NUMA

Another Doomsday Machine

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Author Hellheart
Tags action author:hellheart playable unrated
Created 2005-09-20
Last Modified 2005-09-20
Rating 3 more votes required for a rating.
Map Data

Description *Has significant puzzle elements!!!*

My fourth and final submission to LM&RNI, it took me a few maps to put together something I thought would be worthy of a final submission.

This map is far from easy. Some parts are frustratingly hard, because the map is designed to force constant movement and forgetting a jump or direction can easily kill you. However, since this focuses on unusual uses of objects, many of the challenges are interesting enough to tolerate the difficulty.

If one part is too hard, skip it! Don't give up on the map just because you can't complete something :x I will eventually record a completion demo, as I've run the right half totally and keep getting caught up on the gauss in the left half, either on the jump down to the two thwumps or the jump to the bottom of the left side.

Check the comments for an explanation of each puzzle element, and the general idea of how to beat it.

Other maps by this author

Thumbnail of the map 'Bouncy Bouncy!' Thumbnail of the map 'Dim-N-Tia' Thumbnail of the map 'Stagnant' Thumbnail of the map 'Flaccid' Thumbnail of the map 'Thwump it up' Thumbnail of the map 'Flight of the Ninja'
Bouncy Bouncy! Dim-N-Tia Stagnant Flaccid Thwump it up Flight of the Ninja

Comments

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Stupid mistake :/
Demo Data

Farther

I tend to die on or around this thwump, even though I've completed it several times outside of a demo :/
Demo Data

One final thing

Walljumping off a thwump requires you be holding left or right, whichever direction is towards the thwump, as well as hitting jump.

This goes for walljumping any object, except bounceblocks

Top and right

Hit the jumppad and hold right, you should land on the thwump running. Stay on the thwump until it reaches the end, then jump off, unless you want to show off Ninja skills and want to jump earlier.

Wallride down and trigger the thwump, walljump up to the "doorway" to lose the gauss. Around when the Thwump hits the left wall, drop down and walljump onto the thwump, then quickly jump across the mines, without slowing down. Land on the one-way, quickly jump, land on the thwump as it moves backwards and run off as or right before it stops.

Hold left after you hit the trapdoor switch, you will be stopped by the thwumps, then move past them and get shot across the room. The jumppads will propel you towards the lowest thwump, which you will need to walljump off once you hit it. Timing this takes a little practice :x . Then walljump up to the trapdoor switch, and sit on that until the thwump comes back up, trigger it, fall, and go off to the right.

Hit the switch quickly and move right until the thwump goes down or the gauss shoots (stay on the ground!), then jump up and to the left, which should be over the gauss shot. You may need to jump again...get to the end and walljump to the exit ;)
Upon hitting the ground, you need to run left with speed, the thwump will miss. You then need to perpendicular-jump off the slope and land on the thwump while it's still going up. If you try it after the thwump has set again, it'll go down and you'll fall onto mines.

Once you've landed on the thwump, make a jump over the mines but under the oneways. Go down the slope with speed, jump and walljump off the thwump going upwards, and land on the thwump that faces downwards. RIGHT BEFORE you reach the switch, jump as high as you can, aiming towards the rightmost of the two locked doors you will open. You should barely clear the thwumps.

The gauss is now trapdoored, so trigger the thwump, walljump to the one-way, and get up to the top.
For the very first part, you need to run to the right until you reach the upper part, then you basically need to jump and hit the ceiling and go down without hitting the slope, which will slow you down. This can be done with or without the aid of the left-moving thwump. I find it easiest to hold right until I can let go of right and hit jump, which if timed right will get me across.

The backwards thwumps are self-explanatory, just be *sure* to make a clean jump to the switch as soon as you can.

The backwards thwump-walk with gauss is neat, and I do this twice with different gauss setups, the only thing I repeat besides the forwards thwump-walk, also with gausses. This is the hardest one. The idea is, you need to jump right before the thwump hits you, the lowest jump possible. Then you need to jump on the thwump as the gauss shoots at the switch. You then need to jump forward and left as the gauss tries to pick you off the thwump. You may need to jump forward and left again as the thwump moves down. At some point, you need to jump off and through the gauss, try to come in low and fast. You have to do it at a certain time, otherwise it'll pick you off at the next part, the closer the better I believe.

The next part, which I started, requires quick thinking. After going through the gauss, you have to guide yourself a little right of the thwump, jumping *immediately* with a low trajectory. Land in the middle, move left to lure the gauss into firing, and then jump to the right, above the oneways, and try to go down the right side with speed.

If you mess up and land on the oneway next to the drop and then go down before the thwump, you won't die upon hitting the ground, so just be ready to hold left. If you made a longer drop, you have to walljump at the bottom to avoid death, you'll have a lead on the thwump.
Demo Data