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Author | isaacx |
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Tags | author:isaacx floorguard nnrpg playable rated |
Created | 2008-12-08 |
Last Modified | 2008-12-19 |
Rating |
4 by 7 people.
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Map Data | |
Description | Challenge against Templex
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rules : Must use floorguards Must have relaxed atmosphere I hope i win Guess What! I won!! |
Comments
Pages: (0)
2008-12-20
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.
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.
2008-12-15
AGD
yeah this is never relaxed...
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2008-12-12
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.
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.
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.
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2008-12-12
What is the point of that comment, Frekish?
Anyway, when I first played this map, this was my AGD route:
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Riobe
Pretty nice
3.5^