NUMA

121-3: Walking On Foreign Carpets

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Author Chrdrenkmann
Tags 121-3 author:chrdrenkmann episode playable rated series
Created 2010-06-21
Last Modified 2010-06-21
Rating
4
by 7 people.
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Description NUMA users should learn to play and love maps which don't look so good. Creative concepts can make a map attractive too.

Other maps by this author

Thumbnail of the map '120-1: Simplemine-ded' Thumbnail of the map '120-2: Distillation' Thumbnail of the map '120-3: Poker' Thumbnail of the map '121-0: The District' Thumbnail of the map '121-1: Solar Summer Shock' Thumbnail of the map '121-2: Angel II'
120-1: Simplemine-ded 120-2: Distillation 120-3: Poker 121-0: The District 121-1: Solar Summer Shock 121-2: Angel II

Comments

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slow agd
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AGD

.
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AGD

That opening corner jump is a bastard.
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corner jumps at the beginning were rather annoying, but as it was part of the concept, well executed.

Sorry, ich dachte nur, dass du es vergessen hättest. Tut mir leid, lass dir Zeit.

@firetamer2

wrong, look at this map :
http://www.nmaps.net/201419 [nmaps.net]
only two votes, but there's an image... :P

The thing that make me click on a map, is when I see where I can perform some cool moves, and where I can already feel the gameplay by looking at the enhanced preview (not an imagemap)... When it looks good, most of time (not always) it plays good.
before it plays. that's why my maps aren't always such a big hit.
That's another reason why people click on a map.

Speedrun

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is because of the aesthetics 99% of the time.

speed

suub 350 is possible.
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good good good

:)
wanna collab on image map ?
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ha

got all the trapdoors and died at the first mine.
i agree with atob by the way
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I'm not very good with these kinds of jumps.

Go gameplay

Yeah!

Disagree.

There are plenty of mappers that defy the standard with avant garde styles and remain successful in doing so.

And there's absolutely nothing unfortunate about striving for excellence in both the aesthetic sense and the gameply your map provides. In fact, this should be what everyone is ultimately aiming for.

And I'm not saying polished is best, there are many ways to create an effective look. PALEMOON is good at this, SkyPanda, and other similar mappers who try to carve a more unique appeal.

Simply saying that gamplay is > visual design is ironic in that its intent undoes itself. Both are important, both bolster the other, and a balanced mix = the best of the best.

AGD

Unfortunately, aesthetics are really the defining feature of maps in the current mapping age.

I still really liked the idea here. Good work.
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If you say so.

I say play and aesthetics are as important as one another.

Learn to get both right = win/win.

AGD

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