NUMA

That one city...

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Author origami_alligator
Tags action author:origami_alligator playable rated
Created 2007-06-16
Last Modified 2007-06-16
Rating
3
by 5 people.
Map Data

Description I put this as action because that is what it is mostly. I think this map turned out really great. I have been working on it all day (I had a bunch of free time, c'mon you understand right?). RCE, demos please!

EDIT: realized there wasn't enough gold to finish the level. More gold now. Enjoy.

Comments

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well thank you

I will put this to good use. You have good pointers, it seems like you really break down maps piece by piece.

no

well it was for you
not completely based on the map but just some pointers for people starting out

reread it.. i think it's pretty straight forward

???

is this for me? I am a little confused, cuz some of it makes sense but other parts don't. meh, whatever. This is good advice anyway.

maybe you accidently posted on mine when you wanted to post on "Jumping Jehosephat!" but iono.

oh and also

if you ever make a dda, make a nice open, good looking tileset first. i hate dda's without any tiles, well i dont hate em.. i just.. if a dda has nice tiles (look at k1rbywasthere's ones) it boosts there score up from me ;)

Ok

this map would get a 3-3.5 but ill leave it no rating

instead ill give you some pointers

1. except in minejumpers, gold is normally used best in clusters, not as single pieces
2. over load of doors here, try making a map with no doors, no path you have to follow. it gives the player freedom. to make the level go long without doors, use gold as temptations. doors are ok but 2 is the amount you should aim for at the moment. as your skills increase you can use none or use heaps, if you make it a style & make it fun.
3.the tiles were quite nice but for now, try making simple tiles and focus on the gameplay. you can work on tile when you get better. (they are reasonably easy to pic up on)
4. too many rooms, try making a map with more freedom. if you play a map it is not unusual for the funnest parts to be the open parts. this is because the player can then screw around, kinda like a survival, doing close calls and whatever. it makes it alot funner ( this is one of the reasons)
5. experiment with gold and mines. They, along with tiles, are the main factors in aesthetics
6. do not lock up enemies. if you are experienced you instead find good places for enemies to go to provide the perfect difficulty level.
7. dont do back and forth parts (at least not much). it is tedious going through the same area


and some good combos (dont over use em):

rocket + bounceblock
bounceblock + mines + gold
oneways + chaingun
gauss + mine (be careful, it can be hard to get this one right)
zap + homing zap


and finally, chains and lasers should (usually) be reasonably easily hidden from. also chains can some times be very random so you must be careful using them in very open areas

there you are
thats me out :)