NUMA

BP6

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Author warrioronthesky
Tags action author:warrioronthesky cool easy fun n-art unrated
Created 2010-09-17
Last Modified 2010-09-17
Rating 5 more votes required for a rating.
Map Data

Description 6th part!

Other maps by this author

Thumbnail of the map 'Snakes' Thumbnail of the map 'Flowers' Thumbnail of the map 'BP1' Thumbnail of the map 'BP2' Thumbnail of the map 'Chest' Thumbnail of the map 'BP5'
Snakes Flowers BP1 BP2 Chest BP5

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I remixed this

here [nmaps.net]

OK!!!

OK!!!

Oh

and sorry if you're taking this in offense O.o (just in case)

This is all meant to be constructive criticism. :D

ok.

Ah... I think... each new person has at least 1 map like this.

first off, please don't do that with the hidden trapdoors. people find that insanely irratating.

That out of the way, time for the meat of the critique

This map feels like a jumble of challenges. each part of the map has its own different thing that you have to do, and i'm not sure if i like it too much. Basically, I believe that a map should have its own unique theme, and shouldn't stray too far, or have too many foreign elements included in it.

The tileset. I really think that each new mapper has at least one of these maps, where they create annoying, condensed paths through the map, which only server to be long and tedious. I'm not saying that yours was that though, but it was getting there. Truthfully, I really hate these kinds of maps, because theres just not any fun in these. The condensed space gives the player pretty much 0 input in how he/she wants to play the map. Theres no option to select a path through the elements, but just one way. Occasionally, linear gameplay is good, but with these paths, it because /too/ linear.

Gold placement. This map is.... not a good one for gold placement. Theres no solid, repeating area where a pleasing-to-look-at gold pattern can be placed, so theres not much option for gold placement. Again, the gold was a bit on the heavy side this time, and it was seemingly randomly scattered through the map. disliked that part.

And i think, not much else to say.

So, to sum it up
1. keep a recurring theme throughout your map, not a random jumble of many different themes.
2. Relating to the first one, concentrate your enemy focus. use only a couple types of enemies that work together really well in the map.
3. Do NOT hide trapdoors. There may be a couple exceptions, but mostly, it serves to piss players off. You don't want that.
4. Try staying away from the tunneling. (the narrow pathways)

Oh, and i'm starting to really enjoy your usage of drones. maybe you should try delving deep into that aspect of your mapmaking.