tension
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2016-09-04
@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.
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.
2016-09-03
oneways on the left are ugly
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
2016-09-02
I get shivers
when a map knows what it is and does it right.
5/5
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.
Generic rocket levels are a 2.5^/5 because they are average.
2016-09-01
AGD
this map is really great, i had to keep playing until i got an agd. love the structure
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Hindi
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.