flying high abowe the mountains
Author | Frekish |
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Tags | action author:frekish drones fun hard playable rated |
Created | 2008-09-24 |
Last Modified | 2008-09-24 |
Rating |
4 by 7 people.
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Map Data | |
Description | please.. give me some constructive criticism. AGD is hard. RCE!! and i got a complain here, you see, i got like 70 maps and 2 rated, and formica got 288 maps an ALL rated, same with lucidum or what his name is also has all maps rated. i dont think that the NAME should make any difference, of how many rated maps you got. shure formica and lucidum are famous, but still. you agree? |
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Comments
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2008-09-24
3
here's how I see it:
Just by looking at the map, you could have made the map with much more simplicity and still kept the difficulty curve. By removing all the "clouds" and all the objects above the mines you placed over the "mountains" you could have made a gold-gathering challenge by making the player have to jump up each mountain face to gain speed to grab the gold that you could have placed above. In fact, you could have made a bounceblock line that was fairly difficult, but possible, to get to with some kind of bonus, like the exit switch maybe or a trap door that led to some gold that would otherwise be impossible to get.
Then spread around mines like you did over the mountains (ie, few and far between) and you would have had yourself an awesome map.
But like most authors, including myself, you overcompensated, thinking that by adding in tiles and a bunch of objects that it would make the map better somehow. Simplicity seems to be the key with most really great maps. And don't worry, there is no reason you have to compromise difficulty with simplicity.
When you get simplicity down you can move on to more complex ideas, which are really just a bunch of simple ideas put together. If you can design simple maps really well you can design complex maps really well. I'd suggest starting there. You'll get it eventually. And don't feel rushed. I've been here for 1.5 years and have less than 100 maps. Take the time to get feedback on the maps you already have instead of churning them out one after another. Get the feedback, pay attention to it, make a few sample maps, then if you feel one is really fun and cool finish with the idea and submit it.
But this is just my take on it. I dunno. Long comment. Hope it helps in one way or another.
Just by looking at the map, you could have made the map with much more simplicity and still kept the difficulty curve. By removing all the "clouds" and all the objects above the mines you placed over the "mountains" you could have made a gold-gathering challenge by making the player have to jump up each mountain face to gain speed to grab the gold that you could have placed above. In fact, you could have made a bounceblock line that was fairly difficult, but possible, to get to with some kind of bonus, like the exit switch maybe or a trap door that led to some gold that would otherwise be impossible to get.
Then spread around mines like you did over the mountains (ie, few and far between) and you would have had yourself an awesome map.
But like most authors, including myself, you overcompensated, thinking that by adding in tiles and a bunch of objects that it would make the map better somehow. Simplicity seems to be the key with most really great maps. And don't worry, there is no reason you have to compromise difficulty with simplicity.
When you get simplicity down you can move on to more complex ideas, which are really just a bunch of simple ideas put together. If you can design simple maps really well you can design complex maps really well. I'd suggest starting there. You'll get it eventually. And don't feel rushed. I've been here for 1.5 years and have less than 100 maps. Take the time to get feedback on the maps you already have instead of churning them out one after another. Get the feedback, pay attention to it, make a few sample maps, then if you feel one is really fun and cool finish with the idea and submit it.
But this is just my take on it. I dunno. Long comment. Hope it helps in one way or another.
2008-09-24
Oooh
The tension is startling. One more rate and bam
2008-09-24
meh
Not really the map for me, but thats just me
The asthetics were good, but the flow was cut off by the mines (you put the mines in specific spots to block all but one path). Maybe, with the same tileset, have 1 swich on each clowd and 1 in the pyramids with gausses in between...
Good-ish drone placement, but not the rocket. 2.5/5 (round up for rate)
The asthetics were good, but the flow was cut off by the mines (you put the mines in specific spots to block all but one path). Maybe, with the same tileset, have 1 swich on each clowd and 1 in the pyramids with gausses in between...
Good-ish drone placement, but not the rocket. 2.5/5 (round up for rate)
and neither did I, and neither will you. You have to naturally improve (with the help of others) :)
and start to make much better maps before you get any kind of name-recognition. The reason they are famous and recognized is because they make/made great maps. Fun, entertaining, sexy maps. If you want more maps rated, put more thought and time into a single map rather than release many. 70 maps and 2 rated? You could try using the map-rating thread on the forum, or just put in more effort. Concentrate your map-making over a longer time period and use some fresh ideas.
As for this particular level, the bottom section with the "1" block pyramids was nice but there were few options in this level. It was left feeling uncomfortably linear. There are great linear levels out there, but if you cut off routes and make the remaing routes unpleasant to navigate, it can really limit the fun-factor of the map. So there's some thoughts, anyways. :P
Have a good day.
and start to make much better maps before you get any kind of name-recognition. The reason they are famous and recognized is because they make/made great maps. Fun, entertaining, sexy maps. If you want more maps rated, put more thought and time into a single map rather than release many. 70 maps and 2 rated? You could try using the map-rating thread on the forum, or just put in more effort. Concentrate your map-making over a longer time period and use some fresh ideas.
As for this particular level, the bottom section with the "1" block pyramids was nice but there were few options in this level. It was left feeling uncomfortably linear. There are great linear levels out there, but if you cut off routes and make the remaing routes unpleasant to navigate, it can really limit the fun-factor of the map. So there's some thoughts, anyways. :P
Have a good day.
2008-09-24
dude
change the "w" in above to a "v" and then maybe people will respect you. Maybe.
:D
:D
and they a long friends of some of the oldest members here. Nice jumps although I believe the rocket overdid everything. Maybe a laser or gauss might have been better. Still, I like some of the jumps and stuff. But Im not hearty enough for an AGD.
Demo Data |
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2008-09-24
Lol?
3% rates? Hmm, Ill rate this one :P Its pretty nice despite how simple it is, 4.
Guitar_Hero_Matt
:o