NUMA

Comments on "Cobwebs"

Pages: (2) [ 1 ] 2

zomg tunco review

The first appeal to this map is that it's only a simple, monotous-everyday-ghosty entry but it's so friggin' awesome. The map has an inspiring concept, and it's a total thriller. You might want to watch your step, the concept is so well executed and planned. It's well crafted and full of surprises, it's obvious rocket_thumped knew what he was doing. <3 cobwebs

Review time!

I am normally afraid of everything unnatural in my surrounding but this spooky map has a special taste: addiction. Entering the ghost house, you don't know that you've already woken the spiders with a loud noise. They are lurking behind their webs, willing to scare you immensely. When you are in panic, Cobwebs by rocket_thumped will be your coffin nail. Fast actions and teleporting to another creepy parts are required if you want to quit this nightmare. Better than every horror movie!

MY TURN!!!

-----

Opening with a quick run through a switch field corridor, this map doesn't entirely scream Ghosty, in fact, it almost says Muse. But, as you voyage out into the wide open space and encounter your first 'spider', you enter into a gold-grabbing tango with tight jumps and lethal stakes, in true Ghosty fashion. As you make your way across the arena to the tunnels below where you must fly to the spider infested attic, nabbing switches, only to make you way back to the same place twice over, all the while opening the gates to your final escape.

-----

also, i would like to commend the lack of ghost drones... cuz they're just too cliche...
Here's mine:

Beginning with a disappearance of all the map's locked doors, you might think: "Something smells fishy around here." You are immediately thrown into a chasing game with floorguards following you everywhere. You really need to utilize those bounceblocks so kindly provided by rocket_thumped to collect all the gold. But were they a kindness? I think not. Rather, they add an extra challenge: memory. You have to remember where those crafty little floorguards went.
What's this? A teleporter? How convenient. You are thrust up to the keys, which open the path to the door key. Lovely.
Who doesn't love gimmicks?

Also 99 words

Well I'll go first:

My review:

--
With a little knowledge of floorguards, it is not a huge mystery about why there are so many doors. But it brings a fright every time the floorguards come after you. In fact, every aspect of this map has that tendency: you know what's happening but still that fear comes even on the tenth run through. Perhaps it is the way the map is built: three teleporters, series of bouncy blocks, and amazing tile set. Maybe it is the differences between the calm parts and the hectic parts. Regardless, this will make you pee your pants before too long.
--

99 words, unplanned.

Well done

sir.

And hey! it's spiker5!

Very good

to see you're still here

@ethe:

the whole point is if you come first your map gets featured.
The concept might seem new to others but it felt like a MidnightGetaway map with more polish and better aesthetics. The doors immediately tipped me off it was going to be a floor guard gimmick map.

Not featured yet?
really did it for me. really nice map. kept forgetting where they were though (which was a good thing)

neat

read above^

nice job

mo-fo

Well done

sir

By the way,

do we get userbars?

Congratz

But I'm terrified of bounceblocks now

congrats!

reeally cool concept, executed perfectly :)

Gratz

jerrod
Because I had absolutely no idea where they were hidden. Definite winner had the aesthetics fitted the theme better.

If this

doesn't win, I'm calling shenanigans.

AGD

really cool, i loved how you how the FGs hid behind bounceblocks and all actually, meant you had to keep on your toes. The spider rebuilding web thing is a cool idea also. nice
Demo Data

D:

effortlessly cool, and clever. But it just doesn't quite work. Hiding the floorguards under the bbs meant that you could easily lose track of where you left them, meaning you have to be far too cautious. This isn't necessarily a bad thing, but I just /really/ wanted to be able to fling myself around a bit more.

You weren't that mean really; I was just pointing out why I disagreed with part of your interpretation of my map (though I agreed that the dual chainguns were a bit too fustrating).

Everyone's entitled to an opinion though ;)
And your opinion helped me fix the map.
also, if anyone noticed, the floorgaurds are supposed to be spiders, and every time you fall through the cobwebs, they scurry past to rebuild them.

i got stuck here.

:(
Demo Data
which creates a more rigid structure, which therefore creates more linear pathing.

i apologize, i'll try to mix it up.

wow

nice concept really puzzle-ish. 4/5 i like what you did with the bounce blocks. i cant beat it though its too hard for my enferior skills

goddamn spiders

.
Demo Data
AGD
Demo Data

speedrun. suck it
Demo Data
nevermind, I didn't reread my last comment so I guess I forgot exactly what I wrote. Just don't think about it too much and accept that I thought this map was cool and also quite fun :P Have an agd for the trouble:
Demo Data

author demo..

aerodynamic? huh?
Demo Data