NUMA

nervous breakdown

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Author grindcore_ninja4666
Tags action author:grindcore_ninja4666 hard-medium playable unrated
Created 2009-03-28
Last Modified 2009-03-28
Rating 2 more votes required for a rating.
Map Data

Description this is one action packed map I been making for 3 hours (why so long? it had a lot of bugz but i got them all but one you will see it it is behind a white block but it will not do anything and it wont kill you ) yes its beatable but watch the time you will need it....this is the 2nd map i had ever made so plz rate it i would be most thankful if you were to rate it because im new at map making post comments about what you like and what i need to work on i would love that too and plz dont make fun of it i did my best remember im a froob :Þ

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Comments

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thankz

I just started making maps and i got tips from a lot of people so im working on Nervous Breakdown 2 i hope you will like it better than this 1 :)
so here goes
I can't see anything with it at the moment
and i have passed it so its possible.
So all I have to say is that it's a great map
and you should go on making maps like these:)
5/5

wow

thank you so much that was the biggest help i had ever got all night i will take all this in mind thank you so very much m8 you have made my day that started off so crapy end with a big blast of joy and happyness (like when a fat kid see's cake, or when a 4-5 year old see's his frist real firework that wasnt hand held and pointless even tho he didnt get to do anything with that firework) but yes thank you so very much :)

some advice:

have the tileset correspond with the object distribution. they should be evenly balance. also, the look of the map should balance the gameplay. make the map full of flow, which means make it easy to get around with the jumping on the tiles (race maps are good examples of flow, especially ones by veteran race makes like Riobe or b3njamin). play N. don't get too worked up over it, cuz remember it';s just a video game. or is it? play the maps of other NUMAns; when in doubt place the maps of some of the veterans, or authors who have featured maps. click 'random maps' every once and a while to see if there's any gold on this site. there is, trust me, you just have to know where to look. over time you will tweak this and that, until you reach a desired style. Every one has a different style: Yahoozy with his ambitious tiles, cucumber_boy with his contemporary maps, brttrx with his complete random flowiness. Or you;ll be like me, wit no distinct style whatsoever. don't get frustrated when you run out of ideas or inspiration. it happens to everyone. if you keep at it, your time will come.
Demo Data
welcome to NUMA! I assume you;ve joined to follow in the footsteps of Mare and Raigan and make great maps for this silly game! like the rest of us here, you're gonna have to have ur work cut out for u. if you want rates, you might have to conform your ways to a style more desired and appreciated by the community. I know, that's like, crazy, yuh know?

foist of all, the alcove the ninja starts in, with the two door switches, is pretty pointless. It doesn;t protect u from any enemies. And the 5-tile steps is not good. nobosy really likes that, cuz naturally the ninja will have a hard time getting over the steps. however, the thwump placement was the best as it was (considering the tileset), and the drones and guasses worked good together: get into the box and get the hell out quickly! also, the timing to get the switch at the bottom of the shaft after the stairs (timing on getting switch dictates drone path) is brilliant, whether that was intentional or not. the bounceblocks were useless; usually they work good when they are in the line of fire of the enemies (except with laser drones or chainguns, where the bounceblocks can be quite hindering). the trails of launchpads is...ugh. Lots of people do that, and it's not very appealing, except when...o wait, it;s never appealing. so is the trap door set up, which serves no purpose but to waste time; there was no anticipation in going through the trap door maze (search up 'door eerie' to see how trap doors are used for substantial effect), only indifference. the door switch thing, going back in forth, is just a waste of time. there are alot of maps, even Metanet maps, that do that, but in this map, since the space between the two door-switch area was confined and enemy-less, the whole process of gettin the switches was completely stupid and redundant. The tileset was very contrasting, I found. the left side was way open space, and right side was linear and confined. unfortunately, you did not utilize the tiles on the right side of the map well (or at least the objects/enemies were not placed well) and the right side really brought down the map.

...

well im new at this and people realy didnt check out my lvl but thanx for the comment it realy made my day m8