The Sunday N
by Alex Kurcharski,
featuring Tanner Rogalsky
and Matt Blaylock
Archive:
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The
Daily
Rundown
July 8th to July 14th
July 9th
Homie's got a point. It is just like old times.
Woah damn cool races give me an erection.
I found this to be particularly smooth.
July 11th
Groovetown is the most appropriate adjective.
July 12th
Wow. Fantastic concept, but slightly less than fantastic execution. Still brillo.
July 13th
Sparse and yet populous.
July 14th
Ha. Ha. I like puns and good maps.
Absolutely batshitly insanely beautiful. This is the map.
Maps of the Week
- Green_Ghost - The Middle Road
- Green_Ghost - The Hanging Tree
- AMomentLikeThis - Hymn Of The Fayth
- Pheidippides - 03: Frantician Technician
- ska - Screw Dover
- Cerberus[] - Feed Your Dreams To Me
- mintnut - Away From Here
- kkstrong0 - I am going to kill you tonite
- mc_george - Le Olde Style
News
Level Packs
Numbers and shit.
Quick and shit.
The badassest map pack in a long while and shit.
The Songs I Listened To, As I Wrote This
Yes - Close to the Edge, from the 1972 album Close to the Edge
Yes - And You and I, from the 1972 album Close to the Edge
Artist Commentary of the Third Kind
Evil_Bob, on a platter. A late platter.
Wired: I made this map when I was on my glitch spree. I was trying to really push the limit of what I could do in a level. I went and submitted it under the retired uncategorived category as well as an added bonus (thanks to templex). The level in my opinion is more of a great glitch level and not as amzing gameplay wise.
Fracture: This level was my first ever level where I put a constriction on what the player could do. The level is 1. difficult to complete and 2. has no exit. Still I think it is quite inovate and pretty fun.
4-1: Challenger Deep: From my attempts at episodes I think that this is one of my better levels. It was a pretty cool concept that I was playing around with and the result was pretty fun. Out of all of my episodic levels I think that this one stands out the most.
Chasm: A cool swist on the whole "long passage run around and jump over things" type levels. I love the timeing that worked out and also the lower tiles that add some sparkle to the level.
Chill: Chill is one of my favorite levels. It is fun to play, short and sweet. I always like the style of the diagonal reflection and so when it works out so well it makes me very happy ^_^
Waii: I love the tiles that I did for this one as well as the gameplay. It is one of my favorite styles of tiles that I should try and reproduce more often. Despite it linearity I still think it is one of my best.
Bread Crumb Trail: All you can Eat: This level was completly and accident. usualy when I make a puzzle map I have a planed ideas and have a pretty good idea of what I am going to do. When making this I made the traps and then added the gold to make it so the player could get through it. At that point it was incredibly easy. I was planning on just making a path to the exit but when I played the level I realized that If I made the player go back through the same maze they had just come from it would create much more a challenge as well as creat something new and inovative. I was really suprised and quite pleased with the outcome.
Armageddon Poison Gas: I overuse chainguns alot in my older levels. I have many that are ridiculously hard. But this one is much easier as well as more predictable and still posing a challenge.
Chevuex: I usualy stick to linear, closed levels. These, while sometimes being quite enjoyable in some cases, can be very boring. Even currently I strugle with making levels that let the player decide what to do and not driving a path from them to take that I have planned down to the last jump. This level I love becuase I can find a new way to play it every time and in many of my newer levels I strive to create a similar effect.
If You Don't Like Skydiving Settle Down and Build a House: My most recent map that I am including here. I started by making it a level that you would be live skydivng (like the falling part at teh begining). It kinda sucked so I built a house. Out of traps. And it got pretty big. Then I added alot more gold and mines and practicaly remade the level.
I think Sendy's on next week. Maybs.
Nterviewed
By Tanner Rogalsky
Atilla's just this guy, you know? Temporary Measures.
Tanner: How was St Atilla's College for Ninjaconceived? Was it a natural birth?
Atilla: I summoned it fully
formed from the nether planes. 20 Hit Dice of newbies had surrounded
the forum and NEHS
was mortally wounded. I figured it was time to intervene before someone
cast Feryn's Flaming Post.
Tanner: Would you say that
it's reached greatest potential or do you think that there will be more
added to it?
Atilla: I don't think it will
change until v1.5 is released. As is, it covers more or less all the
tricks of the game - the rest is mostly a matter of practice. However,
the next version of N will have alterations to the physics, and some
enemies - in particular, better paths for drones and floorguards. We'll
probably have to add some levels - or at the least change a couple of
descriptions - to deal with the changes.
Tanner: Can you be counted
on to put together something similar for Robotology?
Atilla: Regretfully, no. I'm
not sure that I'll purchase Robotology, nor that I will still be an
active member of the community when it is released. For a start, I will
finish my degree later this year - some things will have to change.
Tanner: We have Atilla's Quintilogy of Five and Atillus Secondus. Do you have any desire to
release a third map pack?
Atilla: You want to know?
Elucidation comes first. See?
Tanner: Was your user name
in any way influenced by a certain Mongoloid?
Atilla: If you must know, I
was accused of being related to a certain Hun after a string of
particularly sarcastic remarks. I have not always been the paragon of
patience and benevolence I am now. I use the double L instead of a
double T because it's less common and thus more distinctive.
Tanner: Do you act mad
because you think you're better than the rest of us?
Atilla: People who think I act
mad haven't got the joke.
Tanner: Two trains leave a
station at exactly the same time, travelling on parallel tracks. Both
trains are identical but one has a slight eccentricity in it's wheels
that causes it's coefficient of friction to be 0.1 less than that of
the other train. Given a five hour trip, a weight of 100 tons each, an
acceleration of 7.5 mph/s and a maximum speed of 120 mph, how many
minutes will the first train arrive behind the second if both the wheel
and the track are made of hard steel.
Atilla: None. According to the
question, the trip time for both trains is five hours.