NUMA

Like A Child's Nightmare - Re-subbed

Thumbnail of the map 'Like A Child's Nightmare - Re-subbed'

Hover over the thumbnail for a full-size version.

Author Guitar_Hero_Matt
Tags action author:guitar_hero_matt fun gauss hard playable rated
Created 2008-08-26
Last Modified 2008-08-26
Rating
4
by 12 people.
Map Data

Description Arguably my best map, this only ever got 1 review. I really think this map deserves more than that. Ive edited some of the problems with the original, such as the unfairness of the rocket at times, the effectiveness of the bouncepads, and some re-tiling. However, for the most part its the same map that it was. Hopefully this time it will get a bit more feedback.

Other maps by this author

Thumbnail of the map 'Highbrow' Thumbnail of the map 'GauS Express' Thumbnail of the map 'Frankenstein-ish' Thumbnail of the map 'Cultured - Outer Shell' Thumbnail of the map 'Cultured - Membrane' Thumbnail of the map 'Cultured - Nucleus'
Highbrow GauS Express Frankenstein-ish Cultured - Outer Shell Cultured - Membrane Cultured - Nucleus

Comments

Pages: (0)

Cool

Where's the nightmare?

Sweet

This is rad...

...5/5

My cousin's fav map ever, amazing how you seemingly fit so much action into such a small space.

4

Quite fun also

3.5^ also.

Yeah good point

Have a look at this map, tried something different with it.

http://nmaps.net/136369

.

It's got slightly better aesthetics than your other map I just rated. But gameplay wise you fall into the exact same pattern of making everything incredibly cluttered. If you want to have enemies placed so powerfully, then you should have a tileset that isn't so awkward and constraining.

@ senfood

I dont have a demo for this version, but the old version is basically the same and there is an agd for that one: http://nmaps.net/135637

Too hard for me XD

Who have finished this map please ? and please send your demo

Senfood

I do french too, and I know that means too hard :P or something like that. And its meant to be, the other ones was criticised for being too easy, and removing enemies would really remove depth.

Also, did someone snipe? Every here's said they gave it a 4 or thereabouts, yet I have it rated as (another) 3.

More edits

Before this was officially rated, I also added a lot of 4 tiles in various places, which I feel helps to encourage the flow a bit more.

And the laser's meant to be confining btw, its sorta the style of this map that enemies can get to you but you cant get to them, hence all of the one ways.

Trop dur.

onesevennine

Check out my demo for the previous version of this to see how lasers and gauss turrets can work well together. It takes a little planning but feels good when it works

I really like this

you use oneways extremely well. 4
But it restricts movement everywhere it sees, not just when you get the gold, which doesn't help the flow; also, restricting movement in a small room that also holds another enemy which should require you to scamper all around just kinda makes the laser feel confining.

I like the laser

It makes the exit section more tactical, and adds depth to the bottom chamber. However, on closer inspection, it does restrict movement a bit much when trying to get the gold in that section, so hopefully removing that mine will increase the flow.
Everything else looks pretty well done. 3.5^

More edits

Now Ive changed the layout of the bottom left corner, so there isnt so much switch spamming, and retiled the other side to allow a smoother AGD flow. Ive also removed the trap dorr but changed a tile to allow a suitable jumping platform for entering the right section. Imo, this is getting near perfection.