NUMA

Second DDA!!

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Author Hund
Tags author:hund dda parkour playable rated teleporter tileset
Created 2008-06-10
Last Modified 2008-06-10
Rating
3
by 9 people.
Map Data

Description I hope it´s better than my first, but it took long time to create.

As is the rule : please rate and comment!!!






N-joy

Other maps by this author

Thumbnail of the map 'circles' Thumbnail of the map '^Jump' Thumbnail of the map 'over there!' Thumbnail of the map 'Fun Level' Thumbnail of the map 'LOSTORRTUGA' Thumbnail of the map 'hund?'
circles ^Jump over there! Fun Level LOSTORRTUGA hund?

Comments

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hmm

you first dda was better

how do u teleport

how did u teleport?
Circular rooms are essentially rectangular rooms with corners cut off. I could make a DDA from this tileset right now if I wanted to.

And this DDA has some sort of potential, and the effort put into it is obvious enough, which is why I gave it a 2 instead of a 1.

1

I agree with both Dead_N and PsychoSnail, but PsychoSnail, I don't really thing a 1 is good for a dda with just launchpads and no enemies. They're worthless. Don't be afraid to rate a zero if a map deserves it.

But I agree that it is almost impossible to make a good dda with this tileset. "Rooms" can be great, as psychosnail said, but with this ones, they weren't set for it. A square room has some possibilities, but a room that's round and only one small exit from it can't do much. The ninja practically has to go around the circle once (without using gold delay). Also, the enemies can't get from room to room, setting up for a one-enemy room with no close calls.

If a dda has rooms, they practically has to be rectangular.

ok

my second long dda

Oh, by the way,

I just realized this is your third, not second, DDA. Just take a look at this [nmaps.net].

With this comment,

I discovered that the limit for comment length is 2500 characters...

2/5.

X-43bfn: Teleporter tutorial [metanet.2.forumer.com]. They're basically modded launchpads.

I agree with Dead_N (mostly - see the bottom of my comment for the part I disagree with). The two things that bugged me the most were:
1. The gold delay. You didn't need about 90% of it, at least. You could've made it work just the same without most of that gold. The immense amount of gold just made it take forever to load and made it laggy.
2. The long waits for the thwumps. Long waits for thwumps are horrible in almost any circumstance. The only place where a wait for a thwump is acceptable is when there is a lot of tension and enemies zooming by and barely missing you during the wait. However, waiting with nothing happening is the epitome of boredom. Remember, a DDA should entertain and excite the audience, not make them bored.

Speaking of entertaining the audience, that leads me to my next point: the lack of enemies/close calls. Most of this DDA is just the ninja bouncing everywhere. I don't think many people are honestly amazed by a ninja simply moving. I know I'm not. I remember the first time I ever watched a DDA, before I knew what a DDA was (Running Man by Brickman - I saw the "Hold Right" part), I was amazed by the tension that it created with its close calls and use of enemies. You need to utilize the enemies so that they are not a decoration, and actually give substance to your DDA. They need to give excitement. If people start worrying if the ninja is going to survive, that's good. In your DDA, you ran away from the enemies too much, eliminating all worries that the ninja was going to die. You need to lead the ninja closer to the enemies instead of hoping that close calls will just suddenly happen.

That leads me to my last point: Despite what Dead_N says, it is possible to make a good DDA in this tileset. All you need to do is use it effectively. While most high-quality DDAs have a lot of open space nowadays, this is just to cram in a lot of enemies and make them fire everywhere, creating a whole bunch of chaos. Older DDAs or older-styled DDAs, such as Throwback [nmaps.net] (an old DDA) or tomthebomb's return to numa [nmaps.net] (a new, but old-styled, DDA, in my opinion) are built around having rooms, or at least not a lot of open space, like your tileset. Both of these examples, however, use the space very effectively, and create plenty of excitement with the enemies and movement. It all comes down to personal preference there.

So, although it wasn't very good in my opinion, it wasn't quite as noobish as other DDAs I've rated a 1 (like those with just chains and chains of launchpads), so I'm giving this a 2.

Whoa, long comment.

Almost 3000 frames

nice, deserves better than it's rating

well,

i thought it was pretty good 4/5, but i rated it 5/5 to beat Dead_N in the face

--how do you teleport like that?

1/5

There were almost no enemies, and in the places they were present, it seemed they weren't even a threat. It's impossible to make a DDA in this tileset.