23-3: Amplified Amputation
Author | I-Am-A-Bilingual-Hippopotamus |
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Tags | action author:i-am-a-bilingual-hippopotamus playable rated |
Created | 2007-01-28 |
Last Modified | 2007-02-17 |
Rating |
4 by 5 people.
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Map Data | |
Description | Broke your neck?
Scotch tape! are see ee ay gee dee |
Other maps by this author
Comments
Pages: (0)
2007-01-28
And if i had a bitesize NUMA account,
i would bitesize it, but i don't, so i won't.
2007-01-28
Ignore that 4.5,
Definitely 5aved; you deserve it.
2007-01-28
4.5aved
Oh wow; where do i start?
Firstly, i think you really chose the enemies brilliantly:
The chainguns, rockets and gausses all work perfectly with the diagonal gaps in the tiles.
They make it hard enough for the map to provide a challenge, but yet simple enough to appeal to everyone.
Great job on balancing the difficulty there.
And for once, i really like the aesthetics:
Firstly the tiles are a lot better than your usual standard if you don't mind me saying XD! You even made sure it was centered!
The gold adds to that and really makes it appealing to the eye.
Aswell as that, the gold makes you try for more and more audacious jumps each time.
So all in all, great job on making it look "awwwwl pwity"
As for gameplay, as you always seem to manage in your maps, it's incredible!
As i've already mentioned, the diagonal gaps in the tiles are perfect; If you get the timing right, it's a doddle, but get it wrong and your stuffed.
I don't normally like chainguns, but they seemed to fit this map like a glove!
That rocket above the exit is sublimely placed; just at the right angle.
The floor of mines also suprised me; i though it would be annoying as hell, but somehow, it intensified the whole map.
Finally, i love the fact that all the playing surface is tilted.
The main thing though is that the gameplay is so incredibly simple, it makes for a really replayable map, and i certainly enjoyed recording the attached AGD.
As for the description, i can't get enough of your phonetic spelling!
Cheers,
~Alex
PS: Now that's what i call a comment ;)!
Firstly, i think you really chose the enemies brilliantly:
The chainguns, rockets and gausses all work perfectly with the diagonal gaps in the tiles.
They make it hard enough for the map to provide a challenge, but yet simple enough to appeal to everyone.
Great job on balancing the difficulty there.
And for once, i really like the aesthetics:
Firstly the tiles are a lot better than your usual standard if you don't mind me saying XD! You even made sure it was centered!
The gold adds to that and really makes it appealing to the eye.
Aswell as that, the gold makes you try for more and more audacious jumps each time.
So all in all, great job on making it look "awwwwl pwity"
As for gameplay, as you always seem to manage in your maps, it's incredible!
As i've already mentioned, the diagonal gaps in the tiles are perfect; If you get the timing right, it's a doddle, but get it wrong and your stuffed.
I don't normally like chainguns, but they seemed to fit this map like a glove!
That rocket above the exit is sublimely placed; just at the right angle.
The floor of mines also suprised me; i though it would be annoying as hell, but somehow, it intensified the whole map.
Finally, i love the fact that all the playing surface is tilted.
The main thing though is that the gameplay is so incredibly simple, it makes for a really replayable map, and i certainly enjoyed recording the attached AGD.
As for the description, i can't get enough of your phonetic spelling!
Cheers,
~Alex
PS: Now that's what i call a comment ;)!
Demo Data |
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2007-01-28
5 for two reasons.
1.this map is good
2.ANTISNIPE FTW1!!11!1
2.ANTISNIPE FTW1!!11!1
Mechtradevil
sexymax
awesome, I couldn't agree with uNcoN more...
(obviously, i can't even manage a comment half that size, but suffice to say, this is brilliant)
5aved