Pork
Author | artistolipto |
---|---|
Tags | action author:artistolipto medium mines playable puzzle unrated |
Created | 2010-01-09 |
Last Modified | 2010-01-09 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | Enjoy and/or rate. |
Other maps by this author
Comments
Pages: (0)
2010-01-09
AGD
The map had a good concept but the gausses took away from the fun (for me) and just those parts of the map really frustrating. It would have been better if you had placed 1 gauss in the middle of each set of 2 instead of having one on each corner (in my opinion). I liked the placement of the rocket, it made the map interesting and challenging and it was nearly always a threat. Anyway i enjoyed this map ill give it 4/5.
Demo Data |
---|
2010-01-09
skyline
I agree with you for the first one. For the second one, nah. Spikes make the level more intricate. As for the gold, make tiny bits of gold for especially hard levels, to toy with people >:D
2010-01-09
Hey, not bad.
The only things I would recommend:
-You could definitely cut down on the number of gauss turrets; having two is a bit annoying and less attractive than just one, for some reason.
-Try smoothening out the difficulty spikes in the mines; there were a few squeezes and then after that it was really easy to get to the gold. Try to make the difficulty more consistent all the way through and you'll avoid frustration.
-I think the rocket section was the weakest part of the map simply because of the lack of mobility. The jagged tiles and mines don't really feel as fluid to travel across as the rest of the map, even though it is of a comparable difficulty. I find that with rocket areas it's better to give the player a bit of flexibility to escape in a way that's not too awkward.
But yeah, I did enjoy this. I think you have a lot of potential. :)
DEATH DEMO
-You could definitely cut down on the number of gauss turrets; having two is a bit annoying and less attractive than just one, for some reason.
-Try smoothening out the difficulty spikes in the mines; there were a few squeezes and then after that it was really easy to get to the gold. Try to make the difficulty more consistent all the way through and you'll avoid frustration.
-I think the rocket section was the weakest part of the map simply because of the lack of mobility. The jagged tiles and mines don't really feel as fluid to travel across as the rest of the map, even though it is of a comparable difficulty. I find that with rocket areas it's better to give the player a bit of flexibility to escape in a way that's not too awkward.
But yeah, I did enjoy this. I think you have a lot of potential. :)
DEATH DEMO
Demo Data |
---|
2010-01-09
Death demo.
I didn't like how many gausses you used in those tunnels. It just made the whole level a whole lot harder. Especially if you got the gold before hand, and tried to get the exit key, only to be killed by, like, four gausses. :/ Oh, and the rocket sometimes followed you in too.
Demo Data |
---|
bindy
Had to try