NUMA

Damn the Torpedos! Full Speed Ahead!

Thumbnail of the map 'Damn the Torpedos! Full Speed Ahead!'

Hover over the thumbnail for a full-size version.

Author Palantini
Tags author:palantini incomplete race unrated
Created 2008-11-28
Last Modified 2008-12-07
Map Data

Description Erg...must keep going gr!

Other maps by this author

Thumbnail of the map 'Too much work for Man Alone'
Too much work for Man Alone

Comments

Pages: (0)

try this: http://tinyurl.com/5cnkcf
(Nreality required) ( http://n.infunity.com/ )

sorry! You did ask for help.

Heh

I played it through a couple times, made some decisions, went to Ned and they had already been done...lol >.<
Stealing my thunder eh?

You already did fix the flow in the second one!

Here's what I would do to fix the others: http://tinyurl.com/6rudqy
(no, it isn't porn or virus. I just like small urls)

FBF=frame by frame. To FBF something, leave capslock off. While holding down the key(s) you want to be pressing, click once. Repeat. Try walljumping with it in a 1-wide vertical tunnel. Fun!
FBF is usually considered cheating if you post an FBFed demo.

FBF?

Also, I can think of no way to help the flow in the areas shown without ruining the flow earlier on (as there unfortunately are no diagonally placed trapdoors)

Since you asked, see http://www.freewebs.com/ovrlndnsea/N.png for the image that goes with this text:

The two black lines show the flight path of the ninja and where he hits tiles unflowingly. The blue box encloses a tile that is rather annoying to jump off of. I always use FBF for that jump.

Other than that, the map flows well.

Any

specific enemies to be moved and to where, or areas that need help with flow?
Thanks for reviewing.

pretty good

the flow could be improved, but it overall looked fairly nice. most of the enemies were either badly placed or very annoying. doesn't matter much. keep going.

3
http://nmaps.net/147468

There are probably some mistakes, so sorry in advance. But I think its decent in general. Used to be a DDA so may be a little mechanical. We'll see.

Make a puzzle.

Or maybe a tileset, it doesn't matter, just any kind of map that you would have fun making should do the trick. And, the whole reason BE_nSPIRED is to inspire the next generation of mapmakers, like you. Just look around, nobody makes a perfect map on there first try, not even the people like astheoceanblue. You just need more time to refine your skills in making maps, is all. Just keep trying, and you will have a good amount of skill and some pretty good ratings after awhile.

Alas...

I am still obsessed with this map;just not the errors. I think perhaps I will take a break, work on the map until its perfect. I could make another map, but this is about my 10th and my best one, bad as it is. My other ones are generally rated 1 or 2/5, so I delisted them all. I may start over, but it's hard to spend a lot of time without a payoff.

Palantini, many of the great mapmakers sucked at mapmaking when they had started. And you do not suck - you've got a nice, flowy map with a consistent visual style that uses up the whole map. Sure, you've got a few problems - there's an unflowy jump here and a bugged door there - but overall you've done a great job with what little experience you have.
I tend to be hard on people I like. If I actually thought that you couldn't make good maps, I would never have criticized you.
I would not go to a map again and again if I was not intrigued. You've got the potential here for some really great maps. Twould be a shame to waste it.

You think I make pretty good maps? I've been doing this for three _years_ now. I used to suck so bad...

If you decide to continue mapmaking, I recommend that you take a break from this one and start a new one. Feeling like you're failing (you aren't, but you feel like it) consistently just isn't good for you.

Meh

I suck at map making so no reason to keep it up...might as well leave it to the pros. (*cough* like *cough* Be_nSpired)
then you leave, not going to stick around at all, for what reason!!

Meh, your descision

See you..
That I am quitting. Idc what happens with this map, except that I am willing it to OvrLndnSea. I am going to delist it in 1 week. If you want the tileset, or to play around with it or whatnot, doesn't matter. Don't credit me, just take the map, do what you wish. Bye all, and thanks for the good time while it lasted.

Problems:
6/ The door in the floor isn't unlocked.
7/ The door unlocker and trapdoor maker are on the same tile. I don't know the order they are triggered in, but it does not result in something solid.
9/ If you have two locked doors on top of each other, opening neither results in a barrier, as expected. Opening one results in a space you can pass through that looks like a locked door. Opening both results in a barrier that looks like an opened door.

Thanks again

I'll post some demo data just to make the route clear, and I will also write on how to do it now.

1/ Jump around the 1st loop and slide down to the second loop which unlocks the doors.
2/ Slide past the exit, not jumping upon the descent near the rocket and mines
3/ Jump up the passageway and over, slide down the upside '?' past the gauss, and slide upwards the next crescent shape
4/ Run up the western slope and hop from tile to tile to the exit switch
5/ Jump east across the map towards the downward triangle, with 2 door switches.
6/ The doors are now unlocked. Jump through them into the original swirls up the ascending triangle and through the unlocked door in the floor of the first curve of the map.
7/ Unlock the exit guards and start the map over, jumping around the first loop and south.
8/ NOW jump up the ascending triangles, unlock the doors, and go through the one way platform, going backwards.
9/ Lastly, jump up, carefully avoiding the floordog and into the exit.

Hope this helps! I will try and fix any other bugs/errors mentioned as I try and update this map daily.

Ah! Indeed, a map with flow, good sir.

Advice:
1. Don't overlap doors unless you've tested it and know what you're doing. It is buggy.
2. It is possible to get an exit switch without the trapdoors under it. Might want to put them where you can't avoid them.
3. Sometimes, where to go just isn't clear.

Thanks for the help

I posted this map to get some advice, and I got some. Fixed some bugs and miscalculations, changed the door setup; I think it is overall better. Great article in the index, and No I don't have a therealn account, though I will make one.
Good for a first race, but still, not good. Do you have an account on therealn? If so, I might be able to healp you on this, for better. It would be like a collaboration!

I see that you've fixed some of the problems with it. Here's few things, though:

1. An oft-quoted piece of advice is, "Never make a map you can't beat." I don't like it in that it means that I shouldn't make non-easy maps, since I'm a rather unskilled player. Instead, I make sure that I can beat each individual part of my map. If I die while going through a dangerous area, I resurrect myself at a place that I can get to. Thus, even though my map might contain 12 parts, each of which I can only complete 30% of the time, I don't have to play the map 1881676 times to "beat" it for mapmaking purposes. Instead, only about three times.
So, I guess what I'm trying to say is, "Never make a map with parts that you don't know how to beat."

2. This map appears to be afflicted with tumenydooorz, or TMD. See http://jeffkillian.com/NUMA#3.%20Double%20check%20your%20maps for a detailed explanation.

3. You can finish a level by merely touching the exit, which can be done through a closed door placed on the edge of the exit. You have two of those.

4. You need to get your flow down better.

--Vuntic,
trying to be a helpful commenter

Thanks for the help

I actually got it to work (interestingly enough) by copying the data into the replay box. Its painful, but it works.

On a second note, tell me if anyone wants demo data.

Are you still unable to play your levels, or did userlevels.txt/Nreality work?

If those don't work, you could try an earlier version of N. You won't be able to load maps created in the current version, but the current version will be able to load your maps.

For example, Nv1.2 can be found at http://www.jeffwu.net/games/ngame.swf among dozens of other places.

Well

hmmmmmmm
some bugs, needs to be fleshed out. But pretty good flow!

Better?

Added doors around the laser drone. Should work now. Still a work in progress though.

Tiles have flow

the enemies don't work with it.

Laser Drone

Whatcha think- without it the level is pretty easy, but I think it makes a good twist. Comments?