NUMA

39-0: Two-sided coin I found

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Author deep_blue
Tags author:deep_blue episode unrated
Created 2013-10-27
Last Modified 2013-10-27
Rating 3 more votes required for a rating.
Map Data

Description following zoas' advice, I'm doing a bit different maps (wonder how different is this)
anyways, enjoy.

Other maps by this author

Thumbnail of the map '38-0: Whateverium' Thumbnail of the map '38-1: Hyakume' Thumbnail of the map '38-2: Picasso's precise hand' Thumbnail of the map '38-3: Post-apocalyptic defense malfunction' Thumbnail of the map 'it's not my fault I'm a bit possessed' Thumbnail of the map '38-4: toadsted'
38-0: Whateverium 38-1: Hyakume 38-2: Picasso's precise hand 38-3: Post-apocalyptic defense malfunction it's not my fault I'm a bit possessed 38-4: toadsted

Comments

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woah zoas :O

it cant even write half of ithe length in my final college exams. :O
Thwumps, floor quards and fun jumps worked well together.

thanks guys :D

zoas, that's a nice analysis you put there!
I'm currently thinking of a jumper map with one-ways and bouncleblocks only :o

Well,

Both aesthetically and gold-pattern is really nice as always. I like how aesthetically the gold-coins (if them are intended to be coins, I see them like this) fits properly with the structure, especially with the decorative tile-holes inside the structure. You got it right, feels a Metanet-y environment but with a cool fashioned touch. Well done.
Concerning the gameplay, I can see how you've tried to make something unusual for you. Working with thwumps is always a challenging and interesting mapping experience. Them brinds lots of possibilities and brinds to the mapper many several options to weird, unusal, conceptual or inventive gameplays. But it is not the case. While them behave really cool and the gameplay it's frankly interesting, I like the way you are forced to interact with them combined with those floorguards, nice use of them, provides funny moments and also technique to overcome them creating unique moments of close-calls and dodges, especially the three areas from the middle to the bottom. But as I've said, the use of them, while cool, interesting and well done, it is not inventive, and I think it is because the nature of the structure and your mapping perspective. But this doesn't mean this is bad, in fact is a pretty good map and you tried it right.
My only complaint is in the top chamber in where the exit key is. I think it is a bit too much, with the reduced space, the floorguard placed in the left side of the ground in the last chamber, that thwump, and that mine in the 1-tile, even more considering that it is something mandatory for completion, you could have done this as hard but as additional challenge for a group of more gold, not required for a completion.
But anyway, it is a super interesting map my mossy friend!

4/5

nice

and enjoyable to play