NUMA

Sukoshi Utaga

Thumbnail of the map 'Sukoshi Utaga'

Hover over the thumbnail for a full-size version.

Author Fujita_Seiko
Tags agd author:fujita_seiko race simpel unrated
Created 2014-12-10
Last Modified 2014-12-10
Rating 3 more votes required for a rating.
Map Data

Description First Uploaden in Nv2

www.thewayoftheninja.org/nv2.html?l=121569

Very simpel agd race

Other maps by this author

Thumbnail of the map 'Jikandorini kansei' Thumbnail of the map 'Mebaru' Thumbnail of the map 'Shirokuro Jiguzagu' Thumbnail of the map 'Meikakuna' Thumbnail of the map 'Joshiki' Thumbnail of the map 'Kogyo Oku So'
Jikandorini kansei Mebaru Shirokuro Jiguzagu Meikakuna Joshiki Kogyo Oku So

Comments

Pages: (0)

lol

I'm so sorry. I will not write anymore. :P
I just wanted to share and exchange opinions with you.

zoasBE lot of text

hi, thank you for all your explanation and so. But keep in mind my english is very poor. I will contineu read and try to understand it but I dont think I can understand everythink.
Just now that i dont worry to much about exact specification and so. I just love to make maps. :)

The way that players choose to play your maps is important but I think you don't need to necesarilly map for those, I mean, making a major percentage of Speedrun Maps. There is a lot of different players, and everyone has his preferences while playing. There is people enjoying making speedruns on maps and trying to be harsh and making things impressively quick, or with methods/routes or tricks that you never imagined, because they got specialized at that type of gameplay, his skills on quick short runs are improved a lot and they usually do and uses particular tricks and movements concrete of that game mode which is Speedrunning. There are also people who prefer Highscoring, and they are beast at looking for routes or always finding a quicker path, but also skilled players running. There are more rookie, contemplative or not so skilled players that goes just for completions, who plays just for the pure fun of it, but without any competitive purpose. I want to make a point here, that there is also a little group people who personally impress me and caugh my attention, people who likes cheating maps (looking for not-intended methods of completion usually using tricks and techniques really hard to do or using on his own benefit some glitches or weird stuff while running, I'm not talking about cheaters nor hackers of the score boards) like Arctic_Pony or Meta_Ing, who they also are Speedrunners and since that. Fbf'ers are also a few like miststalker06 or nDEAVOUR, who plays the game speedrunning or highscoring but 'frame by frame' (which I think it could be explained what it is in another chapter :P because is too long to explain right now) and they enjoy the game like that which is also remarkable because is really really hard to pull off and master at least for me.
So as you see there are a lot of different tastes and ways to enjoy this inmense and wonderful game, as a Mare and Raigan said recently talking about N++, I also think that the way of playing it could represent the personality of each one. I'm more a Highscorer and All Golder than Speedrunner, I enjoy it more looking for routes and going for all the gold, and I'm pretty competitive and perfectionist, I'm not a casual player, but my skills, although are not bad (I'm a good player :P) but not enough to compete with the real elite of highscorers of this game, but enough to run almost always faster than the average player or semi-good players :P

(Part Three)

Part Three and more later, I'm busy now.
And please, don't pay attention to mercuri, he's a troll here and he don't even know what he says.

About the second idea of mapping to make all the gold possible, and also worthwhile, or that there are maps with gold impossible to be collected or not worthwhile. I want to say that sometimes stylized authors use impossible golds to decorate his maps and with aesthetical purposes, even gold out of the playable area or in outer tiles to create some kind of atmosphere. Or even tempting gold simulating that it can be collected, which actually it is not, inviting and estimulating to the player to try to go for it, with its consequent secure fail and possible death. As a joke, or at times by a fault from the author at the playtesting stage who thought that it would be possible collect ir or worthwhile.

About gold worthwhile terms, you can also make maps in which the theme or the concept is a puzzle to know or find which pieces are worthwhile and which not, or even let room for highscorers to try, investigate, innovate and run to prove both, if there is any possible route or method that makes all the gold in the map worthwhile or by the contrary, if there is a possible method that avoiding some pieces makes a run a Highscore due to the time spent plus the time collected thing, which is the basis of Highscoring after all. So I think is interesting at times those kind of things on maps, and personally I like both kind of gold, the impossible to collect and at times the worthwhile/not-worthwhile ones, I think it gives more depth to maps, personality and style, and above all more re-playability, life and complexity to a map. And I usually love aesthetical gold if them are nicely done.

(Part Two)
But I quite disagree about how you visualize some of the things and I want to debate and try to explain in the best form possible how and the way I visualize this game, its possibilities and some mapping techniques.

Is fine if you call 'Speedrun Map' to a map in where there are no gold challenges or no gold at all and you simply need to run to get the key as quick as possible and then to the Exit. But no necessarily needs to be enemy-free or objects-free as you said to make you not to wait in the run, in fact that's a mistake, because a Speedrun Map could easily be with no enemies nor objects just tiles as you said, or to be a simple challenge with no gold, a map in where you need to open doors here and there or even interact with objects, thwumps per example, to win and being able to complete it, but also with enemies, even deadly enemies, because actually one of the main basis of this game is to do things and run avoiding enemies-trying-to-kill-you in your journey, and furthermore, the basis of speedruns are to run and make things as fast as you can, being brave, avoiding and dodging enemies and challenges here and there, so, a Speedrun Map would be more interesting, challenging and rewarding if there are things trying to not let you complete your objective, or at least would be based on one of the essences of this game, running, running and keep running while you try to not to die and even trying to make things and jumps as fast as possible. I hope you get that first idea.

(Part One)

learn to speak english, also a lot of your maps cant be played in this version

AGD

with the method you intended
Demo Data

Excellent Map!!!

very addicting and i loved it
third try speedrun demo
Demo Data
and I'll try to explain to you tomorrow, sorry, really, really late for me now.

And don't worry, you both are very welcome. :D

Thanks zoasBE

Thanks for explanation zoasBE.

I call a map a speedrun map if there is no gold and no object or enemies in the way what makes you need to wait. Mostly just tiles and exit/key.

I think is important in mapping to make all gold possible to get. And that all gold is worth getting.

I still don't understand why many people here do speedruns in (my) maps with gold (skip the gold). Because the score is always lower and if intended to speedrun I will make a speedrun map ;).I don't mind it butt speedrun on gold maps are to me uninteresting to watch. I never make a map that is both intended for speedrun and agd.

You wentest not far off, actually everything has a way of humbling.

AGD stands for All Gold Demo, a run with all the gold.
Speedrun or SR means a run as quick as possible, exit key and exit, you know and looking for the faster path possible.
And Highscore or HS means a run (usually AGD) with all the gold and as you thought, trying to do it as fast as possible. There are times also in where a Highscore run is not an All Gold Run because a gold piece is really far and its collection is not worthwhile to the final score (a piece that takes you more that 2 seconds to go for and go back, per example). There is also other kind of runs like NGD or APGD, which stands for No Gold Demo (a run in where you try to avoid golds) for the first, and All Possible Gold Demo for the second (a run where you collect all the possible gold pieces in the map because there's also impossible pieces to collect), it is a term that is really hardly used anymore because if the map has impossible gold, often simply we use AGD, obviating that is 'all' the gold possible.
I thought a speedrun was any run where you are just trying to do everything as fast as possible, thus making an AGD speedrun a run where you get all the gold while trying to be as fast as possible. That's what I meant, anyway. Haven't quite gotten the hang of the vernacular just yet. :P

AGD

AGD speedrun can be only in maps with no gold or where the only gold is in the fastest possible route. Speedrun would be going straight down get exit switch and back up.
Cool map.
Demo Data

AGD speedrun?

What's that? A quick AGD?
I never get that slope jump down perfectly. Damn.
Demo Data

No 27... :P

40 secs quick comment?