NUMA

Godspeed

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Author maxson924
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!

Other maps by this author

Thumbnail of the map 'Seeking Satisfaction' Thumbnail of the map 'The Alcove' Thumbnail of the map 'Ashes' Thumbnail of the map 'Acidic Adrenaline' Thumbnail of the map 'When All Hell Breaks Loose' Thumbnail of the map 'The Good Ol' Days'
Seeking Satisfaction The Alcove Ashes Acidic Adrenaline When All Hell Breaks Loose The Good Ol' Days

Comments

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AND

that last map of mine took me 3 hours to make :P

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.
Demo Data

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

Yeppers

I just don't know what the whole pm thing is?

Allright

You ready to do the collab?
At least it was fun while it lasted.
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Still same route

sub-1600
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using the same route
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good play

took several turns finding the trap door required to go through the one-ways. very nice. 4.8/5

your 49th map

make something good for the 50th map!!!!
i'll be sure to check it. (remind me though if i don't.)

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.

That was @ MCKY

@ KlanKaos: that actually means a lot coming from you, since you're the one who usually says my aesthetics are lacking :D

Nope

but I've heard of them. I named it for the reasons in the description.
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.
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by Anberlin? I luv that song. :P

I considered that

the problem was that it ruined the thin-tile effect.

Also, nice demo; you probably shaved about 50 frames with that route you took at the bottom-right :P

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.
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Aesthetics

It looked better than even more empty space :P

didnt

look that great, but the gameplay was really good. whats the point of the floorguard and gauss on the top right box?

AGD

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