wowee!!

Argument Resolved.

There's a first.

@atob

sorry! :/ :/ :/ not intentional. false(or what i see as false) claims of ownership are just one of the things that get me worked up.
*goes off to a corner to chill*

yahoozy: i'm not being overly rational, I just have a tighter definition of inspired! o__0 Hey.. inspiration is awesome.

Oh

I didn't. I seem to exagerate when I write.

Well

It's a trick, and a tight one at that.

you need to develop your own way of doing things. If you look at maps by authors such as: hoozy, stepself, tktktk, maximo, krusch and the like, you'll notice they have a certain way of doing things that's quite separate from the standard.

The aforementioned trick is to find and apply this style without it becoming too much of a template. It's difficult to explain and it can't really be taught as the root of it is quite intangible.

Also, I didn't really mean that you'd looked at a map and taken it, more it seemed an unconscious inspiration. Happens all the time, to all of us, especially when we're so active on NUMA. It wasn't an attack as I mentioned, merely an observation. I apologize to whoever if it came off that way.

You guys win.

Yesterday I took a look at Losttortuga and Yahoozy's styles just to see how they do it. I tried to make my own "rough" style. I was about half way through, and made a sort of "ramp" thing. I instantly remembered Hooz's map, and I just kept on with the ramp theme. You could say he inspired me, but I didn't point at a map and try to copy it.


At ATOB- I'm having trouble with this generic stuff. My maps tend to have the same gameplay all the time, because basicly, that's the gameplay that I saw in everyone elses map. If you could, please explain some maps that aren't generic, because it's a pretty general term (almost a pun there).
Thanks.

Ah. I lost track.

Also: I didn't mean for it to be a dig, nothing as negative as you're making it out.. what I meant more was this:

The ramp adds an aspect of play to this that lifts the map (slightly) above the generic. As the idea seems to be directly inspired by a map I played recently, some of the appeal is lost.

Ah,

@SkyPanda.

Sorry, yahoozy

that was aimed at?
Don't hinder that because you enjoy being a pretentious "rational" in a place where it's unwarranted.

Be stubborn

all you want, you're smart enough to get what I mean and the set up of the ramp is practically identical.

Not sure why you need to pick at me in such a provocative manner, seems to be a running theme with you atm. I guess I apologize for whatever inspired it...
the next time I place a long sloped surface in the middle of my map i'll be sure to credit yahoozy.

Hardly rude, Sky.

It's an observation more than an insinuation. It's pretty clear it was influenced, conscious or not.

The runway aspect of yahoozy's map was very unique, I've not anything close to that implemented so starkly in a map before. Ever.

To me, the influence is more than apparent.

oh em gee atob

its okay to point out similarities in maps purely for interest, but its a bit rude to claim that blackson 'borrowed' the tiles, especially since yahoozys tile layout wasn't actually that original or distinctly unique.

(comment still stands even if blackson later comes along and posts that he was indeed inspired by hoozy)

Great Fun

5/5

in mekkah's defence

he was getting more original just before he left.

Left rocket room

feels a little off: the initial entry spikes in difficulty. Most like me sucking at n, though.

Play is super-generic (again), but very slick. The runway part is a cool (but borrowed) addition, and the first chamber + terminal chamber is absolutely flawless.

Overall, it's good fun but nothing special. Imo, you're suffering from the same flaw as Mekkah: an excellent idea of space and placement but not enough imagination.

StoneySmile

I think you mean this [nmaps.net].

Looks awesome

also looks like another tileset I saw, call me an idiot, but I think it was yours. It had the same exact slants like this. I love it, Faved, will try tomorrow.

I love this level

5aved!!!!!
*viewtifuljoereference*

quite

hard, in my opinion, or i just suck..

Looks

like I'm a hit and a miss from you MR.

I liked it.

I like the tiles a lot, and the flow is nice.

4/5 and Favorited.

looks great

but it's a little slow and easy for one of your maps. What's up with you and putting bounce blocks and launch pads and random doors / one-ways inside of walls? The level is easy enough already without all the extra help. The rockets and guass really didn't give it much of an actionish feeling, since you didn't have to move really fast to dodge them or anything. The gold placement is great though, and the level / tileset design is excellent.

complete agd

cool map-weird name
Demo Data

agd

I keep on screwing up in the top left rocket room. This is the best I can do right now. 4/5
Demo Data

I thought

This was another one great level by you (as you can see I hardly criticise) 4/5
but my PC's taking a fit
Demo Data

Masturful. :O
"sort of rooms, but not really solid-walled individual rooms" idea. it works well. also the "sort of a slanted passageway, but broken up with holes" thing in the center complements the rooms' layout perfectly and is a good idea even by itself. gold placement is good and well thought out. 4.5/5 rounded down. very well done.

incredible

5aved.
This is one of the best maps I've ever played. definitely 5.