NUMA

Gauss Again

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Author timothefreerunner
Tags action author:timothefreerunner timo-best unrated
Created 2014-01-06
Last Modified 2014-10-14
Rating 2 more votes required for a rating.
Map Data

Description Probably my favorite tileset I've made. Update: edited

Other maps by this author

Thumbnail of the map 'Ploompy' Thumbnail of the map 'Polygraph for Corpses' Thumbnail of the map 'Kalamazoo' Thumbnail of the map 'Project: Alpha' Thumbnail of the map 'Ruins of Giza' Thumbnail of the map 'Maimed and Contained'
Ploompy Polygraph for Corpses Kalamazoo Project: Alpha Ruins of Giza Maimed and Contained

Comments

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speedrun

nice map!
5 from me
Demo Data

This was a really fun map. I felt like I actually had to outplay the enemies, and finding those perfect jumps was so satisfying. Also I feel maxson was over exaggerating the number of enemies, I didn't have any problems here. I give this a solid 3/5.
Demo Data
It's most important to have fun. All I can do is give my own feedback and opinion.

Speaking of my own opinion, I much prefer this edited version. The enemy lag is minuscule and it looks better too. If I could take back my rating I'd definitely give this a solid 3.

Here's a completion:
Demo Data
Preferences vary, and while I like the original, I've edited according to your suggestions. You can play the original here [thewayoftheninja.org], which is more fast-paced than its v1.4 brethren.

Also, I don't think there is anything wrong in creating similar tilesets to fully explore out ideas.

aaaaaa

Tiles are perfectly fine, but aesthetically the gauss placement brings it down! This would both look and play better with fewer, more centralized gauss turrets. I know you make maps in 2.0, and I'm not sure if this problem exists there, but in 1.4 there's enough lag from the number of enemies that the chaingun has a significant delay, and doesn't even notice you at the start. Also, by moving the gauss turrets to more central areas in open space, you can put one that covers the exit switch and remove the now-unnecessary floorguard.

I hate rating maps low, but if I don't do that then the higher ratings mean nothing. I have to rate this one moderately low for the enemy lag, the ugly gauss placement, and, while the tiles are fine, they look very similar to several of your most recent maps (namely the last two and Polygraph for Corpses).

2/5 D: