Downrooted
Author | Meta_Ing |
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Tags | action author:meta_ing inspiredbypheidiandmaybeyahoozy playtestedbyremm rated thankspheidiandmaybeyahoozy thanksremm |
Created | 2013-06-10 |
Last Modified | 2013-06-10 |
Rating |
5 by 16 people.
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Map Data | |
Description | Inspired by Pheidi's Through the Eye of the Giant [nmaps.net], and possibly some Yahoozy influences too. (?)
Playtested by Romaniac/Remm (Ro/Re) [nmaps.net] Edit: Fixed the door directions (aesthetic) |
Other maps by this author
Comments
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2013-06-12
oh
and just to reassure, this is a really great map haha. Just critiquing specifics, but overall really good and I like it a lot, not meaning to put down or anything haha
2013-06-12
mm
yeah, nah the thwump is totally doable, and not all that hard, it's just more its contrast with the nature of the rest of the map makes it a bit of a surprise and makes it a bit hard to change your mindset to suit the new challenge. And yeah, that 3 tile looks like it works well as a ramp to fly back onto the thwump off, but it's quite a......n abstract? choice of route to take? So even if it works fine later, on initial play throughs - probably not so much. Just due to lack of indication that works as a path. I'm kinda nitpicking though.
Remm was probably right about the rocket - but that's in the context that the gold was on the way to the keys. I think the positioning of the keys with the gold is kind of strange, as the gold becomes mostly necessary rather than a challenge. So if the rocket was positioned in a way that was easier going on the keys (with the positioning moved on top of the gold, or somewhere that was easier making the gold an additional challenge), then the difficulty of the rocket may be too hard for the average user for the gold, but the gold in that case is more an extra challenge and hence the difficulty becomes optional?
Nit picking entirely, and at its current state you'd have to change a fair bit to position keys differently etc, and they work really well visually at the moment. But yeah. just giving fullest feedback/opinion possible. In pointy end of my design based semester at uni, so I'm both avoiding work and in a kind of critical, perceptive state of mind haha.
Anyway better smash through some work.
Remm was probably right about the rocket - but that's in the context that the gold was on the way to the keys. I think the positioning of the keys with the gold is kind of strange, as the gold becomes mostly necessary rather than a challenge. So if the rocket was positioned in a way that was easier going on the keys (with the positioning moved on top of the gold, or somewhere that was easier making the gold an additional challenge), then the difficulty of the rocket may be too hard for the average user for the gold, but the gold in that case is more an extra challenge and hence the difficulty becomes optional?
Nit picking entirely, and at its current state you'd have to change a fair bit to position keys differently etc, and they work really well visually at the moment. But yeah. just giving fullest feedback/opinion possible. In pointy end of my design based semester at uni, so I'm both avoiding work and in a kind of critical, perceptive state of mind haha.
Anyway better smash through some work.
2013-06-12
It was pretty fun
4/5
2013-06-12
the way back*
2013-06-12
wow
that was a bit of a rant haha
2013-06-12
ack
fuck ya (2)
haha. I'll just go ahead and continue from there pretending I didn't die one sec...
...
Cool! Yeah I like this a lot too. Very good map. Everything is placed really nicely, and well styled across the board. I really liked the thwump bridge function, though on the way back it was possibly a little too hard to predict? In that that action of jumping on a thwump that starts moving as you get near it tends to be a little more difficult to judge than most of N, feel a little more uncertain, hence it feels strange for the whole map to have really certain, standard things (minus the previous 'fuck ya' moment haha) and then going for something a little more flexible feeling with the thwump jump on the way back. It was still a highlight of the map, but perhaps the tiles could of been positioned in a way that it signalled and worked so you could just run off the edge and be positioned correctly to run with the thwump? Minor complaint, but yeah.
Also, the gold filled rocket room felt.. strange. It worked entirely fine, but for the excess of gold and statement like nature of its predominance in the map, I felt like it should be A. harder and B. more interesting? It was enjoyable, but not as much of a focus as it felt like it should be overall. I found myself enjoying a fair few other parts of the map more, which is fine, it just seemed like such a strong focus that it should be a highlight (and with that amount of gold, a little bit more of a challenge). Although, I did like the double one ways positioning, both visually and gameplay wise, giving you the one-spaced gap to fall through but the two-spaced one climbing back up. Worked well.
Favourite feature of the map is the way it was more difficult on the way back. Mines that barely worried you progressing towards the key became troublesome, the range of the gauss became far more of a worry, and the direction of those left drones (especially with that mine below) made it much more of a challenge on the way back compared to at the start.
Very cool overall though, not as hyped up about it as a few others here seem to be (just because overall not too much /wowed/ me, over just being incredibly solid), but that detailing to make the way make more challenging was definitely impressive, and overall pretty stylish etc.
Still, a 5, just maybe not as outright as some others haha.
haha. I'll just go ahead and continue from there pretending I didn't die one sec...
...
Cool! Yeah I like this a lot too. Very good map. Everything is placed really nicely, and well styled across the board. I really liked the thwump bridge function, though on the way back it was possibly a little too hard to predict? In that that action of jumping on a thwump that starts moving as you get near it tends to be a little more difficult to judge than most of N, feel a little more uncertain, hence it feels strange for the whole map to have really certain, standard things (minus the previous 'fuck ya' moment haha) and then going for something a little more flexible feeling with the thwump jump on the way back. It was still a highlight of the map, but perhaps the tiles could of been positioned in a way that it signalled and worked so you could just run off the edge and be positioned correctly to run with the thwump? Minor complaint, but yeah.
Also, the gold filled rocket room felt.. strange. It worked entirely fine, but for the excess of gold and statement like nature of its predominance in the map, I felt like it should be A. harder and B. more interesting? It was enjoyable, but not as much of a focus as it felt like it should be overall. I found myself enjoying a fair few other parts of the map more, which is fine, it just seemed like such a strong focus that it should be a highlight (and with that amount of gold, a little bit more of a challenge). Although, I did like the double one ways positioning, both visually and gameplay wise, giving you the one-spaced gap to fall through but the two-spaced one climbing back up. Worked well.
Favourite feature of the map is the way it was more difficult on the way back. Mines that barely worried you progressing towards the key became troublesome, the range of the gauss became far more of a worry, and the direction of those left drones (especially with that mine below) made it much more of a challenge on the way back compared to at the start.
Very cool overall though, not as hyped up about it as a few others here seem to be (just because overall not too much /wowed/ me, over just being incredibly solid), but that detailing to make the way make more challenging was definitely impressive, and overall pretty stylish etc.
Still, a 5, just maybe not as outright as some others haha.
Demo Data |
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2013-06-12
HOLY COW INGY
This map is the coolest thing I have seen in a while!!!!!!!!!
also wanna make another map together???
also wanna make another map together???
2013-06-11
this is epic
perfect placement of things. 5/5. just excellent (ok, zoas, a non-english-native can think of better descriptive words than me, wow i need to go learn more vocab XD)
2013-06-10
ah, fuck ya
haha.
Demo Data |
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2013-06-10
Well Meta,
This map it's a great example of effort, detailed mapping, solidity, finesse, delicacy and savoir faire.
It deserve a round 5 from me.
It deserve a round 5 from me.
Yasmaster
Oh yeah