The Sunday N
by Alex Kurcharski,
featuring Tanner Rogalsky
and Matt Blaylock
Archive:
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The
Daily
Rundown
June 10th to June 16th
June 11th
I'm not really sure if this does emulate a space station, but it does a pretty good job of being an awesome map.
June 13th
Jaggedy jaggedy jiggle boo.
June 14th
Multi mondo cool shit.
June 15th
Short and humble. Just like his penis!
June 16th
Man fuck me in the butthole.
Maps of the Week
- Green_Ghost - 2nluv
- seven_two - space station
- Green_Ghost - Desecrated Cake
- VV33 - the goffer air vent
- yahoozy_Guacamole - Clifford Simak's Bastion
News
The Songs I Listened To, As I Wrote This
Planet X - Midnight Bell, from the 2002 album MoonBabies
Planet X - Ignotus
Per Ignotium, from the 2002 album MoonBabies
Yes - Homeworld (The Ladder), from the 1999 album The Ladder
Yes - It Will Be a Good Day (The River), from the 1999 album The Ladder
Artist Commentary of the Third Kind
On a rather spur of the moment gesture, Borealis!
Just so you guys know, these aren't in any particular order. I can't judge my own work in any order.
Face In A Night-Time Mirror (Pt. 1): I really like this one.
It's probably one of the more simplistic tilesets, but it lends itself
to the gameplay fairly well. The object placement could be better, mnid
that rocket launcher is deviously placed. There's nothing more I like
than catching people out. RAWR.
I command thee, Skullgaffer!: Well I can't really say much about
this, other than I really like it. As you know, me and IAABH did a vent
map each on IRC. We both conformed to the rules (well...sorta) but our
outcomes were almost completely different. This map is very metanet-y,
it's a MetaMap as Matt calls them, with a little of my own style
somewhere in there, I dunno. I really enjoy playing it.
pondering (Psychosis): The idea for this map came to me while I
was in the shower, looking at the u-bend pipe of my toilet. Sure,
artistic inspiration can come from better places! But that definitely
subscribes to Metanet's philosophy of looking around the environment
for tileset ideas. I hadn't really done a 'zoned' map in a while as
well, so when you combine these together it's a good mixture, I think.
You won't last a second out there on the battlefield, son.: I
really enjoy doing collabs, so me and Mr_Mongoose jumped at the
oppurtunity when collaboration maps were a fairly new thing. Collab
maps really only work when the styles of the authors blend together,
and after lots of bouts of tweaking we managed to get something really
fun to play out of it.
Weightless and Horizontal: This map for me at least really
signifies the jump in my style, from the abstract-but still
metanet-like levels of my earlier maps and the work in Ved Buens Ende
to my current fun-but-weird thang I have goin' on. Again, this map
definitely features 'zones', and each zone you need to be in in order
to collect a door switch. It's linear in that way, but still fairly
open. I was going to originally try for an MTI type thing, but the song
I was listening to at the time gave me the idea for the distinct zones,
like the song has distinct sections. I really like the look of this map
as well.
Celestial Peace: I tried going on a minimalism bent for this
one. Even though the map is so very open, which some would call wasted
space I guess, there is a bit of linear-ness to it. It's also clear
where you have to go. Very fun to slam into the launch pads as well and
see the ninja fly across the level. ^-^
wither: I thoght I'd like to incorporate an older level into
this as well, and this one stood out for me. It's really-Meta-Map, this
one, with the absolute symmetry of the tileset and objects, and even
though it's not up to the calibre of some of my newer levels it's still
play-worthy, and I still like the look of the chandelier in the middle.
Let's get ready to Bumble!: It's a bee! What's not to like?
Interface to God: Another golden oldie, mebbe? The tileset isn't
much to look at, but this map was where I started to buck up my ideas a
bit and think of the gameplay. I still think to this day that those
laser drones are in the best position they could be.
bláskjár: Another fun-times-linearity map, perhaps a little too
awkward, I don't know. I like the look of this map though, and I think
I used the trampolines fairly well. My tilesets have always been better
than my object placement, but expect to see a change in that in "Av
Buens Begynner"! </advertisement>
I hope this wasn't too boring for you. <(^_^)> [smilies make it
all better.]
Nterviewed
By Tanner Rogalsky
I think it's sort of funny, albeit not altogether unexpected, how a mapmaker's style is reflected in his or her interview. LouDog is the definition of a minimalist. All skillz, no frillz. Cornered.
Tanner: How would you describe your mapping
style?
LouDog: Simple geometric tiles with the minimal amount of
objects that create a specific challenge. I almost always try to make
maps that I want to play with excessive use of the enter key.
Tanner: Who is your
favourite author on NUMA and why?
LouDog: 9400. His
enemy placement is impeccable. There's never some drone where you
think, "Well, that doesn't make much sense," or "That would have gone
better there." And the enemies work well the first time you play
through, and when you try to go fast, and when you're just mucking
around.
Tanner: Why are you less active in the community than
you used to be?
LouDog: I really just don't have that many ideas for maps
anymore, and a lot of the people I'm familiar with aren't around
anymore. Also, NUMA has gotten a little too cool for school in my mind.
I think what I derive joy from in N is a lot different than a lot of
newer members.
Tanner: What is it about 10 minute maps that
appeals to you?
LouDog: It's a fun challenge. If you put limits on your
mapping, you're forced to expand your ability. You don't have time
generally to be clever or gimmicky, and you just have to use enemies in
ways you know they'll work. You can't change your mind so you have to
stick with your original plan. That means you might make a map you
would otherwise have never seen.
Tanner: You also made 60 second maps. How do you
approach or prepare to make such a quick map?
LouDog: E tiles are your friend. :) Basically, just try to
create something that will constitute a usable tileset, and then hope
you can place objects to make a fun linear map. It's really not much of
a skill.
Tanner: How important do you think an
overarching style is to mapping?
LouDog: Completely irrelevant. I don't think it will help or
hinder someones mapmaking.
Tanner: Do you support the use of drugs to
influence artistic creations?
LouDog: More power to you if you can actually create something
fun. I've tried to map under the influence and it's never gone well.
Tanner: Have you submitted anything to SUBLiME?
LouDog: Yes, I'm hoping I can muster up something more.
Tanner: Do you have any plans for the future
involving Metanet?
LouDog: Oh, once there's some more information on the release
of Robotology, I may try to start some sort of event for people to win
a copy.