NUMA

Broken

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Author lifdoff
Tags action author:lifdoff beatable hard playable rockets unrated
Created 2014-11-21
Last Modified 2014-11-21
Rating 2 more votes required for a rating.
Map Data

Description Just a short action map that I made as a result of trying to force myself to work non-symetrically. It worked, sorta. Not sure if it counts as hard, as I found it quite tricky in parts, but I have no idea how my skill with N rates against the average, so to speak.

Other maps by this author

Thumbnail of the map 'Cascade' Thumbnail of the map 'Abyss'
Cascade Abyss

Comments

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i'm Armaghan and

i'm a speedrunner
and mostly give 5 to all maps :D

really like it :D

great map
also welcome to numa :D
I'll give that a try tomorrow, I'm far to tired right now, but yeah, that sounds like it could potentially improve this one a bit.

Also, demo below. Not even close to AGD, but eh. I'm still happy that I beat it. That middle room took me ages, but I like it the way it is.
Demo Data

don't mention it

i'm no expert on gold placement by any means. one possible refinement i heartily suggest is to avoid scattering gold about in general, it tends to just add tedium to any AGD route.

in the case of this particular map, i think placing gold clumps along the slopes facing each rocket would make it both more challenging -- and less tedious -- to complete an AGD run.

that being said, there's no replacement for experimentation and tweaking. there's no superior orthodoxy when it comes to map design. just do what feels right. (that also means playtest your maps like fucking insane)
arona: I'll try dicking around with the last room a little more, I'm not perfectly happy with it either, but I wanted to get this one out there. Also, how would you change the gold placement? I actually thought that I was being economical on gold already - at least I was by my standards lol.

dang

this is great.

again, some overloading issues on gold placement.

a few tweaks would really improve this gem. most notably, moving the mine above the bounceblock in the middle room up a smidgen would give the player more options to escape. it's quite difficult as-is. also, i'd recommend breaking up the gameplay in the last rocket room (left), maybe by varying the enemy type or bounceblock placement, or introducing a new obstacle, just to differentiate it from the rest of the map and reduce repetition.

each rocket room is excellent in its own right, i must say. really good work here.

Welcome to NUMA!

The map looks good.

4/5