14-4 Conclusions
Author | R3D_N1NJ4 |
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Tags | 14-4 2 author:r3d_n1nj4 episodic half series unrated |
Created | 2012-10-10 |
Last Modified | 2013-12-03 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | well, here it is, im finally finished the 'Half' episode. to be perfectly honest, im kind of relieved because i found it hard to find any inspiration or ideas while making these levels. but, its all good now because im full of ideas (hooray) and its day light savings time again...i like day light savings...now i know this level doesnt have much flow to it. it's mostly a jumping/skill level. also, one more thing. i was thinking of doing another mappack, but not just by myself. the idea is that me (and who ever wants to help me) were going to make a mappack containing only DED's to people. im not sure if this has been done before, im certainly hoping not. im not sure how many levels there are going to be (depends on how much people want a DED. ill be making a topic on the forums about this and leave a link in the description. i was just looking for people who either-want a DED, want to join in and help me, or both. anyway, tell me what your thoughts are on this.
alright, the topic on the forum is here [forum.ninjarobotyeti.com] well, its another long-ass description from me, till next time, R3D out! |
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Comments
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2012-10-16
Completion
Nice map. This was hard in firs day I tried but now this was beaten on third try. 4/5
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2012-10-11
I really hope you don't get angry with me..
Just wanted to be friendly, positive for you and helpful.. <3
In conclusion, I will give you some tips.
When you have an idea, focus it, structure it and give it shape. Please do not mix meaningless ideas or concepts. Getting back to the flow, yes, it is necessary my friend, sometimes more, sometimes less, but always tries to find and create a flow. And three golden rules, that I learned just recently and I have never failed, 1st You just play the map yourself, and if you hit a mine, you remove it (also works for rockets, drones and such), 2nd If you do not feel comfortable playing the map, think others will not be either. and 3rd and most important, And never, never give out a map without getting yourself two full demos, all the gold and speedrun. NOT EXCEPTIONS ALLOWED.. :p ;)
I apologize if it's not what you expected, so sorry.. I really hope you fully understand, like it after all this comment, and don't get angry with me, I would not have written it if were not you, I put a lot of effort and time on it, as more than 40 minutes, because I'm not native English, I'm Spanish. I want the best for you here on NUMA. ;) You can respond me if you want, Cheers. <3
No rating because I never rate less than three.
When you have an idea, focus it, structure it and give it shape. Please do not mix meaningless ideas or concepts. Getting back to the flow, yes, it is necessary my friend, sometimes more, sometimes less, but always tries to find and create a flow. And three golden rules, that I learned just recently and I have never failed, 1st You just play the map yourself, and if you hit a mine, you remove it (also works for rockets, drones and such), 2nd If you do not feel comfortable playing the map, think others will not be either. and 3rd and most important, And never, never give out a map without getting yourself two full demos, all the gold and speedrun. NOT EXCEPTIONS ALLOWED.. :p ;)
I apologize if it's not what you expected, so sorry.. I really hope you fully understand, like it after all this comment, and don't get angry with me, I would not have written it if were not you, I put a lot of effort and time on it, as more than 40 minutes, because I'm not native English, I'm Spanish. I want the best for you here on NUMA. ;) You can respond me if you want, Cheers. <3
No rating because I never rate less than three.
I want to review with you step by step the map, and go offering some, in my opinion modest and honest advices.
The both thwump who looked upward, were a bit out-placed, if not the thwumps or the structure around, but it wasn't nice to get access to that part. You could have made an intuition entry even challenging, but faster or smoother. The path of the drones was very short, and makes this complicated. A path of drones can be short and difficult to pass, but when all conditions are favorable around, to interact with them in a good way, you know. Those two golds out of place and all those launchpads, simply I can't understand, and it seems like they are made by putting simply something more in the maps, and that's wrong, remember less is more, I know you put them to prevent the walljumping or something, but? What is the real reason? What is the purpose of the map?
The 'half' tile-letters part was strange, when the two golds with launchpads were not too bad (maybe a couple of pieces more?), the horizontal row of gold between the L and the letter F, was horrifying, frankly horrifying, extremely uncomfortable to play and move to get these coins, since the rocket also hanging around. The lower part of thwump riding with that floorguard was interesting, perhaps hdone many times, but it was not all bad. But where the hell was the switch? To be honest, I did not care for even a second to look that switch. Dude, this is just a misconception, not only hidden enemies or mines is bad (unless that the map is conceptual and is extremely well done), we should not hide the switch too (same, unless it's a puzzle map, and try that.) Due to the nature of the map, not worth to start looking the switch.
The attached demo it was my real firt try, and that show all explained above, if a first try it's like that, all this portends. understand?
The both thwump who looked upward, were a bit out-placed, if not the thwumps or the structure around, but it wasn't nice to get access to that part. You could have made an intuition entry even challenging, but faster or smoother. The path of the drones was very short, and makes this complicated. A path of drones can be short and difficult to pass, but when all conditions are favorable around, to interact with them in a good way, you know. Those two golds out of place and all those launchpads, simply I can't understand, and it seems like they are made by putting simply something more in the maps, and that's wrong, remember less is more, I know you put them to prevent the walljumping or something, but? What is the real reason? What is the purpose of the map?
The 'half' tile-letters part was strange, when the two golds with launchpads were not too bad (maybe a couple of pieces more?), the horizontal row of gold between the L and the letter F, was horrifying, frankly horrifying, extremely uncomfortable to play and move to get these coins, since the rocket also hanging around. The lower part of thwump riding with that floorguard was interesting, perhaps hdone many times, but it was not all bad. But where the hell was the switch? To be honest, I did not care for even a second to look that switch. Dude, this is just a misconception, not only hidden enemies or mines is bad (unless that the map is conceptual and is extremely well done), we should not hide the switch too (same, unless it's a puzzle map, and try that.) Due to the nature of the map, not worth to start looking the switch.
The attached demo it was my real firt try, and that show all explained above, if a first try it's like that, all this portends. understand?
This map it's just wrong/bad my friend, and I'll explain why.
I'm not /even closely/ one of the best mappers here, or a really experienced player as a highscorer, but I think I have enought skils/knowledge to appreciate that this is a simply wrong map. As you say this does not have any flow, a map didn't should necessarily flow (although I think it necessarily need :P) but this is no longer not have, is more that just really annoying and tedious to play, which is not the same as hard. This completely unstructured and really meaningless. And of course lack of playtest and effort. I'm being harsh, but I trust you and what I really want is that you make good maps.
Here are many ideas scattered and poorly mixed, without order and without thinking about it. Every little challenge or part of the map is not connected to anything else. Because remm is a freak and has achieved a demo, which incidentally I've not seen, but hardly anyone is remm, and I doubt he has enjoyed playing it. What I mean is that you should put more effort friend, thinking that each map is a little gem, a small part of you, one from your creation after all, and you should put all your love.
I'm not /even closely/ one of the best mappers here, or a really experienced player as a highscorer, but I think I have enought skils/knowledge to appreciate that this is a simply wrong map. As you say this does not have any flow, a map didn't should necessarily flow (although I think it necessarily need :P) but this is no longer not have, is more that just really annoying and tedious to play, which is not the same as hard. This completely unstructured and really meaningless. And of course lack of playtest and effort. I'm being harsh, but I trust you and what I really want is that you make good maps.
Here are many ideas scattered and poorly mixed, without order and without thinking about it. Every little challenge or part of the map is not connected to anything else. Because remm is a freak and has achieved a demo, which incidentally I've not seen, but hardly anyone is remm, and I doubt he has enjoyed playing it. What I mean is that you should put more effort friend, thinking that each map is a little gem, a small part of you, one from your creation after all, and you should put all your love.
Demo Data |
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2012-10-11
sorry, I had completely forgotten this.
You want some Conclusions?
You want me to be honest, constructive and sincere?
You want me to be honest, constructive and sincere?
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2012-10-10
Sure count me in!!
And obviously, my ded will be to EddyMataGallos for sure.
Maybe another one or two..
Maybe another one or two..
StreetsAhead
Great map