NUMA

Non, Je ne regrette rien

Thumbnail of the map 'Non, Je ne regrette rien'

Hover over the thumbnail for a full-size version.

Author rocket_thumped
Tags action author:rocket_thumped hard playable rated redux regrette
Created 2010-07-28
Last Modified 2010-08-13
Rating
4
by 8 people.
Map Data

Description Made from a yahoozy tile-set. The concept evolves as you play the map, the difficulty curve is pretty nice as well. Hey, now it has guass instead of rockets.

Other maps by this author

Thumbnail of the map 'Spirit Tracks' Thumbnail of the map 'Are you also frightened?' Thumbnail of the map 'Cobwebs' Thumbnail of the map 'Alps' Thumbnail of the map 'cherry' Thumbnail of the map 'slumberland'
Spirit Tracks Are you also frightened? Cobwebs Alps cherry slumberland

Comments

Pages: (0)

Speedrun

/me tries sub-1000
Demo Data

Hey,

Sorry for being away. Been gone for a little while. I don't have access to my desktop until tomorrow, so I'll get to work on the userbars then. Sorry for the delay.

cool concept

excellent gold placement and general aesthetics. very good gameplay, both the floorguards and gauss work very well. faved
Demo Data

AGD.

Cool map. I really like it when bounceblocks are used as obstacles as much as support. The floor guards were neat too.
Demo Data

flag:

Floorguards will only follow along doors which have been placed before them. I remember a pretty neat exploitative map a few years back in which the ninja fell along one side of the map, and floorguards moved into their positions to spell something out.

Forgot to say that despite something like five years of assiduously playing this game, I do not know how you made the floorguards go to different places.
"what? Where the fuck did those floorguards come from?"

Then I started thinking. yeah. Great concept.

I agree,

this is a nice concept :)

AGD.

The gold outside the large rooms could've been better, and the exit was dumb. But, it was extremely innovative and fun to play. 4aved.
Demo Data

Ouch! Damn.

What an excellent concept. Thoroughly faved.
Demo Data

Slow AGD.

:D
Demo Data

nice

getting to the door at the end was tough.

Nice concept though.

*gauss, though.
they were panic-inducing which was great up until you got the exit key. At that point I think the difficulty should have waned rather than remaining constant.
Demo Data

EDIT

I tried the map with gauss instead, and it was simply better. You were right yahoozy, if only you could have told me that when I showed it to you in the first place.
Demo Data

This concept

is simply great

As per this map:

I think I would have preferred gauss over rockets, which are too panic-inducing, and I also think don't work well with five tiles and semi-claustrophobic areas.

Demo

Demo Data

;-;

the end.. uhh
Demo Data