BP5
Author | warrioronthesky |
---|---|
Tags | action author:warrioronthesky cool fast n-art speedrun unrated |
Created | 2010-09-17 |
Last Modified | 2010-09-17 |
Rating | 5 more votes required for a rating. |
Map Data | |
Description | Enjoy! |
Comments
Pages: (0)
2010-09-17
LOADS BETTER.
Great. You're definitely improving.
I liked the top two circle things. they looked pretty good.
Now, I had an issue with gold placement. Although it might not seem like a big deal, it's really not a good idea to stack gold. What I mean by that is you shouldn't put multiple pieces of, well, anything on the same spot. So that rule goes for enemies, gold, etc. Probably one of the only exceptions are switches.
And the switches. Personally, I don't think that the trapdoors placed under gold were that well used. You could have potentially used a bunch of one ways, and had it work out similarly. Plus, not too many people would approve of hidden trapdoors. They're used on the rare occasion when you absolutely need a trapdoor to get some optional gold, and even then, are usually left uncovered so that the player has some idea of where to go to get the trapdoors.
That being said, I also didn't really like how you formatted the ending. Usually, most mappers would include the usage of 1 open door per location to block the path to the exit. You used 4 doors that were all unlocked from one area. Maybe try to change the tileset a bit to allow for that to happen, or completely shift the exit position.
Another point i would like to bring up is enemy coherence. Really, the drones worked out fairly well in this map, and I think that the thwumps and chainguns at the end really disrupted that relationship between the drones.
I did however like the concept of having to make very long jumps, so well done in requiring the player to make those challenging jumps.
so yeah. You're doing better :D
I liked the top two circle things. they looked pretty good.
Now, I had an issue with gold placement. Although it might not seem like a big deal, it's really not a good idea to stack gold. What I mean by that is you shouldn't put multiple pieces of, well, anything on the same spot. So that rule goes for enemies, gold, etc. Probably one of the only exceptions are switches.
And the switches. Personally, I don't think that the trapdoors placed under gold were that well used. You could have potentially used a bunch of one ways, and had it work out similarly. Plus, not too many people would approve of hidden trapdoors. They're used on the rare occasion when you absolutely need a trapdoor to get some optional gold, and even then, are usually left uncovered so that the player has some idea of where to go to get the trapdoors.
That being said, I also didn't really like how you formatted the ending. Usually, most mappers would include the usage of 1 open door per location to block the path to the exit. You used 4 doors that were all unlocked from one area. Maybe try to change the tileset a bit to allow for that to happen, or completely shift the exit position.
Another point i would like to bring up is enemy coherence. Really, the drones worked out fairly well in this map, and I think that the thwumps and chainguns at the end really disrupted that relationship between the drones.
I did however like the concept of having to make very long jumps, so well done in requiring the player to make those challenging jumps.
so yeah. You're doing better :D
warrioronthesky
Great!