Skytower; Fort of Heroes
Author | BluePretzel |
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Tags | author:bluepretzel gauss rated reject tower |
Created | 2012-10-23 |
Last Modified | 2012-10-23 |
Rating |
5 by 5 people.
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Map Data | |
Description | Rejected from an upcoming mappack. |
Other maps by this author
Comments
Pages: (0)
2012-10-24
I love that floor.
Mmmmm.
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2012-10-24
haha, no problem man, I like your maps.. ;)
happened to me several times the glitch that we can clearly see in the destiny's demo. Just happened to me only when the climb or the chimney was not quick enough, so I could not see it many times.. :P But it clearly seemed that the gauss really fired towards the top instead of down that was where I came from.
Regarding this, I really thought it was due to something like the delay by number of objects, and I thought of all those NaN'd trap door. Reading your posts, you also put a post on the forums about this, I must say that I am almost more confused. What do you mean with glitched tiles? There are glitched tiles at bottom? I did not think this because I had not preload any map or press any key before loading and playing the map as in another tile glitched tile maps.
I really thought that there were only NaN'd trap-doors, can you explain this a little better and how you have done this glitched floor? About the glitched enemies/objects since this, I hope to see a great chaingun based map concept from this.. ;)
Regarding this, I really thought it was due to something like the delay by number of objects, and I thought of all those NaN'd trap door. Reading your posts, you also put a post on the forums about this, I must say that I am almost more confused. What do you mean with glitched tiles? There are glitched tiles at bottom? I did not think this because I had not preload any map or press any key before loading and playing the map as in another tile glitched tile maps.
I really thought that there were only NaN'd trap-doors, can you explain this a little better and how you have done this glitched floor? About the glitched enemies/objects since this, I hope to see a great chaingun based map concept from this.. ;)
2012-10-24
i made you a DED
here [nmaps.net]
hope you like!
hope you like!
2012-10-24
...
...sub 700 lol keep trying zoas all you really needed to do different was free fall down to the first bit of gold all the way instead of sliding down part of it like you did...
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2012-10-24
A New bug???
The guass went full retard.
Demo Data |
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2012-10-24
AGD
At first I would not rate :P, but...
I've been playing this for over an hour. At first I got something under 800, then 760, 740, 730, finally got this. I kept playing to get sub700, and were hundreds /sincerely/ hundreds attempts after this run to get something below 700. I did not get. I gave up, I never usually do.. But, this means that this is a very good map.
Really nice little mechanics, the gauss works extremely well, and all is carefully placed in its proper place. Good tower'ish, good aesthetics, and the challenge it provides is wonderful. Not too easy, not too hard, I mean of course when it comes to getting a good HR run. Really entertained me a lot, and I liked it. I was also a little curious, since I always play in Ned, I got to watch of what was made that savage land floor. Wow! Really impressive use of trap-doors, I had never seen before. Clean, perfect!!
With all this, Pretzel, I must say that I like your style, these chaotic structures midway between the future, the jungle and the tringular geometry compromised. Your ideas, and your little personal touches like this, the hidden doors and eastern eggs .. Small mechanical jewels in big maps.
And I must also say that I can not wait for your new pack!! I heard you speak about it with Sunset. Best of luck. I want to see something great!! I am also preparing several things ...
Take a whole 5 from me, and I'm faving to finally get someday that sub500, forgiveness, sub700 .. :P ;)
I've been playing this for over an hour. At first I got something under 800, then 760, 740, 730, finally got this. I kept playing to get sub700, and were hundreds /sincerely/ hundreds attempts after this run to get something below 700. I did not get. I gave up, I never usually do.. But, this means that this is a very good map.
Really nice little mechanics, the gauss works extremely well, and all is carefully placed in its proper place. Good tower'ish, good aesthetics, and the challenge it provides is wonderful. Not too easy, not too hard, I mean of course when it comes to getting a good HR run. Really entertained me a lot, and I liked it. I was also a little curious, since I always play in Ned, I got to watch of what was made that savage land floor. Wow! Really impressive use of trap-doors, I had never seen before. Clean, perfect!!
With all this, Pretzel, I must say that I like your style, these chaotic structures midway between the future, the jungle and the tringular geometry compromised. Your ideas, and your little personal touches like this, the hidden doors and eastern eggs .. Small mechanical jewels in big maps.
And I must also say that I can not wait for your new pack!! I heard you speak about it with Sunset. Best of luck. I want to see something great!! I am also preparing several things ...
Take a whole 5 from me, and I'm faving to finally get someday that sub500, forgiveness, sub700 .. :P ;)
Demo Data |
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Sunset
Postponed it for school. D: Sorry man.