Godspeed
Author | maxson924 |
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Tags | action author:maxson924 fast godspeed light thin unrated |
Created | 2009-02-04 |
Last Modified | 2009-02-04 |
Map Data | |
Description | I went with the idea of a map that felt light and quick. I ended up with floorguards, gausses, and thin tiles. As I was making it, I thought, "It might be pretty cool if it was generally relaxed, but got more intense in the exit door and exit switch areas, as those are the most important." I kept the intensity in the switch area, but decided to put the door in front of the other area, to make it optional. Some people may not like the linearity, but linearity isn't always bad; besides, I like mixing it up and being open-minded anyway. CE! |
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well, first of all, i have two ways of doing it.
1. i start with a basic shape. could be something simple, like a circle or square or something like that. then, i build on it, extending it out around the place, or sometimes copying it to create various platforms and nice looking shapes around the place, then i just alter it accordingly depending on the type of gameplay i want - which i ALWAYS choose first.
2. start with a whole bunch of e tiles, showing a very basic outline of what i want the level to look like. then, i fill in the edges, make cutouts etc. etc.
this way is especially good when trying to get a rugged, sharp tileset.
so yeah, if you have any more questions, just ask.
it works for me.
1. i start with a basic shape. could be something simple, like a circle or square or something like that. then, i build on it, extending it out around the place, or sometimes copying it to create various platforms and nice looking shapes around the place, then i just alter it accordingly depending on the type of gameplay i want - which i ALWAYS choose first.
2. start with a whole bunch of e tiles, showing a very basic outline of what i want the level to look like. then, i fill in the edges, make cutouts etc. etc.
this way is especially good when trying to get a rugged, sharp tileset.
so yeah, if you have any more questions, just ask.
it works for me.
2009-02-07
Geez
I can't beat it, but it was fun. I agree with Erik-Player, though, the fun wore off too fast. The floorguards were well placed, and so were the gausses. 3.5/5
2009-02-06
Check your pm's maxson
:D
2009-02-06
Yeppers
I just don't know what the whole pm thing is?
2009-02-06
Allright
You ready to do the collab?
2009-02-06
Ever since I beat it it wasn't any fun.
At least it was fun while it lasted.
Demo Data |
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2009-02-06
you get my pm?
2009-02-04
good play
took several turns finding the trap door required to go through the one-ways. very nice. 4.8/5
2009-02-04
your 49th map
make something good for the 50th map!!!!
i'll be sure to check it. (remind me though if i don't.)
i'll be sure to check it. (remind me though if i don't.)
2009-02-04
nice
pretty fun, few things i didn't really like though.
the mines. they looked fine, but would have been even nicer if they were also spread across the map. although that could just be personal preference. didn't really like the doors in the bottom left, seemed very nooby, but somehow fitted in with the map.
rest was fun, looked cool, especially the top right.
so yes.
good job.
the mines. they looked fine, but would have been even nicer if they were also spread across the map. although that could just be personal preference. didn't really like the doors in the bottom left, seemed very nooby, but somehow fitted in with the map.
rest was fun, looked cool, especially the top right.
so yes.
good job.
2009-02-04
Love the atmosphere.
It's weird. Hard to describe. But I love it all the same. The floorguards were greatly placed, as was the trapdoor in the top left. And I like the top right box, it just looked cool. 4/5. And a faster demo.
Demo Data |
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2009-02-04
Did you name this after the song
by Anberlin? I luv that song. :P
2009-02-04
Much faster AGD
Nice use, but the map seemed too spread out. The effect would have been much better if the map was more compact.
Demo Data |
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2009-02-04
didnt
look that great, but the gameplay was really good. whats the point of the floorguard and gauss on the top right box?
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