NUMA

Control Is Dead

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Author RadiumFalcon
Tags action author:radiumfalcon rated
Created 2008-12-26
Last Modified 2008-12-26
Rating
3
by 15 people.
Map Data

Description I tried following atob's guide [forum.therealn.com].

Did I succeed?

Other maps by this author

Thumbnail of the map 'Infection' Thumbnail of the map 'An Ocean Between Us' Thumbnail of the map 'Cattle Complex' Thumbnail of the map 'Cowboys From Hell' Thumbnail of the map 'Sunni Baru' Thumbnail of the map 'Minor Heart Failure'
Infection An Ocean Between Us Cattle Complex Cowboys From Hell Sunni Baru Minor Heart Failure

Comments

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Good god

I talk too much. :/

4.

Agreed with Nexx.

@toasters:

I found that to be true at first, too. But after playing some more I got the hang of things, and now I can play this map just fine. In other words, it's not finicky difficulty, it's just difficulty that requires adjustment/adaptation. It requires, shall we say, more adjustment than usual, but otherwise I found it to be good. You may still find the map not to your liking, but I thought I'd point out the difficulty thing.

3/5

There are fun parts, but they quickly get submerged under the total difficulty of the map. It felt like the map was actively trying to kill you instead of challenge you, and eventually it stopped being fun to try.
Demo Data

So

I thought it was pretty good. Most of the gameplay is interesting and well done, but there are a few things I'd like to mention: two of your gold patches are a real pain to get, and another isn't so bad buts needs more refinement (see below). But other than that, the gold is well placed and the enemies are used pretty well. And I think the bottom left chaingun is fine. Oh and the tileset isn't that good, IMO. Overall, 4/5.

The two painful gold patches are the rightmost one (vertically centered) and the patch to its left. They're just awkward and difficult to get. I recorded an AGD-8 where I skipped those two patches. As you can see, those two patches together require a total of 470 frames (about 25% more of the total time) to get, even though they're physically near to the player's path. The easiest way to remedy this is to take away the mines right next to each gold patch, IMO.

Also, that gold patch closest to the start can be annoying because if you just hop in and hop out, the gauss typically doesn't lose you, and shoots you in the face when you're jumping back out. I think either that should be eased, or the drone in the bottom right should be moved back 1 tile-space along its path (because it's the reason why I'm trying to get that gold so quickly).
Demo Data

AG-frickin'-D

Took a while to get.
Demo Data
I've been following that guide as well. Would you mind telling me if I succeded too?
YEAH!
...
meh

Ok.

Next time I won't place the gold so close.

Also, here's a demo of me messing around.
Demo Data

alright:

final analysis. you got the visual effect right, but the gold bunches so close to the mines messed up the playable part.
atob's maps are always very fun to AGD. gold is not just a challenging afterthought.

perhaps

you could post a demo of how you envisioned it being played.

my problem

was the gold on the right; i would go down quickly, but miss the gold. i'm still playing your map, btw, and i'll have (no doubt) more opinions later.

Well flag,

I playtested both sides. I did put quite a few enemies, but I thought it worked fine for this map. And the vert drop has a bounceblock to assist you ;D
and its a good map, i dislike the chaingun room though

lemme clarify

thatone launchpad in the middle caused restriction, and the drones should have been limited a little. i tend to either not use drones, or keep them in one part of the map.

huh. the problem with that guide is atob wrote it, and he's on a higher level than most of us.

so. there's a little too much going on here. notice how atob's maps always have an excellent theme, which he works into the gameplay well. this had many different kinds of enemies, which is a big part of theme, imo. some of them (chaingun) seemed lost.

next, the tileset was a little themeless, but pretty good. finally, either commit to launchpads or don't, otherwise they end up seeming to stop the flow of the map in some places.

finally, when playtesting, go all directions. very important. when i started playing your map, i got the left gold, which pushed me to the long vert drop on the right. it's kinda awkward. i thought it might be that you had playtested only going left along the top.

maybe i'm wrong.