Night Fall lvl 6
Author | infernoXV8 |
---|---|
Tags | action author:infernoxv8 beatable fun medium playable unrated |
Created | 2009-04-23 |
Last Modified | 2009-04-23 |
Rating | 3 more votes required for a rating. |
Map Data | |
Description | Pritty easy, comment on what you think of it :) and hope you have fun |
Other maps by this author
Comments
Pages: (0)
2009-04-23
Not too horrible.
Unspectacular, but it was fairly fun. The rocket room in particular was my favourite part - there was some good flow in there that was really enjoyable. The gold, however, seemed really spammed - there was too much of it, and it was placed in spots that didn't add any challenge to the AGD. The guass room was an example of how to use gold pretty well - it was still quite ugly, but it presented a good challenge to collect. The rocket was a bad example - it was ugly and on the main route, so you didn't have to go out of your way at all to get to it, which is what the function of gold should mostly be. Of course, there are a few exceptions, like just for artistic pleasure, but that's the general rule.
Overall, the map was generally bland. There were some enjoyable jumps involved, but for the most part, it was quite obvious what you had to do to get by, and there was nothing else you could do, and no areas which could be done in multiple ways. It was very linear, which made the map seem almost like a marathon, which is bad - nobody wants to have to go through the first 90% of a map fifteen times. That's no fun for the players.
Your challenges were okay, but they were incoherent. Try making the map based on a general theme, whether you express that theme in the tileset, in the object placement, or in the flow of the gameplay. This is not to say only use one type of enemy, but generally, don't have a tense dronedodging segment immediately after three rockets and then whip out a chaingun. It requires too much shift in the player's attitude towards the map.
Overall, this map is worth a two.
Overall, the map was generally bland. There were some enjoyable jumps involved, but for the most part, it was quite obvious what you had to do to get by, and there was nothing else you could do, and no areas which could be done in multiple ways. It was very linear, which made the map seem almost like a marathon, which is bad - nobody wants to have to go through the first 90% of a map fifteen times. That's no fun for the players.
Your challenges were okay, but they were incoherent. Try making the map based on a general theme, whether you express that theme in the tileset, in the object placement, or in the flow of the gameplay. This is not to say only use one type of enemy, but generally, don't have a tense dronedodging segment immediately after three rockets and then whip out a chaingun. It requires too much shift in the player's attitude towards the map.
Overall, this map is worth a two.
KlanKaos
Heh.
And you can combine aesthetics and gameplay flawlessly. Just looking at the hotmaps page right now I find a great example in Riobe's latest Grand Entrance [nmaps.net]. What I imagine he did (and what I tend to do, and what most people tend to do) is make the gameplay first, and elaborate on the looks of the tileset in a way that doesn't affect the gameplay.