NUMA

tension

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Author woutery
Tags aa aaa aaaaa aaaaaaa author:woutery rated
Created 2016-09-01
Last Modified 2016-09-01
Rating
4
by 8 people.
Map Data

Description aaaaaaaaaaaaaaaaaaaaaaA

Other maps by this author

Thumbnail of the map 'THE MAP WHERE YOU ARE BEING CHASED BY A LOT OF ROCKETS' Thumbnail of the map 'I CAN'T EVER MAKE MAPS AGAIN' Thumbnail of the map 'sorry i died and stuff' Thumbnail of the map 'balance' Thumbnail of the map '☺' Thumbnail of the map 'whAT?'
THE MAP WHERE YOU ARE BEING CHASED BY A LOT OF ROCKETS I CAN'T EVER MAKE MAPS AGAIN sorry i died and stuff balance whAT?

Comments

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It's unavoidable to evaluate maps not on their own merits, but comparatively. A map may be just fine on its own, but if it's just one among thousands of similar maps, one may get a little disappointed, so I get where Ferox is coming from.

However, I don't think that applies to woutery's "tension". From the gameplay it is clear to me that the placement of all objects (specially clear tiles and one-way walls) is very intentional, which is not the norm for most maps. And it can be deceivingly tricky to make an engaging map with a very minimalistic style (I would know, I keep trying and failing), but this map does both well.

script said it best. This map knows what it is and does it right.

link was changed: www.thewayoftheninja.org/nv2.html?l=254427 I salvaged some of the jumps u planned

@Wout

I looked through your past levels and there are a number I have given 5s on and there are others I have given 3s on. I don't rate maps based on how well they achieve whatever their design objective was. I rate maps based on the entertainment value I receive from playing them. There was a time where almost every other map was jagged-rock tiles + open area + rockets, although such levels are in decline. I understand how powerful the rocket is but I greatly dislike how many have relied on it as a design crutch, not looking to innovate or create interesting gameplay beyond rocket dodging. They're not bad levels but they don't do anything spectacular either. I consider such levels average in terms of entertainment value and generally give them a 2.5 to a 3.

Much like how different users have different opinions regarding which levels are featureable and which aren't, each user has their own opinions about which levels deserve which ratings. I hand out 5s to levels that are >95% free of design mistakes and have innovative or intense gameplay because those are the ones that I enjoy playing the most.

sry tweaked after seeing mahi's comment
clean fun map otherwise

I think the gameplay here and the looks are top notch.. Fujita Seiko sometimes publishes versions a map with a varying amounts of enemies added.. I kinda feel that leaving only rockets makes the player feel like they're mastering them but.. I really fancied squeezing past a thwump and then added some others to complete it: www.thewayoftheninja.org/nv2.html?l=253692
it seems like you give everything i make a comment with just "ew generic rocket map lol have a 3" and nothing but that, while you don't understand why i map like this.

this map isn't about how much you can add to it to make it interesting, but more about how little i can leave in there while it remains an interesting challenge to finish it and obtain all the gold. i've been shifting my maps to be more minimalistic like this because i personally feel as if it's more interesting to both map and play like this. i want my maps to have a striking design with key mechanics and elements in designated sections as this type of composition really compliments the map and how it's played.

for maps like these i tend to use the rocket as the main enemy, it's really just my favourite enemy to use in situations like this as it can provide a danger to the player that has a certain tension. even when it fires at the player and the player runs away a far distance up to the point where the player is not even in the launcher's sight, the rocket still chases down the player and gives the player something to do, by moving them away from the rocket. it's such a simple mechanic that can be used in so many ways when used creatively. it's really just a fun enemy to work with overall. you can have a rocket chase the player, you can make a map where you need to keep the rocket alive, you can have the rocket as a more direct enemy to replace the gauss which needs time to aim, you can have it stay far away from the player, or you could let the player evade it by a hair's length, you can continuously launch rockets at the player as defense, or you could set the player up towards the rocket, having to move past the launcher to progress in a map, even in a completely empty setting it'll force the player to move around and run and jump all over the place to get past it. for such a simple enemy, it can really do a lot on it's own, and i just really like it for that.

that you seemingly don't understand how powerful the rocket is sucks, but i'll keep on using it though.

agd

fun fun fun
Demo Data

I get shivers

when a map knows what it is and does it right.
5/5
Dude, so many missed opportunities here. A floorguard on the section between the two rockets. Taking out the two e tiles sandwiched between the mines, adding doors in their place, then having thwumps that can go through them.

Generic rocket levels are a 2.5^/5 because they are average.

Great. Love the gold placement.
here's how it's supposed to work
Demo Data

AGD

this map is really great, i had to keep playing until i got an agd. love the structure
Demo Data