To Be One
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I like this map, but not because it is anywhere near perfect, no it's more how fun it is to speedrun. :D
Fast!
Create an account on the forums http://forum.ninjarobotyeti.com/ that way you can really find out about the community that Metanet (The founders of n) really have. It's really fun. :)
Fast!
Create an account on the forums http://forum.ninjarobotyeti.com/ that way you can really find out about the community that Metanet (The founders of n) really have. It's really fun. :)
Demo Data |
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2010-10-13
Daik's (DDRave)
comments speak highly of your mapping as a beginner. Its pretty well put together for a first. Dont use the one way to stop people from going down under the door key. Ill show you why. Watch his demo to see a one way cheat
Demo Data |
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2010-10-13
stuff. good stuff. (part 1)
Right off the bat. don't hide objects like that. That lazer didn't need to be studk in the wall.
Ok, now that that's off my chest, on to the main critici-
oh gosh, don't place things right on walls, such as the rocket. it just looks... horrible.
Ok, now really onto the stuff.
First, the launchpads.
normally, one would use them to help the player get to places fast, or unreachable, but in this case, they really do nothing much. without them, it would be really the same map. They don't enhance the fun the player has, and don't really make the map look any better.
Ok, now that that's off my chest, on to the main critici-
oh gosh, don't place things right on walls, such as the rocket. it just looks... horrible.
Ok, now really onto the stuff.
First, the launchpads.
normally, one would use them to help the player get to places fast, or unreachable, but in this case, they really do nothing much. without them, it would be really the same map. They don't enhance the fun the player has, and don't really make the map look any better.
2010-10-13
stuff. good stuff. (part 2)
Secondly, mine placement.
I appreciate SO MUCH that you aren't using insane amounts of mines in your maps, and I thank you for that. But a key with mines is to never use more than you really need. the first set of 3 could maybe be 2 or 1, and some of the mines in the upper left can be eliminated. Especially the line of mines. I think the better option would have been to change the tileset so that only 1 door key was needed to open up that passageway. That way, less mines would have been used. again, the key with mines is efficiency. Small number with great effect.
On a seperate note, please don't hide stuff under gold, unless it's helpful (like trapdoors to help you acces things). Don't hide mines under them. it's just annoying.
What you did with the one ways was just... kinda weird. I'll just say that there are much better ways of going about what you tried to do there.
I have to say though, fairly good gold placement. It's fairly random though, and It would be nice if you kept the pattern uniform and neat throughout the map next time. As with mines, less is better. each gold adds 2 seconds to your map. only 50 gold is +1 minute 40 seconds. Alot of time.
Enemies. As with mines and gold, less usually is better. where you have 3 rockets, you could have used 1. etc. Basically, use as little as possible to the best effect. And try to keep enemy typing (what kinds of enemies you're using) to a minimum. Try using a combo of a couple different enemies for maximum effect. Don't just shove enemies into a map.
Doors were just weird in this map.
Don't know what to say really.
Final notes.
2 things in a map that people look for. 1, how it looks. the cooler it looks, the more plays you'll get. 2, how it plays. If it's really fun, it'll get rated higher. Combine the two. If it looks good, and plays good, you're good to go.
I really hope to see more maps out of you, and hope that you improve your mapping, and continue to enjoy your stay at numa!
cheers, Daik
I appreciate SO MUCH that you aren't using insane amounts of mines in your maps, and I thank you for that. But a key with mines is to never use more than you really need. the first set of 3 could maybe be 2 or 1, and some of the mines in the upper left can be eliminated. Especially the line of mines. I think the better option would have been to change the tileset so that only 1 door key was needed to open up that passageway. That way, less mines would have been used. again, the key with mines is efficiency. Small number with great effect.
On a seperate note, please don't hide stuff under gold, unless it's helpful (like trapdoors to help you acces things). Don't hide mines under them. it's just annoying.
What you did with the one ways was just... kinda weird. I'll just say that there are much better ways of going about what you tried to do there.
I have to say though, fairly good gold placement. It's fairly random though, and It would be nice if you kept the pattern uniform and neat throughout the map next time. As with mines, less is better. each gold adds 2 seconds to your map. only 50 gold is +1 minute 40 seconds. Alot of time.
Enemies. As with mines and gold, less usually is better. where you have 3 rockets, you could have used 1. etc. Basically, use as little as possible to the best effect. And try to keep enemy typing (what kinds of enemies you're using) to a minimum. Try using a combo of a couple different enemies for maximum effect. Don't just shove enemies into a map.
Doors were just weird in this map.
Don't know what to say really.
Final notes.
2 things in a map that people look for. 1, how it looks. the cooler it looks, the more plays you'll get. 2, how it plays. If it's really fun, it'll get rated higher. Combine the two. If it looks good, and plays good, you're good to go.
I really hope to see more maps out of you, and hope that you improve your mapping, and continue to enjoy your stay at numa!
cheers, Daik
2010-10-12
beginning was...
interesting, to say the least.
nDEAVOUR