NUMA

Not done yet, what do you think so far?

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Author pheonix2626
Tags author:pheonix2626 playable tileset unrated
Created 2010-01-22
Last Modified 2010-01-23
Rating 4 more votes required for a rating.
Map Data

Description This isn't done yet, but I've made some changes and want to know what you think.

Other maps by this author

Thumbnail of the map 'Ninja Assault' Thumbnail of the map 'Stairway' Thumbnail of the map 'Caverns' Thumbnail of the map 'Warzone' Thumbnail of the map 'Hidden Switches' Thumbnail of the map 'Missile Silo'
Ninja Assault Stairway Caverns Warzone Hidden Switches Missile Silo

Comments

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This [nmaps.net] is a good example of a map only using your kind of tiles and succeeding. But look, no 8 tiles, it is them which are hard to deal with and look bad unless they are used well.
But yeah, in summary, no more box rooms, they are extremely hard to do successfully and still aren't good. and use some other tiles for a change too. and put in about a seventh of the gold you have there currently.

ok

first things first, do not ever stack rockets (unless its for a special effect in which case the map is open and its for the looks, usually only 2 on a stack). Next, I see this map and would not want to play it because there's too much gold. Gold is a prize, not something to be scattered everywhere like sand grains. If you're unsure how to use gold, check out the gold manifesto [metanet.2.forumer.com]. it'll thell you all you need to know there. Also, done place gold that's unacessible unless it's completely unacessible. The floorguard in the first room should be moved to the other end of the floor, so it allows you to fall once to the ground and still have to go out past the rocket.
The second room is fine, I wouldn't change it except to stop it from looking like a box by covering up the lower left corner of the room with tiles, but thanks to your only using 4 & 8 tiles, it'll still look bad. The third room is great, though you should make impossible to jump directly up to the key without triggering the floorguard, just with one mine. next, dont cover up the door key with gold, it looks terrible, just like the locked door keys with gold on them. And never mines, unless there's 6 or 7 pieces in which case the gold delay will allow you to pass if you have a high speed. Still, even with the room change, that big area still looks like three boxes, and you dont want that. Instead of changing the enemies to suit the area, change the area to suit the enemies.
Path between the second and third rooms. open it up a bit, but dont put any gold in the new area. make it to different to the so-generic one square wide tunnel.
Last room. What were you thinking? the mine, the three gausses, the rocket, why? It's a long map and you don't want to save the hardest room till last. Firstly the gold just makes it messy, and dont hide a mine like that, its evil and very un-enjoyable and if a person makes it that far, they will never play the map again if they are killed by it. But yet again, it is the box shape of the room that has caused you to put everything so badly. just like dont make it a box, delete the four real enemies and move the thwumps about and it'll be so much better. and about one clump of gold. clump. not scattered.
Demo Data
But when you mouse over it, it shows the real thing, thanks for all the advice. I've made it so the rockets in that corner now pose a threat if you hesitate at all and that long vertical tunnel now has a tough gauss turret and a thwump. The last room looks really hard, but its possible to get, I have pulled it off and i'm not even that good so im guessing u guys wont have problems. Thanks for the advice.

I wish more comments were like that.

and thats romaniac with the daily forcast.

ok

so what's up with the curly tiles, is that the theme? You have to be careful in the way you used them if it is. They can be difficult to work with and can look bad, such as in the 2nd and 3rd room. Using tiles like those also makes each room a square. remove whatever is inside it and it is a square shape. be creative a bit. make the room narrower and add a bend. anything other than a rectangle. As you know, the rocket is badly placed. Even without the lag that more objects will create it is a pretty useless enemy where it is. remove a few of the blocks in front of it to create some space where it is easier for the ninja to move about than through the blocky area. The thwump would be fine where it is, if it weren't for the chimney immediately before it. Why allow the player to build up a lot of speed, then force them to stop suddenly in the air? Add one thwump facing the ninja as you enter the room that will not kill ever, but then combine it with a second thwump, a few squares in height below the first and moving in the same direction as the ninja, so it chases you as you leave the chimney. This encourages you not to stop, which is good.
The long tunnel up and out and around by the third room is strange. Why put it there? what are you trying to do with it? Fill in space? Leave it there, but also have a shorter path to the room below it. Or just clear out the whole area into one big sweeping C shape, that would be good. with a gauss or two with some long range thwumps and mines and gold, removing the bounceblocks around the exit key, making that part of the big area. yeah.... And why have a long tunnel leading to the exit. The room itself is boring and unoriginal already without a long tunnel to make it worse. Make it possible for one drone to patrol the area, seeker or what, you decide. It'd make it a bit more active. And refrain from placing too many enemies in an area. If it's too easy or hard, just move the enemies into a different location and the gameplay will change a lot usually.
And if you do all that, it may just turn out to be a good map

Still, the rocket is only watching a small portion of the room. It should be moved to somewhere in the center.

I believe, bufar

there will be gold under the rockets watch later

Feels incomplete.

Lame jokes aside, the bounceblock room is annoying, and the rocket poses no threat.

Demo Data