One bridge (unreasonably hazardous)

Thumbnail of the map 'One bridge (unreasonably hazardous)'

Hover over the thumbnail for a full-size version.

Author Tempus_Fugit
Tags action author:tempus_fugit bridge hmm rated
Created 2019-02-24
Last Modified 2019-02-24
by 5 people.
Map Data

Description Hello.

Other maps by this author

Thumbnail of the map 'tomb/raider' Thumbnail of the map 'trashbin' Thumbnail of the map 'downstream, the fisher queen' Thumbnail of the map 'ghosts, fading, against the horizon' Thumbnail of the map 'a small taste of the mother country' Thumbnail of the map 'sink and shiver'
tomb/raider trashbin downstream, the fisher queen ghosts, fading, against the horizon a small taste of the mother country sink and shiver


Pages: (0)

Ah, grammar.

a starter.
It's nothing spectacular, but I'm trying to get my brain going. Collab stuff. []
This morning I was fine-tuning a few of the unpublished maps from my mappack, made around 2014. And just now looking for the maps I linked in my last comment, I think 2014-early 2015 is around the time when I started to feel like I was more often than not able to give a map that 'finish'. When I'm in that mode it really does feel a lot like when I'm (amateur-level) editing words.

This map of mine [] isn't bad, but it is messy and incoherent.

On aesthetics

I've mentioned [] this before []. I highly recommend reading up on image composition and general design concepts.


We should collaborate sometime, I’d be happy to make something with you and also go over my thought process while I do so. Are you on the forums or have an IRC channel you frequent, now that ours has been dead for quite some time?

Auto-correct turned all "pathing" into "patching." Try to ignore that.

This is good

Please continue.

On Mapping

In the interest of spicing up a long straight run, zap drone patching is incredibly useful. A simple zap drone can force the player to jump, but can also be used elsewhere, if the patching is right. A seeker drone is an equally valid option, but is a bit clunky, as it may be diverted to said elsewhere earlier in game play. A sideways thump is another good option, but is less versatile.

As for the effect these enemies have: I don't pretend to know exactly what each player feels about each enemy, but I find chainguns to be incredibly obnoxious. They add an air of uncertainty and instability to a level. They are my least favorite enemy. Gauss turrets are entertaining only so long as there is no lag whatsoever. If there is, they become unpredictable, and so no more than one or two firing enemies (chainguns, lasers, rockets, and gauss) should be used in a map. Lasers are quirky. Combine a laser, a few oneways, and a handful of mines, and you have a very atmospheric, ethereal map. No tiles required. Rockets are majestic and fun to dodge. In my opinion, good use of rockets, along with a couple other things, make a map respectable. Floor guards map a map frantic, as they are the only thing that is faster than you. They mix well, color-wise, with thumps, one-ways, bounceblocks, tiles. They are also brilliant for puzzles, such as Undeath 2. Zap drone require good patching. Any who wishes to use them must learn the patching. Used properly, they can intersect with the ninja in multiple places, making each area of the map better through the use of one enemy. And finally, the mine. Kaboom. You're dead. The mine is an unmovable rock. These will cause any player to slow down, making room for more creative ideas within the map as framecount increases.

As for tiles, there are two basic options. Organic, or mechanical. Organic will use almost entirely curves, large ones made of the various diagonal tiles in sequence, along with 4 and 8 tiles. Organic maps work well without enemies (exception: Hunted, from 1.4) Mechanical maps are all about the 1 tiles. Enemies are almost necessary to make these interesting (exception: Halftone by Lucidium).

That's all I have to say. Now you know how to cater to my map-likes. ;)
I learned so much about the creative process from mapping.

Art (I definitely consider level design an artform btw) to me is communicating a feeling or a concept to someone else, so I tend to focus on two things: what the player's going to do, and um atmosphere. Everything in a map has to contribute to one of those things.

Let's say we have a long flat surface. I get bored just running. Let's make the player jump once in the middle. How could I do that? A mine is the first choice I'll think of, but how will it make the player feel? A mine is big. If you hit one, press restart. In editing terms it might have a similar weight to the end of a paragraph or section. That's no Minor Distraction.

We have 1-tile options:
- a gap in the floor (e tile or 5 tile have corners which will either stop or slow you down. corner jumps.)
- a dip in the floor (3 tiles, depending on which way it's sloping you can simply ignore it, but it still adds a bit of interest to the Boring Run. It could allow you to do cool jumps to reach an unrelated part of the map)
- a bump in the floor (again, depending on direction and angle you can simply keep running or you have to jump)

we have object options:
- have gold just high enough to force jumping
- bounceblock halfway in the floor
- a oneway mostly in the floor
- a trapdoor switch
- a launchpad (with a completely different effect psychologically depending on the way it's facing (facing you would just send you backwards, facing down might be deadly))
- an open exit (bad if you haven't gotten an AGD yet)

we have enemy options:
- gauss at the other end of the tunnel (kind of tricky to dodge in a narrow space, depends on how low the ceiling is)
- rocket
- floorguard
- drone
- or I guessss... a mine (classic, can feel overbearing, it doesn't move so there's no guesswork about timing)

I'm sure there are other methods too. Each of these has a different feel. Some would be the space between two words, others, punctuation, or agressive asterisks (launchpads) or larger section ends.

These days I tend to favour enjoyability and low mess-up cost over (annoying) challenge.

I guess this comment is really long now.

I almost forgot, we have a nothing option:
- leave the floor flat and long and boring (a good number of players will jump while running if there's nothing to do, I certainly do that)

I would choose this last option if it best contributes to the

a t m o s p h e r e

Tiles* purpose*

Editor by profession* anxiety* remorse*
My main thing is that a map has a theme and that everything in a map has a purposes. Sometimes I add something purely because it can be there, but rarely. If it doesn't add spice to the map to me, I usually don't keep it around.
And I didn't find the feedback harsh in the least.

I've certainly made some lovely maps in my time, but it's all happenstance, in a way.

I've studied writing, as an editor, and feel like I have a good grasp of the fundamentals: the tools a creator has to work with, and how they can shape an experience. I know how to think critically about written works. I can tell when passages need to be removed or rearranged, when sentences just need some finessing, when the whole damn story is rotten and just needs to be tossed. I can tell these things because I know how to edit, because I have a process and know exactly what to look for.

I don't have a reliable approach to mapping, no creative process, no guidelines to help me develop interesting layouts & interactions. I slap things down haphazardly and pray they work; when they don't, I replace & rearrange at random, until they're somewhat to my liking. I have a very, very difficult time telling why something works or fails to work; I don't iterate in an intelligent manner whatsoever. Typically speaking, the maps I submit feel somewhat unfinished, but in some way that I just can't pin down & fix. I can spend hours on a map, and its quality will hardly be distinguishable from something I make in twenty minutes.

I say this not to denigrate my maps, but because it honestly fascinates me; I would love to develop a better understanding of how maps actually work, but I hardly know where to begin! I'm curious if others have any sort of framework within which they build & judge their maps. How to tell when something needs to be scrapped, or when it just needs polish; when it could be better used in a different context; when it has that little zing that truly elevates it. IDK! Ah!

oops essay sry


Tempus, don't kid yourself, you make wonderful maps. I do feel like I critiqued this maybe too much, I just haven't been playing as many maps this week so I was being nit-picky.

Thank you!

Comments like these keep me on Numa ^_^

Here's a demo of how I intended the beginning to work, but I agree that the mine adds nothing of value; and quite appreciate the rest of your feedback. I've been mapping for most of my life, and still haven't got a decent handle on it. It's a fascinating phenomenon.
Demo Data
I think the mine between and below the first two switches encountered was a terrible placement. It hinders being able to rush out of that area and makes reverse jumping off the slope below to get the second switch a pain.
Overall I think some of the mines could have been taken out to ease movement. The seeker drones were great but I didn't feel the regular zap drones added all that much. I don't know if any other enemy could have been as useful tho.
I think the right-most gauss didn't do enough to make it worth putting there. I liked that the seeker drone could follow you into the final locked door switch area on the left and kill you. I liked that they could get trapped where the exit door was. The floorguard was the MVP tho, that thing didn't kill me much but definitely kept me on my toes. Literally.
It's a good map, don't let my comment fool you. I definitely enjoyed playing it, I think a few tweaks to enemy placement and removing some enemies could have made it just a little more enjoyable.
Also we need a mathematical model that explains how chasers are always right where you don't want them. Something about probabilities of them chasing you into an area you're going to be in. Also nice gameplay it feels quite refined in the interactions between the different conceptual modules that constitute this impressionist representation of a single bridge, perhaps with cars driving atop it and system of "locks" in the waters below. Anyways maybe the theme of the next contest should be "Doorsolateral Prefro++al Mortex".


This is fantastic. From the thumbnail I thought it was gonna be super awkward but the tiles are such that it flows really well. And it looks super stylish!
Demo Data



Demo Data