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Section N

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Author fonda
Tags author:fonda beatable-or-unbeatable factory hardest insane madness unrated
Created 2012-08-06
Last Modified 2012-08-06
Rating 4 more votes required for a rating.
Map Data

Description OK! THIS LEVEL IS INSANE! THIS LEVEL IS EXTREME DIFFICULTY! (May or may not be possible because I can't get past the first part.) THIS LEVEL IS A TOTAL FACTORY! SUBMIT THAT DEMO WHEN YOU BEAT IT OR IF YOU CAN BEAT IT!!!

Other maps by this author

Thumbnail of the map '5-2 Bouncy Adventure' Thumbnail of the map 'Small & Short Kradda X 5' Thumbnail of the map 'The Ghost Drones (And A Thwump)' Thumbnail of the map '5-3 Superliminal' Thumbnail of the map 'Simple Challenge 1' Thumbnail of the map '5-4 Top to Bottom'
5-2 Bouncy Adventure Small & Short Kradda X 5 The Ghost Drones (And A Thwump) 5-3 Superliminal Simple Challenge 1 5-4 Top to Bottom

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Wait.

Did anyone ever beat this level? Seriously?

...anyone?

Zoas is a map god

bow to him and his advices. also try to look for his maps, and all of the "respected users" of NUMA. Look for highscore maps.

but the most important of all, is to have fun! I like to map because it's fun. I tend to make hard maps every so and on, but I try go make enjoyable good simple maps everyone can play. If only people knew they existed lol.

fonda

Really take advantage of zoasBE's advice, it is good.

On the other hand,

If what you want is to map complicated, hard and extremely challenging, this is not the way. This is most a kinda of an un-playable map. To make a hard map but Playable and completable there are certain things to get it. No shit out of enemies like here or almost impossibles to access areas or pass. To do hard maps but playable ones it's a hard thing to learn, some tips could be like, hard jumps or moves to do in the whole run, successions of precise jumps or movements in a row, parts where it is necessary to implement some trick as ck, cj, dbbj and such. Also the time, timing or actually possessed enemies and strategically placed. They can also be the mines, concepts that are not used or large maps in which tests our strength and ability to maintain concentration. Somewhere certain difficult part at end or a challenging way to get the exit switch.
Make hard maps but really playables, I personally think that it's the most difficult way of mapmaking.
Also I'll give you three authors with some of hard maps to check.
Firstly, romaniac, has many maps of medium difficulty, but many are really complicated. Since he is a highscorer, knows how to do this kind of maps to perfection, I want you to notice the use of its objects and enemies, also his mechanics, and his puzzle-ish maps, what sometimes it's a good weapon to do a hard map. Secondly, the well-known blue_tetris, famous for being one of the bravest authors and most devilishly tough maps has. Also famous for MTI in the main game and his mapping manifestos. Look at his /not hard/ if not extremely hard maps, how he use the objects and his thwumps too. And thirdly and finally, barabajagal, maybe his maps may not be really hard, but I want you to know for his unique style. Because maybe you have serious problems with the aesthetic, with structurrs and tiles, you can look at this author. He is the author less aesthetic intentions of all, with the simplest of all structures, lack of pretension of tiles personified, but focusing all his energy into the gameplay. Probably he has also, the most solid gameplays in all NUMA. Check out his awesome and enjoyable gameplays maps.

Hope this mini-guides are easily to read, and I hope you help serve and understand that I have the best intentions, because I see you are a person interested in the mapping, and you can do interesting things if you learn and strive. Good luck and keep it up!
Greetings.
zoasBE.
You're not suppossed to make harder or even impossible-ish maps because your other maps looks easy and bother. There are many ways to map. A simple and easy map not necessarily mean a bad map. On the contrary, may even be a great map. Look at all those Highscore feel maps. Just a simple and careful choice of a single enemy, his position and the structure of the map, you can have an amazing map, challenging, enjoyable to play and even hard to do a really good Highscore on it. But this is the essence of the mapping, and you have to learn it or have it, I'm still learning. You can look at maps of many authors, but I'll say two or three for this type of map. You can look for Chrdrenkmann, he makes really simple and great episodic maps with a really good mechanics and a good balance of difficulty, also his tiles/structures are so simples and cool. You can also look for karmap0lice, he has a bit more complex maps, somtimes conceptuals or nReality, but he has a lot of Highscoring maps with a really nice election of enemies or single enemy, his structures are a more complex too but has a particular style. And finally I recommend to you furry_ant, I choose furry because that following the progression of structures and styles, this would have the most artistic, worrying much about the aesthetics in a very particular way, but mostly keeping that idea or feelings about the simple and HR maps, he has also a good choice of few enemies and simples concepts on each map but really well executed, look at his one-ways too.
I think if you make a careful and comprehensive walk by these three authors, you can learn much of what a map is simple but good. As I said before, there are many others great authors and that you can also learn a lot from them, but each author has his own personal style and is dedicated to anything in particular, and to explain this type of map I have chosen these three. Do not want anyone to feel offended if not in this list.

Duh?

I'm SUPPOSED to make harder maps. My other maps just look boring and unexciting.

fonda...

When maps are this hard, they just aren't very enjoyable, if enjoyable at all. Suggestion: maybe make more open yet more easy maps?