121-3: Walking On Foreign Carpets
Author | Chrdrenkmann |
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Tags | 121-3 author:chrdrenkmann episode playable rated series |
Created | 2010-06-21 |
Last Modified | 2010-06-21 |
Rating |
4 by 7 people.
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Map Data | |
Description | NUMA users should learn to play and love maps which don't look so good. Creative concepts can make a map attractive too. |
Other maps by this author
Comments
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2011-06-28
AGD
.
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2010-06-24
AGD
That opening corner jump is a bastard.
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2010-06-22
@firetamer2
wrong, look at this map :
http://www.nmaps.net/201419 [nmaps.net]
only two votes, but there's an image... :P
The thing that make me click on a map, is when I see where I can perform some cool moves, and where I can already feel the gameplay by looking at the enhanced preview (not an imagemap)... When it looks good, most of time (not always) it plays good.
http://www.nmaps.net/201419 [nmaps.net]
only two votes, but there's an image... :P
The thing that make me click on a map, is when I see where I can perform some cool moves, and where I can already feel the gameplay by looking at the enhanced preview (not an imagemap)... When it looks good, most of time (not always) it plays good.
2010-06-21
Really cool idea.
2010-06-21
people tend to see how the maps looks
before it plays. that's why my maps aren't always such a big hit.
2010-06-21
Or a giant image in the description
That's another reason why people click on a map.
2010-06-21
the reason people click on a map
is because of the aesthetics 99% of the time.
2010-06-21
speed
suub 350 is possible.
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2010-06-21
good good good
:)
wanna collab on image map ?
wanna collab on image map ?
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2010-06-21
ha
got all the trapdoors and died at the first mine.
i agree with atob by the way
i agree with atob by the way
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2010-06-21
I don't like the gameplay on this map though
I'm not very good with these kinds of jumps.
2010-06-21
Go gameplay
Yeah!
2010-06-21
Disagree.
There are plenty of mappers that defy the standard with avant garde styles and remain successful in doing so.
And there's absolutely nothing unfortunate about striving for excellence in both the aesthetic sense and the gameply your map provides. In fact, this should be what everyone is ultimately aiming for.
And I'm not saying polished is best, there are many ways to create an effective look. PALEMOON is good at this, SkyPanda, and other similar mappers who try to carve a more unique appeal.
Simply saying that gamplay is > visual design is ironic in that its intent undoes itself. Both are important, both bolster the other, and a balanced mix = the best of the best.
And there's absolutely nothing unfortunate about striving for excellence in both the aesthetic sense and the gameply your map provides. In fact, this should be what everyone is ultimately aiming for.
And I'm not saying polished is best, there are many ways to create an effective look. PALEMOON is good at this, SkyPanda, and other similar mappers who try to carve a more unique appeal.
Simply saying that gamplay is > visual design is ironic in that its intent undoes itself. Both are important, both bolster the other, and a balanced mix = the best of the best.
2010-06-21
AGD
Unfortunately, aesthetics are really the defining feature of maps in the current mapping age.
I still really liked the idea here. Good work.
I still really liked the idea here. Good work.
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2010-06-21
If you say so.
I say play and aesthetics are as important as one another.
Learn to get both right = win/win.
Learn to get both right = win/win.
koipen