NUMA

Interconnected Worlds

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Author Traveleravi
Tags author:traveleravi collab collaboration hard mini minimaps rated
Created 2012-11-17
Last Modified 2012-11-17
Rating
3
by 7 people.
Map Data

Description This is the first collaboration project that I have been in with this many people. I think it turned out really great. Basically this map is made up of 12 minimaps each made by a different user. You have to win through all of them to get to the end. Each map separated but connected.

Below is a diagram so you can see who made each square. I also want to say thanks to the people who helped out and submitted maps and I want to say thank you in advance to the people who play, comment, and rate.

Try and get an AGD, and if you can't try for a speedrun. Either way enjoy the collection of different styles.



_________________________________________________________________________________________________________

| | | | |
| Paradox [nmaps.net] | deep_blue [nmaps.net] | lord_day [nmaps.net] | glass_arm [nmaps.net] |
|_________________________|_________________________|_________________________|_________________________|
| | | | |
| Capnshazmo [nmaps.net] | Traveleravi [nmaps.net] | PALEMOON [nmaps.net] | Rose [nmaps.net] |
|_________________________|_________________________|_________________________|_________________________|
| | | | |
| gloomp [nmaps.net] | lfaber [nmaps.net] | tunco [nmaps.net] | Zoas [nmaps.net] |
|_________________________|_________________________|_________________________|_________________________|




If anyone wants the notepad document i used to keep track of the different levels seperate, here you go: MASSCOLLAB [pastebin.com].


Good Luck!

Other maps by this author

Thumbnail of the map 'Made to Annoy the Big Friendly Giant' Thumbnail of the map 'y=Cos(X) (Guass)' Thumbnail of the map 'y=Cos(X) (rocket)' Thumbnail of the map 'y=(1/4)Tan(x)' Thumbnail of the map 'y=Sin(X)' Thumbnail of the map 'Poorly Constructed'
Made to Annoy the Big Friendly Giant y=Cos(X) (Guass) y=Cos(X) (rocket) y=(1/4)Tan(x) y=Sin(X) Poorly Constructed

Comments

Pages: (0)

hey, what's this

http://www.nmaps.net/35685

This might've been the first 'masscollab'

wow

this really does suck, 1

...

I liked the drone. I thought it was simple and effective

@ Bionic

I was very fond of the drone...
:'(

OK guys

check out number 2

GLOOMP

9/12. I thought you were going to make it that time. that was so exciting i was holding my breath
i just do not know what the fuck he was thinking, on all levels
But cool idea. I also agree with gloomp's notes, though I would add:
4. fuck you rose
5. fuck you glass_arm
:D
I liked these sections: Capnshazmo, gloomp, zoas, l_d, and palemoon

3

Overall (part 2):

There are some serious problems with this map. The most glaringly obvious is the difficulty. For such a long map, it is incredibly easy to get shafted at any point, forcing you to start over. You should have made the difficulty control more stringent.

Another thing relating to difficulty is that it varied dramatically. Rose and glass_arms part were soul-shatteringly hard while Traveleravi and lord_day's part were absurdly easy and thoughtless.

The difficulty was also from experimentation in each section, which had the chance to kill you simply because you didn't know what to do because you never played that part before. This leads to you dying numerous times late in the map just by trying to figure out what your goal is.

The compartmentalized nature of it lends itself to an assortment of styles in a single map. I can't tell wether I liked it or not in this map though. Some styles were great (Tunco, gloomp), and some were awful (Traveleravi, lfaber). Overall, this doesn't add or subtract from the map but Ifelt I should point it out.

One problem that I noticed was that occasionally one room would spill over into the next, making it very difficult to transition from room to room. This could have been helped with some normaldoors or trapdoors. The most blatantly obvious point where this can screw you is between Rose and glass_arm's section. Awful.

One suggestion I would make if you ever think about doing something like this again would be to allow multiple paths through the complex. It would lend variety to the map, whereas right now every playthrough would be almost exactly the same.

fewggerheght

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Demo Data

2

tunco: I love this part. It's very well stylized in it's own way and the gameplay works great. The difficulty is near perfect. The only glaring flaw was that the seeker drone could lock on to you if you were in the door frame. Also,

Zoas: It can potentially be hard to enter this room due to the seeker forcing you in. On the other side, a drone from within the room can force you out and into the seeker from Tunc's room. The gameplay is pretty tight but the mines on the ceiling can fuck you up. The floorgaurd gimmick is ok, but I get the feeling that having the so many floorgaurds lagged the map.

Rose: This part was fun, and while I got it first try, it was probably luck. I can imagine it being /very/ easy to mess up just slightly and get sent back to square one. Gold was ok, and any more might have made bounceblock collision glitchy. The gauss and lasers from the room above can spill in and utterly destroy any chance of you completing the map, however.

glass_arm: Jesus fuck, who thought this was a good idea? Two lasers and one gauss in one room, with bounceblocks in the way? Christ. Anyways, difficulty's too hard and the concept is pretty dull. Not much elese to say.

lord_day: Not much going on here, but it looks really nice. The trapdoors were cool, I suppose. It's nice to have a quick break right before the ultimate room, so this helped out the pacing a bit.

PALEMOON: Eh, looks ok tile-wise. Gold is fantastic in this room. Mines can be a bit sketchy but nothing too bad. A pretty lacklustre finish, as a whole.

1

Section by section (part 1):
Traveleravi: As I've previously said, gold is pretty awfully placed in insignificant. The drones don't add much to the difficulty, but mainly just force you to wait. This wouldn't be much of a problem, but the length of the map magnifies this issue. Also, the trapdoors look ugly.

deep_blue:
The mines in the top of this section lead to sketchy gameplay, where you're likely to do from something that shouldn't even be your fault. The gauss is effective in keeping you moving but little else. Gold looks nice.

Paradox: This section looks pretty good, but the tile geometry and bounceblocks frequently work against you while trying to navigate around the rocket. Also, this shit is way too hard to do in a marathon like this. Mighta been a good standalone map if you had better mobility.

Capnshazmo: This part his some finicky jumps but nothing too bad. The drone is utterly pointless in terms of gameplay but serves to fill out this section. Gold is average in aesthetic and placement.

gloomp: I normally hate gloomp maps, but this was pretty good. Gold looked nice and was to the point. Gameplay was tight, yet had a little experimentation involved, which could potentially set you back to the first section if done incorrectly.

lfaber: Goddamn this is hard. Fun, but hard. It looks very unpolished, however. Gold was very hectic, as were the mines. You had very little foreknowledge of what was going to happen, which led to some frustration.

Did it really not cross the minds of most of you that you couldn't just make a small version of a regular one of your maps?

This is pretty bad but the idea has extreme room for improvement.

just 10

.
some notes i made while playing:

1. fuck you paradox
2. fuck you lfaber
3. fuck you tunco

that's all
Demo Data

Only

1,2,4,10 left
It will be slightly different and easier. If you want in the numbers left are: 1,2,4,8,9,10

If you choose a number that someone else already has i will give you a different number. :) We need more people so join

Very cool. Unfortunate about the difficulty.
Some of these levels are really cool though :). And also deep_blue: Another 12 person collab [nmaps.net]
The initial jump is nearly impossible when you're coming in from another section. I'll take full responsibility for my section, because I completely agree with lord_day on all counts.

Yeah,

another round of this and i think we can do something cool
And it was fun to work with so many other people. Even if it was too hard. If you want to try the individual parts click the link in the description. If anyone can beat it and post a demo some serious props goes to that person and I will have to think of something to do for that person.

Though this was not perfect, I think it is an idea that could be great. So don't let the hardness of this level from discouraging a second attempt sometime in the future.

Cool awesomeness!,

I will try to do the version with all the exit that I commented on IRC. Something like endurance 'exit by exit'.. We'll see. ;)

Death demo.

I got to 6.
Demo Data
Perfect difficulty, and it looks great.

As I feared,

too many people made their section waaaayyy too hard. The whole bottom row (except gloomp's) and the whole right hand wall is terrible. If you try this again, you need to moderate it more, or at least impress on everyone not to make it too hard! Also some of the sections need 'normal doors', else enemies from the previous areas intrude when they weren't meant to.

also

12 people collab is something I've never seen before

wooow

so that what it was. incredible stuff

brutal

tried to get an agd but it's just way too much