NUMA

Stress Points

Thumbnail of the map 'Stress Points'

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Author WindowOfOpportunity
Tags author:windowofopportunity collab everyone mass-collab minimaps rated
Created 2014-07-08
Last Modified 2014-07-08
Rating
4
by 16 people.
Map Data

Description
http://i.imgur.com/X3C1eF9.png

1 - Meta_Ing [nmaps.net]
2 - James_s1_4 [nmaps.net]
3 - macrohenry [nmaps.net]
4 - Pixelwiz [nmaps.net]
5 - Vanquish [nmaps.net]
6 - Guitar_Hero_Matt [nmaps.net]
7 - Sunset [nmaps.net]
8 - DW40 [nmaps.net]
9 - RandomDigits [nmaps.net]
10 - Etothetaui [nmaps.net]
11 - Mohit_Ghune [nmaps.net]
12 - epic4ever [nmaps.net]
13 - ManyFacedGod [nmaps.net]
14 - D_n_A [nmaps.net]
15 - Kaprekar [nmaps.net]
16 - Tempus_Fugit [nmaps.net]

Other maps by this author

Thumbnail of the map 'The Window is Open' Thumbnail of the map 'Dragon-caterpillar' Thumbnail of the map 'Satellite Mind' Thumbnail of the map 'Daisy's Meadow' Thumbnail of the map 'MASSCOLLAB REVIVED'
The Window is Open Dragon-caterpillar Satellite Mind Daisy's Meadow MASSCOLLAB REVIVED

Comments

*cue inspirational music*
I'd like to point out that this map did positive things for the community. Many worked on it, and it's a big enough project to have us all talking about it. So it did have unity in that it brought us together. Even if we just argue, we keep this site alive.

My input:

Instead of rooms, sections, or whatever sort of separation of parts there may be, let there be total freedom.

16 people can definitely make a map that flows well and has a nice difficulty. All they need is the ability to edit any area of the map and be able to communicate with the other people who worked on the map. This can be a bit difficult (since it's nearly impossible to have 16 people online all at once nowadays) but I think my idea makes sense.
I have to admit, I tried playing this a bunch of times and never made it to my spot. The concept was interesting but in retrospect this approach just doesn't lead to fun maps.

...

you've totally misunderstood what i said.

(a) this is a bad map,

(b) this is because it is not cohesive, and does not have a considered approach to difficulty pacing,

(c) these problems are intrinsically linked to the 16-way collab format,

(d) the yahoozy map was a similarly structured map to illustrate these points

Duh

I think its hilarious that people think that the map was supposed to have a central theme! :D Do peolpe not understand the entire premise of the map? I mean they were all involved in how it was made? Kiora can't successfully compare it to this: http://www.nmaps.net/210947 [nmaps.net]! Other than the grid there is nothing in common, and it was entirely made by 1 person.

If you are going to have 16 people make a map together it is going to be chaos, just deal with it. What the f were people expecting? "oh 16 peoplle working together on a map with 16 rooms? It better flow well and play exactly as a yahoozy map." That will never happen. It would work perfectly if all the 16 people were the same person.

The entire purpose of doing a 16 person collab is because you want 16 different styles in 1 map. You can't try that and then when it is done say "the styles clashed," that's idiotic. No one I know can read 16 people's minds.

Now if you don't like how chaotic or clashy it was then you are not ever going to like a 16 people collab, and that's fine. But don't pretend that you could have done it better. And if you still think you can, fine go for it and if you prove me wrong I'll apologize and congratulate you.

yep,

DW40 pretty much said it. There is definitely some merit to them, even if they fall more under the 'bit of fun' category more than the 'unified, balanced, considered" one.

PS. the sentence I half finished in the previous comment was basically saying a similar map could work better if the sections were more discrete, probably connected by tunnels. Allowing dissonance (as DW40 put it) to a degree, while separating the map enough to make it more readily playable.

Wait. I mean I agree with fotf. It's the novelty of it though. The thematic dissonance in a mass collab is pretty much the whole appeal. Not intended to be a masterpiece, it's simply interesting.

Hear hear

i guess it depends on whether you think a map of quite the sporadic nature mass-collabs structured like this provide is actually any good?

i'd say almost certainly not.

hmm

I wouldn't be so fast to advise unity and thematic continuity on maps like these. Part of their appeal is their sporadic nature. I think in controlling and distinguishing each of the sections more effectively (likely through something like spaces connected through proper tunnels rather than gaps in a grid). Also more interesting and varied levels of space could be fun.

Not saying this map works well, but that a lot of the talk surrounding why it's bad is kind of missing the point. If you want a unified map made by lots of author there's plenty of the usual collaborations around.

(Through more communication between authors a more thematically consistent staged/sectioned map could be created as well, but I think an amount of hodge-podge...ness isn't too bad in something like this)

Wow this was long winded. sorry for anyone who bothered to read through this haha

ps i think

edit finally finished (i havent tested Mohit's)
with help from Author title 2 who I have imagined for such purposes but we did it out of curiosity. I'm tempted to put it into n1.4 code but need to figure out Pastebin. -It doesn't seem like a bad idea for one person, ideally the owner to reinforce the rules and to iron out 'style clashes'....
The maps too long and exhausting. Theres a lot of style clashes too that make the sections feel disconnected. I think the idea of a mass collab is a good idea but when there are 16 people involved it's just too much. Especially in a layout like this.

This isn't a criticism towards the people involved because most of the individual sections by themselves are pretty good. They just don't blend together well.

seneschal more or less hits the nail on the head.

the biggest problem that these kind of maps have is the lack of communication between authors. everyone just makes their own map entirely distinct from the others, so there is no thematic cohesion, and no awareness of how each mini-map fits into the others. everyone also tends to cram far too much in to such a small space.

you can compare this, with a map like http://www.nmaps.net/210947 [nmaps.net]

now that map is fairly average (at least by his standards) but is far and away more enjoyable to play than this because it is thematically coherent and doesn't try to do everything all the time.

HELLO

Those people who would like to know about how much this is an improvement should look at the older minimaps. [nmaps.net]

And for those people who thing there should have been only 4 larger maps. Look at this. [nmaps.net]

James

what are you doing?
of whole map, which will not be published www.thewayoftheninja.org/nv2.html?l=88325

mwohahaha
I would love it if we could figure out a way to have a theme or style to tie all the rooms together, and have it be less linear as well.

With all its flaws, though, this is still (imo) the best minimaps collab we've done so far.

And Mohit_Ghune's room is my personal favourite.
the gold in DW40'S map and the gauss killing me when i go for the top left gold in Meta's map, this map is easy (i actually want to say very easy). I played many harder maps than this which were ok. I like Pixelwiz's map but I think it needs a block gate switch near the exit which shuts of the laser incase you dont quite make the jump (after working around the chain gun)
I'm a fan of mini maps and having to go through as many 16 by different authors I find awesome -except I agree about the problem of having no choice which is why I made a new grid which also avoids the issue of: some maps being 'ignored' by players which I don't like cause I think its better to treat the map as one whole. But the good thing about this one unlike mine is that it has a SR route.
I dont think you really need cohesion in a grid map
4.3/5

To Seneschal:

Good I'm not the only one who dislikes this map. I was kind in my comment, because so many people tried their best here (or maybe not), but I quite agree with you. The lenght and difficulty makes this map a hell to AGD. Also the rooms are totally different, which I don't know if it's a good thing.

If author made this map into 2 8-room maps or 4 4-room maps it would have been much better in my eyes.

good grief

this is the worst map I've played in years. It's gruelling in the worst possible sense in that it's both horrifically long and horrifically difficult. Many of the individual sections are ugly, fiddly or just plain irritating to play, and some of them are all three of those things. That wouldn't be such a big problem, but there's absolutely no cohesion between any of the different parts, which means it's essentially a series of difficulty spikes and stylistic clashes that sit very uneasily next to each other.

A collaborative room map isn't a bad idea in theory, but the execution here is massively flawed. There are far too many rooms for one thing, but there's also no breathing room between the different sections, which might have been useful, and no sense of aesthetic transition between the different areas (which might have made for a prettier product). You know what else would have been better? If the map wasn't completely, horribly linear. There's no freedom here for someone to choose which rooms they want to try, or more importantly which ones they don't want to try (e.g. some of the later rooms actually don't look all that bad, but without going into editor mode I have no idea what they play like). Put the ninja in the middle with the choice of where to go and this concept might be salvageable.

Seriously, it pains me to be so harsh on this considering how many good/promising mappers there are involved in this (and a few who I'm afraid I'm not familiar with but I'm sure are better than this suggests), but this is genuinely atrocious and in need of some serious editing.
cause as funny as it would be to start another one straight away, I for one cant be bothered. See framework: www.thewayoftheninja.org/nv2.html?l=88234
http://i514.photobucket.com/albums/t342/mohitghune/Capture_zpsb61d06c4.png
a better speed run if I left the top gate switch in, only replacing the bottom one with gold (the gold near thwumps). Mohit yours seems perfect, I do wonder what mine u would've moved
It's too long and too hard for me. I probably would enjoy it more if it was less rooms, let's say 9 or 12 would be better for me. Speedrun isn't so hard I guess, but I always die somewhere, I especially hate chaingun in room 4. So I'm better with not even trying for AGD.

Also the style reminds me of 117-1 and I really hated that level and it cost me a lot of rage. So maybe this can be also a reason why I don't like this map much.

speedrun

4aved.
I felt part 1,2 and 4 were quite irritating.
I hate the placement of my part (11).
I purely hate part 14.
Demo Data

Slow

But at least I did an AGD. :D
My favourite parts were 9 by RD and 14 and D_n_A.
Demo Data
5/5 Nice jobs everyone!!

Hrm.

As cool as the map is, I really don't think it deserves such a high rating.

If we did this again, it might be interesting to make it free-form — that is, each room has a doorway on each side. Or maybe that would just make a hell of a mess, I dunno. :P

Dude

its too damn hard for me
and I get killed by the very mine I placed.

My map seems

sub par compared to some of these. But this whole thing is kind of awesome.
I'd rate you more if you did something about your rule breaker. ps. that mine killed me agn
Was hoping all-gold would be plausibe, but it sure ain't for me. :P Impressive run, ardee, though it makes me feel a bit guilty!
bottom mine, I have to pause for like 10 seconds otherwise I just faceplant it.

And Tempus_Fugit, I would like your map more if it was more like a celebration getting that gold at the ending -by for example removing any enemy and having jump pads instead

<Etothetaui> um it is 1 2 3 4 etc
<Etothetaui> in the order of the path
<Etothetaui> tell lsudny to reevaluate his critical thinking skills