NUMA

The Maze of Thirteen Keys

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Author dzamie
Tags author:dzamie beatable drones maze medium puzzle unrated
Created 2010-12-28
Last Modified 2010-12-28
Rating 2 more votes required for a rating.
Map Data

Description A slightly complex maze. Guide your ninja through twisting tunnels, find all the keys, and beware of traps and pitfalls! Oh, and make sure to hit that bounce pad at the beginning. It'll help.

Other maps by this author

Thumbnail of the map 'Trapdoors and Rockets!' Thumbnail of the map 'The Wall'
Trapdoors and Rockets! The Wall

Comments

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thanks

for your comment my next map should be good...well hopefully
I just really wanted to see if I could make an N level from a maze generator. I don't think it works any more than you guys do.

Read Rdy's post.

No rating (second try and I find out about trap door) pro-tip: Do not do that...
Demo Data

Oh, and, if you recognize that there's a glitch that causes an unintended effect - such as the door killing the player.. you should probably change it. It looks sloppy and lazy if you don't.

2/5

To begin with, the tileset is rather bleh. While I found no particular issues with it, it's definitely not /good/. It's not aesthetically pleasing - having all those gaps did not really serve well enough to give it a "theme" and just over-all detracted from the experience.

Now, a few of these gimmick challenges weren't too bad, and you definitely showed knowing how to use the enemies to a fair extent, but the fact is that small, confined areas are just about as limiting to enemies as they are the player, and the result is usually making it easier on the player. This made the challenges rather subpar - either they were stupidly easy and required no skill except going fast enough, or they were stupidly hard and gave the player little chance. (The second gauss being one example - using one strategy of dropping down then jumping up really fast, I always made it out, but trying normally I always got shot.)

The immense spam of gold is annoying, not to mention having gold under that thwump that can't be reached without dying only makes it worse. As strange as it sounds, the best gold placements are often the ones that aren't exactly based upon a grid - but given the tileset you were using, it'd be pretty hard to put gold anywhere and make it look good.

It's also too long of a map to take in account the 'challenges' being shown to the player. While a lot of the switches were easy to get, the length of it made it rather annoying to deal with doing them all over and over and over and over because of certain precise jumps that needed to be made.

Unfortunately, I'd have to say this map is pretty amateurish. Of course, I did the same exact kind of maps when I was new to mapmaking. I think a large majority of people did.

Overall, the largest issue with the map is the tileset you used. Mazes are cool on paper, but on N it just becomes too restricting and less fun as compared to the challenge it gives.

I hope this helps some. Hope to see more maps from you.
This is the reason that the launchpad must be hit at the start: death by door.
Demo Data