Ngodly Reason
This map has been removed from listings by the author.
Author | Unicorn_Drone |
---|---|
Tags | author:unicorn_drone basedgod featured rated |
Created | 2013-04-24 |
Last Modified | 2013-04-24 |
Rating |
3 by 12 people.
|
Map Data | |
Description | For the New NUMACON!
Map History [paste.droni.es] It is the first time I am using paste.droni.es, hopefully I didn't mess anything up.. Not sure how it works, who can edit.. >.> |
This map was featured on 2013-06-20
I had to play this map part-by-part before I was ready for the final test.
I hit the spacebar angrily after countless deaths. I shot up from my chair with rage to take a coffee break and smoke a cigarette. I came this close to closing n and saying “to hell with it!”
And then finally, I beat the map, and I was overcome with that euphoric sense of joy and accomplishment that so many of us have come to love this game for.
If you really want to know why I find this map superb, please see the comments.
— zoasBE
Comments
Pages: (0)
2013-06-21
addicting.
here's a sub 800 agd. could be at least .2 faster though... end is hard to nail though.
Demo Data |
---|
2013-06-20
interesting.
my perspective was that you supposedly needed them to funnel down, without being hit by the rocket. Just my opinion though
2013-06-20
like you said, not really a cheat
although I thought the trapdoors were mandatory, maybe it wouldve been better if you HAD to get them to win.
2013-06-20
AGD
Without the trap doors the map would have been a tad cleverer.
Demo Data |
---|
2013-06-20
Cramped experience
It plays like something between a jumper and an action, but not really being great at either one. It felt awkward.
2013-06-20
this is pretty fun
its solid and i guess its addicting. 3.5/5
although i dont like how you can cheat... see my demo
although i dont like how you can cheat... see my demo
Demo Data |
---|
2013-06-20
really tedious
2013-06-20
First Try AGD
It's alright. I'm going to give a 3. The top right section was awesome (see demo) but everything else just felt too close-knit.
Demo Data |
---|
2013-06-20
AGD.
bah, a cleaner run would get sub-800. map was decent.
Demo Data |
---|
2013-06-20
Ugh, really didn't like this
Not a comfortable environment to play in, I felt like I never really had any options moving around.
2013-05-06
wow this is cool
I didnt even realize this was a basedgod at first XD
2013-04-25
underclocked
speedrun
Demo Data |
---|
2013-04-25
nice map!
5 from me.
nice entry
nice entry
Demo Data |
---|
2013-04-24
You're welcome.
Also is really cool to see the map history. How you have progressed with things and concepts and how finally you got a whole sense and also being able to clean everything and fit perfectly the layout together. :D
Forgot to say, lovely and well done last challenge to get into the Exit room, it increases the difficulty just a bit, and made this something like /was not completed until the last second/, challenging, perfect for die there many times with that rocket just before the Exit. Awesome thing.
2013-04-24
AGD
sub1100.
Well, as I have said before, this it's a great map.
You made it so classy. Having some well structured patterns, squared golds with switches in both sides, and some linear patterns with both gold and mines in central area. That just shows background thinking behind the creative process and testing a style and maturity in mapping. The way you configured the tileset is also really elegant, providing an E-tile structure surrounding the base tiles for the competition and creating a whole that seems unique and solid.
The gameplay, gorgeous. While it's flowy in a certain way, is intense and super technical. The main concept of those well placed line of mines in both sections, Exit area and gauss section, make it in a super interesting challenge for skills. The three active enemies works really well together and they are placed resourcefully. The rocket being in an obvious spot it's able to cover almost every area in the map, and while it is not really tough, it is persistent and make you keep the caution to not commit any mistake. Gauss is genious, provide an awesome and technical challenge mixed with those mines. And the seeker action is superb, you can cross with it at several points, and his path is really cool, being this able to access to the Exit key area. Plus the launchpad measurement is just perfect.
I was hooked playing this map for more than 90 minutes, mainly in highscore mode, and I have to say that I had a great experience. It's certainly a challenging map and took me sincerely too many attempts, but it's just the kind of map in where you play and play until you reach your objective, finally I was able to get a good run. A really satisfactory map, and also has an amazing replay value. You have done a really great job Unicorn, with tiles, and especially with objects, I really appreciated and loved how you have used them, with class, style and technique.
Sincerely, long ago that I do not 5aving a map with so much pleasure.
Well, as I have said before, this it's a great map.
You made it so classy. Having some well structured patterns, squared golds with switches in both sides, and some linear patterns with both gold and mines in central area. That just shows background thinking behind the creative process and testing a style and maturity in mapping. The way you configured the tileset is also really elegant, providing an E-tile structure surrounding the base tiles for the competition and creating a whole that seems unique and solid.
The gameplay, gorgeous. While it's flowy in a certain way, is intense and super technical. The main concept of those well placed line of mines in both sections, Exit area and gauss section, make it in a super interesting challenge for skills. The three active enemies works really well together and they are placed resourcefully. The rocket being in an obvious spot it's able to cover almost every area in the map, and while it is not really tough, it is persistent and make you keep the caution to not commit any mistake. Gauss is genious, provide an awesome and technical challenge mixed with those mines. And the seeker action is superb, you can cross with it at several points, and his path is really cool, being this able to access to the Exit key area. Plus the launchpad measurement is just perfect.
I was hooked playing this map for more than 90 minutes, mainly in highscore mode, and I have to say that I had a great experience. It's certainly a challenging map and took me sincerely too many attempts, but it's just the kind of map in where you play and play until you reach your objective, finally I was able to get a good run. A really satisfactory map, and also has an amazing replay value. You have done a really great job Unicorn, with tiles, and especially with objects, I really appreciated and loved how you have used them, with class, style and technique.
Sincerely, long ago that I do not 5aving a map with so much pleasure.
Demo Data |
---|
2013-04-24
This entry is one of my top favorites.
The gameplay is delicious, gorgeous, technical and intense. It have a really nice replayability too. The style of the map is classy, and I like it is more extent than your usual mapping lenght. Also, you used tiles pretty well. You have been able to take the base, and turn it into something that looks like a whole, something unique and solid. You did a very good job. This map is great.
btw, you used paste.droni very well too. ;)
btw, you used paste.droni very well too. ;)
mercuri