NUMA

The Temple Trap

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Author astheoceansblue
Tags 2012 author:astheoceansblue unrated
Created 2009-11-21
Last Modified 2009-11-24
Map Data

Description Sweet Diss Position

Other maps by this author

Thumbnail of the map 'Pandorum' Thumbnail of the map 'Try Angles (sans Rocket; avec Gauss)' Thumbnail of the map 'Battle Station, Oro!' Thumbnail of the map 'Reactor Core' Thumbnail of the map 'Underneath the sink' Thumbnail of the map 'Praise us, oh you'll raise us!'
Pandorum Try Angles (sans Rocket; avec Gauss) Battle Station, Oro! Reactor Core Underneath the sink Praise us, oh you'll raise us!

Comments

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Mmm

that rocket section was not to my liking

I make the tiles

then adapt them where I need to. Sometimes the drone paths present themselves, sometimes I have to carve them out.
Or do you just make changes, and do both objects and tiles at the same time? I ask because, unlike a lot of people, your drones always have a very clear, usually strait line, path. In this map, did you specifically make your tiles to include drone pathing possibilities?
Sure does sound a lot like The Contender

And atob shuts down another young mapper's blossoming career.

;)
I map for myself, that others enjoy them is a bonus. The rocket mechanic is something I personally love.

That's kind of the point I think: to be able to produce the maps /you/ want to play /and/ to have them liked by others.

I'm not saying don't listen to advice, but sticking to your largely guns in terms of design is really the only way for your maps to be truly unique to your personality.
but yeah by that time, I was just shooting in the dark hoping something would click with you. Wasn't crazy about any of the mine stuff I did.

And yeah

probably should spend more time on my maps. The thing is, all the while I am trying to make changes for the better in your maps, I am learning from the best.
doesn't it bother you that nobody used the wall behind the rocket besides you?

Ugh, no!

Once more you've completely ignore the gameplay aspects and focused on your (imo, misguided) sense of the aesthetic! Horrid and un-needed edits!

Honestly, thanks for the in depth feedback, but I think you need to concentrate on your own maps more. ;)
you could move that mine one x snap over to the right to make a slanted hexagon. I just like shape better that semi radom looks.

Yeah

I found a way to get rid of the frustrating climb, but it adds a bad aesthetic mix of gold and tile.
I didn't think that rocket mechanic was fun, you did, I'm not going to force my opinion on you. Made some mine changes. Asthetically it is more pleasing to me, but if you don't like it whatever. It is an opinion thing. http://pastebin.com/f521b08e5

That edit

fixes something that didn't need to be fixed and adds a potential frustration with the climb out of the area. Ie: It's horrid! :p
I just found it to be annoying if the rocket delayed a bit. You know how rockets are.

Compromise?

This keeps the possibility of using that jump behind a rocket oh my gaw mechanic, but by no means inforces it. Wouldn't it be better if people could do it a slower easier way? http://pastebin.com/f1cf55a3e
Demo
Demo Data

To bear in mind:

I think maps that allow you to choose your own pace are much more rewarding than those simply considered for the smoothest runs possible.

Also, I like the right section with the rocket or the gauss, both work perfectly well for me.
tempts you to take the risk and go for it. As it's not the ONLY viable route, it's not forced in the slightest. But removing the risk of using the wall takes a lot away from the fun of that section.

The chaingun is too simple to pass, it takes no thought. The laser requires a little tactical thinking, but is easy enough to avoid smoothly that is doesn't become a chore.

The chain gun also adds a massively frustrating element if it's allowed to fire upon you while you're jumping about the higher tier.

You can leave the laser section for last, it's still highly doable.

I'm going to remove the gauss though, I really like the temporary calm those sections offer without them.
much planning. You just have to go that way first. It works perfectly. I really like it a lot.
Demo Data
The fastest demo on here doesn't use the wall behind the rocket. That mechanic just seems forced.
just never occured to me to put it there. I can see where you are coming from. I just think it was more fun. I just don't like forcing paths on people. You can't assume that would use the wall behind the rocket for the gold. (Look at the demo.) I thought the laser in yours broke up the play, but maybe I just didn't get it right. The thing is, once again, you can't expect the player to find the route. I admit mine isn't much different, but I really only changed the enemies so thats to be expected. Also, what di you think about the rocket I put on the right side?
Demo Data

I could

live with our without the gauss though. Hmm...
it's just that everything was very considered here and all your edits do is take away some of the nuance in favour of a more generic 'smoothness'.
is dumb it down a few notches and make some pointless aesthetic changes.

The rocket is supposed to be where it is as it makes you jump on it to collect the gold cache. This needs tactical planning of your route. Moving it removes the entire point of the section.

Chain gun works too, but, again, it takes a little more strategy to avoid the laser with speed so I don't find it as satsifying.

Removing the drone from the bottom is just an awful idea. The gold is there for those willing to take the risk, and building this map around speed run concerns is kind of defeating the entire point of it.

Here is a demo

of going into the rocket part first. Both work. Died at the bottom on this, but you get the idea. Here is the map with my changes http://pastebin.com/f7b42c500
Demo Data
So I told my friend to delete all the enemies, and afterwards (with a few slight changes of the mines)I came up with this. Maybe it is just because it is partly my work, but I like this better. Promise I didn't cheat for the bottom gauss to be the same. I was just trying to make it asthetically appeasing triangle shape. Thats why I moved the door key, too. This demo goes into the gun drone area first.
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can we collab
Just another great atob map in which everything worked together smoothly.
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:D

I really liked this song, found it from the (500) days of summer trailer. liked that too, and this.

agd.

I like this one, too. The aesthetics are striking.
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alright

I see where you are coming from. I'll let you off the hook. ;)

I like your "non-existant" style, you never make the same kind of map twice.

Slower agd.

I really like how the last gauss makes you think.

Thanks guys.
Demo Data

and an AGD

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demo.

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loving this atob

:)

the only bit i'm a bit hesitant of is the bottom-most gauss. It gets in the way of speedruns :(

but the mines and gold compliment each other perfectly.

The tiles were the fantastic. Working on a fast agd right now.