NUMA

Agents of Doom

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Author Nexx
Tags action author:nexx chainguns linear playable rated rol
Created 2008-06-26
Last Modified 2008-06-26
Rating
4
by 19 people.
Map Data

Description Chainguns only. Not for the faint of heart.

I've never delved so deeply into enemy placement before. I like the result, but it may be too hard.

For Rule of Law, round 5.
Law: Exactly 4 chainguns.

Other maps by this author

Thumbnail of the map 'Block-Hopper' Thumbnail of the map 'Stairguards' Thumbnail of the map 'Raw' Thumbnail of the map 'Rothwell' Thumbnail of the map 'One Fell Swoop' Thumbnail of the map 'Electric Field'
Block-Hopper Stairguards Raw Rothwell One Fell Swoop Electric Field

Comments

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Death demo.

Interesting map, NaN'ing the chainguns was a neat idea. 3/5
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I like it.

I agree with what shokwave said.
I like the second and third chainguns the most.

The rule kinda makes it sound as if people can use 4.353479418 chainguns in a map.

Third try completion:
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nice level

a bit quicker..
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beaten

I take it that's what you wanted :D
Yes, the NaNs are much better than moving chainguns
Parts of this map seemed a bit stop-start, especially jumping past the first chaingun, which was my only substantial dislike. The way the chainguns were used as temporary 'mines' to block the easiest paths for a while was good.
4/5
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Much faster AGD

Somebody beat this. That's an order.
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Woo

that was fun. 5/5

fast AGD
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AGD

Loved it. 5aved. I loved using the different ways you could jump around the drones, and I liked the different rooms with totally different ways to jump around each drone.
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and creativeness as well. 4/5.
Btw, is the title from Ratchet & clank? or is that just coincidence?
I wasn't posting in response to you not liking the NaN'ed drones, I was just posting to share the epiphany shokwave caused me to have.
http://nmaps.net/128558

sorry man, i just had a problem with NaN'ed stuff

Actually

I really agree with shokwave's point. Now that he mentions it, that's probably the exact reason why I don't like playing with mobile chainguns as much (and why I have trouble using them - I try to setup the mobile ones so they behave like the static ones, which of course will fail).

eh

to me, pathed chainguns scream "time it so they dont shoot you" whereas this map is "trigger the chainguns in a direction that won't kill you" which is more interesting
but a differnt map with paths would have been better

@nokitt

I dont think this would have worked without the chainguns being Nan'ed. 5/5

It was actually really hard to choose which one I liked the most. But I have made my decision.

@Orange/bluenin

Yeah, it's quite linear. Personally, I like that style of mapping, but I can understand why others don't think so much of it.

@notkitt: It's funny you should mention that. But yeah, I suck at handling laser/chainguns that aren't NaN'ed.

Semi-speedy AGD:
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i would have liked this better if you used chaingun paths instead of NaN'ed chainguns, IMO NaN'ing is kind of cheap

AGD

I pretty much agree w/ orange's second sentence.
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4/5

Fantastic map - most perfect use of chainguns I've ever seen, and a refreshing challenge. A bit linear, though, and doesn't allow for much player innovation. Here's a slowish AGD.
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Sample demo

Here's a sample completion showing some basic ways to get past the chainguns.
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got till here

:}

nice map.
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