Beezar
Author | miststalker06 |
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Tags | author:miststalker06 beezar rated |
Created | 2010-07-19 |
Last Modified | 2010-07-19 |
Rating |
3 by 5 people.
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Map Data | |
Description | Idd. |
Other maps by this author
Comments
Pages: (0)
2010-07-20
mahi_mahi
Even though you don't need the trapdoor, it does help if you can get it. Here's an agd thats 260 frames faster while using it.
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2010-07-19
golfkid
i know you didn't need the trapdoor but it's addition to the map is maybe not pointless, but at least irritating.
2010-07-19
AGD
As for mahi's points:
You don't need the first trap door, as I show. I don't even know where it shows up at. :-P The launchpads are not that hard, its harder if you try to jump your way through them. The mine jump section I agree with; it really disrupts the flow up through there, and would be better if it were just one mine each at the top and bottom of the hallway. The 'surprise' drone I like, because getting those trapdoors makes it much easier to go through the bottom section, which shouldn't be too much trouble. The other thing I agree with mahi on is the single mine going down to the exit. It doesn't add anything to the map, makes it unnecessarily harder, and it just doesn't look good there.
But overall I found it a good map, and fun to play.
You don't need the first trap door, as I show. I don't even know where it shows up at. :-P The launchpads are not that hard, its harder if you try to jump your way through them. The mine jump section I agree with; it really disrupts the flow up through there, and would be better if it were just one mine each at the top and bottom of the hallway. The 'surprise' drone I like, because getting those trapdoors makes it much easier to go through the bottom section, which shouldn't be too much trouble. The other thing I agree with mahi on is the single mine going down to the exit. It doesn't add anything to the map, makes it unnecessarily harder, and it just doesn't look good there.
But overall I found it a good map, and fun to play.
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2010-07-19
FFFFFFFFFFFFFFF
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2010-07-19
(continued...)
overall, i thought the tiles were very nice, apart from the repeated tiles at the bottom, and the little trap door cove. the linear parts were boring and irritating, could've used a lot of touch ups in several areas, mainly the ones i mentioned. out in the open the chaingun posed as an awesome enemy. towards the end it got boring again, with the inclusion of that annoying oneway thing.
if you improved the parts i marked up on i think this would be a sweet map. as it is, i'm not a fan.
if you improved the parts i marked up on i think this would be a sweet map. as it is, i'm not a fan.
2010-07-19
(continued)
this was my least favorite part of the map. after finally completing that relatively long and tedious first level section, you come across this irritating obstacle. you can't simply leap over it, because of your placement on a 3-tile. trying to use the 7-tile above for leverage will only get you killed. in other words, you have to execute an overly precise jump to get past it. furthermore, the mines clashed with pretty much every object in the whole map, making it even less appealing.
then finally you get to the exit key section and you breathe a sigh of relief. no more of these weird annoyances down below, right? wrong. with the surprise zap drone blocking your exit, you're forced to trek through the bottom area again, which is no fun. luckily for the player, you don't have to go through that little mine area again either.
i'm going to admit, the chaingun area is this map's saving grace. it was really fun to climb through the little gold area that it's guarding. on the left, though, it's far too barren for my likely.
unfortunately, one last little nuisance:
i thought i might overlook this given that it is a small error, but i'll just put it to you straight up: it looks awful. like those other mines, it clashes with the overall atmosphere (or lack thereof) of the map. seeing that you have to go through it to get to the end in a decent time, i'd think a little more aesthetic thoughtfulness would've been applied here. as it stands, it's pretty bothersome, but not groundbreaking, i suppose.
2010-07-19
an okay map ruined by a few things:
(agd enclosed below)
this first little trap door is enclosed in a space that makes you (a) get stuck (b) miss the trap door completely or (c) get it and possibly launch yourself into mines. All in all, it looks bad and the gold could've been better placed regardless.
another pointless endeavor. the concept makes sense in theory but coming upon it in just the wrong way will cause you to hit the launchpad(s) and annoy the hell out of you. with a map this linear, that little area is not well suited for that little underground corridor.
this first little trap door is enclosed in a space that makes you (a) get stuck (b) miss the trap door completely or (c) get it and possibly launch yourself into mines. All in all, it looks bad and the gold could've been better placed regardless.
another pointless endeavor. the concept makes sense in theory but coming upon it in just the wrong way will cause you to hit the launchpad(s) and annoy the hell out of you. with a map this linear, that little area is not well suited for that little underground corridor.
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2010-07-19
looks epic
plays quite easy
2010-07-19
Slow Speedrun
But I managed to chimney through the gap by the end.
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2010-07-19
Aw.
You are sux.
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_destiny^-
Agree with mahi