Grove of the gold
Author | LawsOfPhysics |
---|---|
Tags | action author:lawsofphysics playable unrated |
Created | 2010-06-08 |
Last Modified | 2010-06-08 |
Rating | 3 more votes required for a rating. |
Map Data | |
Description | Just created this account here, uploading some of my maps, well...
Decide if good or not |
Comments
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2010-06-08
I mostly agree with Isudny.
Though he didn't explain what some of the things he meant were, so I'll help you out with some examples:
1) Look at this [nmaps.net] for a good example of gold placement. "Gold placement" is a term for the pattern/style/location of gold. Good gold placement is where it looks good (e.g. each section of gold has the same/similar shape; try to avoid having lots of individual gold and have 3 or 4 clusters of gold) and enchances gameplay (either by rewarding the player for going through harder sections or helping the player see which path to take to complete a map)
2) A "tileset" is the tiles you use (the grey things :P). Some mappers like to make maps that have no gameplay and are just a tileset. However, people love it if you combine a good tileset with good gameplay. For example this [nmaps.net]. To make a good tileset try and make it have a theme (e.g. a forest) or a repeating idea (e.g. circles).
3) A "flowy" map is a map with smooth gameplay. Not all maps have to be flowy, but it is much easier to make a fun flowy map than a fun non-flowy map. This [nmaps.net] is an example of a flowy map. (as well as a good tileset and gold placement :P)
4) Playtesting is the process of playing through a map you have created before you submit it in order to find places where gamepaly is awkward/too hard/boring/impossible/etc. Many people like to get other people to playtest on our own metanet IRC server.
1) Look at this [nmaps.net] for a good example of gold placement. "Gold placement" is a term for the pattern/style/location of gold. Good gold placement is where it looks good (e.g. each section of gold has the same/similar shape; try to avoid having lots of individual gold and have 3 or 4 clusters of gold) and enchances gameplay (either by rewarding the player for going through harder sections or helping the player see which path to take to complete a map)
2) A "tileset" is the tiles you use (the grey things :P). Some mappers like to make maps that have no gameplay and are just a tileset. However, people love it if you combine a good tileset with good gameplay. For example this [nmaps.net]. To make a good tileset try and make it have a theme (e.g. a forest) or a repeating idea (e.g. circles).
3) A "flowy" map is a map with smooth gameplay. Not all maps have to be flowy, but it is much easier to make a fun flowy map than a fun non-flowy map. This [nmaps.net] is an example of a flowy map. (as well as a good tileset and gold placement :P)
4) Playtesting is the process of playing through a map you have created before you submit it in order to find places where gamepaly is awkward/too hard/boring/impossible/etc. Many people like to get other people to playtest on our own metanet IRC server.
2010-06-08
I agree with the below except for one thing
"flow" is just another gameplay mechanic. Yeah, it can be fun, but it's not necessary at all. Just do it IF it works for the map.
Welcome to NUMA :)
Welcome to NUMA :)
2010-06-08
Welcome to NUMA!
Not bad. A few useful tips:
- don't place gold on anything but trapdoor switches
- always try to make a good tileset
- it's good when map is flowy
- playtest
I'll give it a 4. I think you'll become a nice mapper. I'll keep my eye on you.
- don't place gold on anything but trapdoor switches
- always try to make a good tileset
- it's good when map is flowy
- playtest
I'll give it a 4. I think you'll become a nice mapper. I'll keep my eye on you.
LawsOfPhysics
yh