NUMA

27

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Author isaacx
Tags author:isaacx floorguard nnrpg playable rated
Created 2008-12-08
Last Modified 2008-12-19
Rating
4
by 7 people.
Map Data

Description Challenge against Templex
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Rules : Must use floorguards
Must have relaxed atmosphere
I hope i win

Guess What! I won!!

Other maps by this author

Thumbnail of the map 'The movator' Thumbnail of the map 'Just the right time' Thumbnail of the map 'testing' Thumbnail of the map 'Rotation' Thumbnail of the map '24' Thumbnail of the map '25'
The movator Just the right time testing Rotation 24 25

Comments

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Pretty nice

Has a good difficulty curve in a way, some pleasing jumps too. Could look better as some have already stated.

3.5^

I agree with Nexx

Except that even in my mine curves I use c-snap and still get excellent results.
Getting through the horizontal doors was somewhat annoying.

I found this a bit more relaxed than maps I usually play. But yeah, it's not super relaxed.

AGD

yeah this is never relaxed...
Demo Data

what do you mean

by that?

I love the map, but I can't believe that you passed this off as relaxed.

LoL

more smoothed = smoother

Also, I advised you to layer them in front of the exit simply because that's the only bottleneck in the map (where putting a door means putting up 1 door, not 5 doors in a line). I suppose layering them in the top would have been better than what you did, but it still looks bad.
This is a pretty good map, isaacx. I haven't played much of your original 22 maps, but I have seen most of their thumbnails, and I have to say that these new 3 maps of yours are of noticeably higher quality. As they say in Australia, good on ya, mate!

Back to this map, I especially like the trapdoor use in the top left. Your gold placement was also good and provided a nice level of difficulty. Some of the floorguard use in the middle was a bit awkward, but the rest was pretty good. In general, a lot of this map is decently fun for the casual player yet also provides a fair level of nuance for speed AGDers (IMO). That's why I'm giving you 4/5.

However, there are two things you could have easily improved that would've made the map better:
(1) Aesthetics: Your mine-lines need to be much more smoothed. Generally if I'm making such a thing purely for aesthetic purposes, I just use z-snap (as I think a lot of others do). Z-snap gave me the nice curve in this map [nmaps.net]. Also, the tileset in the mid-right area is pretty weak aesthetically and could've been spruced a bit without affecting gameplay.
(2) Door usage: Not only is your door usage ugly, but it's also unnecessary. And on a side note, I didn't really like having to go into the exit area to get the trapdoor switch since getting to the next level requires you to approach the slanted tiles from the right side anyway. Whatever. My point is that you should have just layered the doors in front of the exit. I realize you probably wanted the player to get each switch as they came to it, but this works just as well in terms of requiring them to get all switches and also gives the player some flexibility if they so choose to use it.
Demo Data
Anyway, when I first played this map, this was my AGD route:
Demo Data

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