NUMA

Night Fall lvl 5

Thumbnail of the map 'Night Fall lvl 5'

Hover over the thumbnail for a full-size version.

Author infernoXV8
Tags action author:infernoxv8 beatable fun medium playable rated
Created 2009-04-24
Last Modified 2009-04-25
Rating
4
by 5 people.
Map Data

Description Hey everyone! Try this exciting and fun map, very possible and sometimes hard, still quit easy though, i wouldnt say its too difficult

Other maps by this author

Thumbnail of the map 'Nether Race' Thumbnail of the map 'Jumping to survive' Thumbnail of the map 'Night Fall lvl 6' Thumbnail of the map 'Hidden Security' Thumbnail of the map 'Night Fall lvl 9' Thumbnail of the map 'Drones VS rockets'
Nether Race Jumping to survive Night Fall lvl 6 Hidden Security Night Fall lvl 9 Drones VS rockets

Comments

Pages: (0)

Anyways.

I don't actually have that much more to say, except again about aesthetics. When you really learn to tighten up your maps a bit, you'll find you have a lot more room to play around with different styles of tiles, which can be a lot of fun. And the thing about them is, they contribute hugely to a map's atmosphere. It can have amazing gameplay, but if the aesthetics are crap, it's going to be a 4 instead of a 5. With a bit of extra pretty on the tiles, you've just boosted that up by a ways and made it a stunningly memorable map instead of a quite good one that will be forgotten.

That's what I have to say about this map.

Overall, I rate this 3.5 down.

Hmm.

Again a little bland, but overall pretty fun. I didn't like the gold again, namely the rooms that had just gold and nothing else. It's off-route, at least, but it adds no challenge and it only serves to make an AGD boring. Some places flowed really well - coming down out of the first rocket (and the gold grabbing in that rocket) are the ones that come to mind.

The thwumps were also kinda fun to play around in. However, some parts (namely the leftmost drone and the gauss) were just boring. Try being a little more concise in your mapping, so you don't have to have so much open space in the map where the ninja doesn't have to do anything. Sure, you have the full tileset, but you don't have to make use of every single grid space. I'd point to my (personal opinion) best map [nmaps.net] as an example. Almost half the map is unused or taken up by the tileset (another thing I'll mention later) and yet there's consistent action throughout the map, where the player chooses where his breaks in the flow and action are taken instead of having them thrust upon him with a big gap in the gameplay. Also in that map is a good example of gold placement - it's in places that add a challenge to an AGD, and that are off-route, making an AGD a good extra challenge.

I'll finish this later. I'm not sure how much I have left to say, but I gotta go.

Has a great flow.

You have done a great job with tiles, enemies, placement of said enemies. One of my favorites from you. 4/5