Enlightenment
Author | Aidiera |
---|---|
Tags | author:aidiera map unrated |
Created | 2016-02-11 |
Last Modified | 2016-02-11 |
Rating | 5 more votes required for a rating. |
Map Data | |
Description | Enlightenment |
Other maps by this author
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2016-10-05
Hmm
http://paste.droni.es/44319480300016beaf486bc0 [paste.droni.es]
First thing I noticed is a lot of empty space, so I tried to fill things up a little bit.
To do this I:
1. Changed the top left corner to something with more value, the gold was there as a reward after unlocking the gate, but it's more exciting if there's a challenge getting it
2. Under the top left where the line of mines was, I added another challenge with some gold. It fits in to the shape generated by what I did to the top left initially.
3. I moved the one-ways in the top right, no real reason other than I think it looks a bit better.
4. In the name of using unused space, I added a key in the top right to unlock a previously unreachable room in the bottom left with gold. This not only is another challenge to do, it gives a use to the large area below the bounce block.
Although I feel like these edits add some fun part, maybe they take away from a more simplistic play you were going for. I don't know, that's up to you.
Some further recommendations:
1. The map size can often feel too small to fit everything you want in, but that doesn't happen unless you use up all the available space. I usually try to fill the map, especially with this tile style, since it leaves so much empty space when all the walls are a block thick.
2. I think the bounce block jump is actually really fun, and if you don't think so I think it helped to add something below it so you really only do it once.
3. I've marked empty areas with launchpads, you can choose to add something to do in them or leave them blank. I obviously suggest fun activities. The door key area is a really good one, there's a lot of space in the bottom right.
4. There's quite a few doors in this map. Fortunately, they are all opened from one spot more or less, but it can still be confusing. Without playing the map too much, it's nice to know where you have to go before you can reach certain areas.
I didn't bother adding the half-c snapped tiles for the gold and mines, but it plays the same for now. The two single gold pieces in the top left should be expanded on as well.
The jumps in the middle-left are really fun.
First thing I noticed is a lot of empty space, so I tried to fill things up a little bit.
To do this I:
1. Changed the top left corner to something with more value, the gold was there as a reward after unlocking the gate, but it's more exciting if there's a challenge getting it
2. Under the top left where the line of mines was, I added another challenge with some gold. It fits in to the shape generated by what I did to the top left initially.
3. I moved the one-ways in the top right, no real reason other than I think it looks a bit better.
4. In the name of using unused space, I added a key in the top right to unlock a previously unreachable room in the bottom left with gold. This not only is another challenge to do, it gives a use to the large area below the bounce block.
Although I feel like these edits add some fun part, maybe they take away from a more simplistic play you were going for. I don't know, that's up to you.
Some further recommendations:
1. The map size can often feel too small to fit everything you want in, but that doesn't happen unless you use up all the available space. I usually try to fill the map, especially with this tile style, since it leaves so much empty space when all the walls are a block thick.
2. I think the bounce block jump is actually really fun, and if you don't think so I think it helped to add something below it so you really only do it once.
3. I've marked empty areas with launchpads, you can choose to add something to do in them or leave them blank. I obviously suggest fun activities. The door key area is a really good one, there's a lot of space in the bottom right.
4. There's quite a few doors in this map. Fortunately, they are all opened from one spot more or less, but it can still be confusing. Without playing the map too much, it's nice to know where you have to go before you can reach certain areas.
I didn't bother adding the half-c snapped tiles for the gold and mines, but it plays the same for now. The two single gold pieces in the top left should be expanded on as well.
The jumps in the middle-left are really fun.
DaggaFork
Oh, and
The main problem I have with most enemies is how unpredictable they are. Gausses turn in unpredictable directions, since there are so many variants. Sometimes you can slip through two bullets of a chaingun, and sometimes you can't. Gausses seem to shoot whenever they please. I dislike all of this. Some mappers use it very well and it doesn't make me enjoy their maps any less (except the case of chainguns, I rarely enjoy chaingun maps).
In this specific case, the zap drone is pretty useless, and the seeking zap drone is alright. I like how the seeker can get trapped in the new top left and you have to bait it out. I like the floorguard at the top, even though it has the exact same functional effect as a mine in the center would, I still thought about it at the beginning assuming I'd be able to get past it. So it's up to you to choose the enemies, and when I'm given this choice I generally just decide on none. I'd keep the floorguard(s), and probably the seeker. The gauss and zap drone aren't very effective. The zap drone probably has to go.
I should have said this in the first post, but I think there's probably a better spot for the exit door as well. It's not in the wrong spot, but I'm sure something would click more.