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kiaora

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Author kiaora
Tags author:kiaora playable unrated
Created 2012-11-25
Last Modified 2012-11-25
Rating 2 more votes required for a rating.
Map Data

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Other maps by this author

Thumbnail of the map 'kiaora' Thumbnail of the map 'kiaora' Thumbnail of the map 'Fix Up, Look Sharp' Thumbnail of the map 'The Lovely Roger' Thumbnail of the map 'kiaora' Thumbnail of the map 'CLOUD CITY'
kiaora kiaora Fix Up, Look Sharp The Lovely Roger kiaora CLOUD CITY

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...

...sub 1000 AGD...

...i have to agree about the floor guards, i bet they are jealous of the thwumps freedom :P...

...this map was simple, fun, good looking, and deserves a 5/5...
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But wouldn't the drones have to think about pathing every half-tile instead of full-tile? If it wouldn't affect game performance (both framerate lag and enemy lag), then I see no harm in it. If it would, I would prefer to not have that option.

However, bringing it back to floorguards, I honestly don't get why they don't have half-tile capability. I mean, the best comparison is to thwumps, since thwumps and floorguards are the only "trigger" enemies (mobile, but only when the ninja sets them off). You can place thwumps anywhere. You can z-snap them for all the game cares. But floorguards have no such ability. I mean, I know it's because they're locked to the platform they're on, and thus must stay at the same altitude at all times, but just set their placement by y-coordinate instead of tile, if that makes sense.

Basically, it makes sense to me that drones have to work by full tiles because of pathing, but floorguards are much simpler and there's no good reason why they shouldn't be able to work in a map like this one.

Maxson

Oh sure, I was thinking more along the lines of being able to choose between full or half tile behaviour. The downside being that it's more complicated, and there'd be trade offs in terms of the way the player anticipates movement (not that you don't get that anyway when it's unclear if a tile is E or 5).

5/5'd

YOu can tell by all my sequential failures, yet persistent attempts to AGD this map, that this was an encouraging, stable, and most importantly, enjoyable map. Addictive, mainly addictive tho.

Here we go!

AGD :D
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What the fuck

;_;
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Well...

Shit :/
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floor guards -would- add a nice puzzly element to it.

I also played it without the oneways and I agree with their placement now. at first i thought it would open up some interesting routes but they are pretty much the same.

i like your maps they make me think about mapping theory.
I like, as a mapper, being able to use 5-tiles to control drones. I can create a space wide enough for the player to get through using opposite 5-tiles and the drones will never pass through, with no doors required (which can accidentally allow zaps through if the player times it wrong).

On the other hand, it would be awesome if floorguards worked on a half-tile basis. I see no benefit as it is currently on that one.

nah

i was v.reluctant to put the one ways in, but i much prefer it with than without. 5/4 tile combos really showcase the need for enemies that work on a half tile baseline, the amount of enemy ideas that just wouldn't work :'(

agd

old school is nice. the oneways hold it back imo.
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oh COME ON
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