H-00
Author | deep_blue |
---|---|
Tags | action author:deep_blue concept-of-some-sorts donttouchmycloak time-limit unrated |
Created | 2012-08-18 |
Last Modified | 2012-08-18 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | a map that has a 'conceptual' part in it. please enjoy. |
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Now you are the judge:
Given the grandeur and excellence of these tilesets, I wanted to do something different and fun, and also to get involved with you again and do something different and new fresh in the construction of this pack.
I marveled at these tiles, and I had strange feelings with them, apparently for me it was very complicated and difficult to work with, it was difficult to give a solid idea in each of these maps, and this was what hooked me increasingly to these tiles.
It has been several days of work, and enjoying every day more, and getting closer to the tiles. It was strange the way I got the maps below here. I also mapped in different ways and in different moods. But all in all, I think the end result has been excellent. And no filler words, I explain:
I made 10 maps, two completely different versions of each tilset. So you are the judge, you have to choose the version you like best for each tileset / map, definitively choose the five versions that will be the 'Marasme' Episode, without more, the maps:
Given the grandeur and excellence of these tilesets, I wanted to do something different and fun, and also to get involved with you again and do something different and new fresh in the construction of this pack.
I marveled at these tiles, and I had strange feelings with them, apparently for me it was very complicated and difficult to work with, it was difficult to give a solid idea in each of these maps, and this was what hooked me increasingly to these tiles.
It has been several days of work, and enjoying every day more, and getting closer to the tiles. It was strange the way I got the maps below here. I also mapped in different ways and in different moods. But all in all, I think the end result has been excellent. And no filler words, I explain:
I made 10 maps, two completely different versions of each tilset. So you are the judge, you have to choose the version you like best for each tileset / map, definitively choose the five versions that will be the 'Marasme' Episode, without more, the maps:
2012-08-24
MOSS FEED 5/5 cont.
Seeing and feeling that, these days, I decided to do some mapping tips (attached at the very bottom of my profile, check it), only for experts like you, not the typical mapping tips, if not a final result and for how a map could change from a 'good map' to a masterpiece. If used properly and not overlooked. They are simple, and they are three.
1. You just play the map yourself, and if you hit a mine, you remove it (also works for rockets, drones and such):
Seriously, do this and you do not worry about the original idea, you do not worry about the mine or the enemy you wanted to be there, if it is no longer. Remove it or change it, no one knew what was your idea, you and they want a good map, not an idea. ;)
2. If you do not feel comfortable playing the map, think others will not be either.
This is my friend, if you get frustrated playing your map, you not should think that someone who plays better than you will feel better, no, it will not. Someone who plays better than you, just he could make a better time than you, but he you should feel just as comfortable as you. if you do not feel comfortable, nobody will, change, change and change your map again until it is comfortable. ;)
3. And never, never give out a map without getting yourself two full demos, all the gold and speedrun.
I've noticed this recently, before I used to think a little differently, I playtest area by area, or thought it would be possible, or someone better than me could get it. BUT NOT NOW. Now I must get an own demo before anyone else, if not, the map isn't finished. And you should do the same, you will see how your maps change and improve dramatically. Trust me, with love, your friend.
Now I close my mouth dirty and smelly.
with Love, zoasBE.
1. You just play the map yourself, and if you hit a mine, you remove it (also works for rockets, drones and such):
Seriously, do this and you do not worry about the original idea, you do not worry about the mine or the enemy you wanted to be there, if it is no longer. Remove it or change it, no one knew what was your idea, you and they want a good map, not an idea. ;)
2. If you do not feel comfortable playing the map, think others will not be either.
This is my friend, if you get frustrated playing your map, you not should think that someone who plays better than you will feel better, no, it will not. Someone who plays better than you, just he could make a better time than you, but he you should feel just as comfortable as you. if you do not feel comfortable, nobody will, change, change and change your map again until it is comfortable. ;)
3. And never, never give out a map without getting yourself two full demos, all the gold and speedrun.
I've noticed this recently, before I used to think a little differently, I playtest area by area, or thought it would be possible, or someone better than me could get it. BUT NOT NOW. Now I must get an own demo before anyone else, if not, the map isn't finished. And you should do the same, you will see how your maps change and improve dramatically. Trust me, with love, your friend.
Now I close my mouth dirty and smelly.
with Love, zoasBE.
2012-08-24
MOSS FEED 5/5
Talking about you, your mapping skills and some cordial advices.
Well, I feel I must do this, and above all, I want to clarify something. I do not want you misunderstand my words, and I do this for you and I've caught appreciation to you, I see interesting things that can be improved. I do so in a cordial and friendly, and I want you to know that this is for you and never would do this for someone who not interest me.
You have many skills as mapper, but you do not take advantage and not exploit them to the fullest. I think you know how objects works to perfection and all this, especially drones, and you have very interesting ideas, but you do not spend enough time on each map (as you say on your profile, like only 30 minutes). That's wrong my friend, each map it's unique, it's a gem, a part of you, a piece of art, a creation, a creation by you, and you should keep this on mind. Each map deserves attention and time. Especially of yourself.
I think the problem is in the stage of playtest and in your abilities as a player. You know how objects works perfectly and you know in advance how they will behave. You know if the map will be possible or not. But that's it. And you stop there (I think). And that's again wrong. You must play your own map nauseum.
When lsudny says that the mines are very restrictive and your answer will be so, I tell you friend, he's right. The mines have to be restrictive of course, sometimes, and sometimes not. The mines are for when you make a move 'extremely' bad and then hit it and die, meanwhile mines should not be much of a problem, unless it is a minejumper map, of course. I hope you understand this. The map should be enjoyable to play. Always.
I think coming to the focus of the case, the main problem of your mapping lies in the poor connection between tiles and objects. This does not mean you do bad things/objects, not, are impressive, you have excellent mechanical, if not how to engage minutely, step by step to your tiles. Since your tiles are amazing sometimes, you have to play much your map and see that everything is in order, is fluid and enjoyable.
When someone tells you that it is NOT very enjoyable to play and a bit annoying, that the tiles are impressive, but that happens, lsudny also I think, he is right, and this is because you do not play the map to the end, And you MUST DO IT FROM NOW.
Well, I feel I must do this, and above all, I want to clarify something. I do not want you misunderstand my words, and I do this for you and I've caught appreciation to you, I see interesting things that can be improved. I do so in a cordial and friendly, and I want you to know that this is for you and never would do this for someone who not interest me.
You have many skills as mapper, but you do not take advantage and not exploit them to the fullest. I think you know how objects works to perfection and all this, especially drones, and you have very interesting ideas, but you do not spend enough time on each map (as you say on your profile, like only 30 minutes). That's wrong my friend, each map it's unique, it's a gem, a part of you, a piece of art, a creation, a creation by you, and you should keep this on mind. Each map deserves attention and time. Especially of yourself.
I think the problem is in the stage of playtest and in your abilities as a player. You know how objects works perfectly and you know in advance how they will behave. You know if the map will be possible or not. But that's it. And you stop there (I think). And that's again wrong. You must play your own map nauseum.
When lsudny says that the mines are very restrictive and your answer will be so, I tell you friend, he's right. The mines have to be restrictive of course, sometimes, and sometimes not. The mines are for when you make a move 'extremely' bad and then hit it and die, meanwhile mines should not be much of a problem, unless it is a minejumper map, of course. I hope you understand this. The map should be enjoyable to play. Always.
I think coming to the focus of the case, the main problem of your mapping lies in the poor connection between tiles and objects. This does not mean you do bad things/objects, not, are impressive, you have excellent mechanical, if not how to engage minutely, step by step to your tiles. Since your tiles are amazing sometimes, you have to play much your map and see that everything is in order, is fluid and enjoyable.
When someone tells you that it is NOT very enjoyable to play and a bit annoying, that the tiles are impressive, but that happens, lsudny also I think, he is right, and this is because you do not play the map to the end, And you MUST DO IT FROM NOW.
2012-08-24
MOSS FEED 4/5
Talking about the actual position of the pack and our interests:
Well, we are doing a really good job, and the most important, pleasant (at least for me ;) We have nearly 8 episodes (40 maps) this is interesting, because it seems that you and me started yesterday, actually started like 2 weeks ago but have been so nice and fruitful, that I feel very comfortable, and it seems that no time has passed. I'm talking about this, from my point of view and from my appetite, I want to continue to this day, and I think that now I not only want a column, I am quite sure that we can make two columns and will be rewarding.
I really like what we're doing, and I think we form a good match as mappers and collaborators who rarely get this (maybe Yahoozy and sept got it and were good companions as mappers) but rarely two guys works as well to perfection, we have different styles and different personalities and are highly complementary. I love mapping with you, you ideas and your style.
A few days ago, Pheidi gave me a very good quote, today I want to share with you: "two heads are better than one, but too many cooks spoil the broth." and I think your head and mine works perfectly. I want continue moreeeee! You want?
On the other hand, I think we are in the right time, to think and do the first episode, the opener, which opens the door for this package, appearance and style. I want to be you, who offered this style and appearance, with the tiles, think this is the first episode, which opens, the first chapter of the book, which hooks you or makes you close it forever. Also thinks that should be simple and HR maps. I trust you. ;)
On the other hand, I'm anxious and I want to do right the banner to the pack!!!. I want it to be you who also collaborate, and offer me two or three images for this. When I think of 'MOSS', I think of moss (not kate moss), cold, calm, in forests, in fantasy ... Which do you think? Surprise me. ;) I wait for the images...
That's all for now. I wait you with a smile, a BIG SMILE.
:)
Well, we are doing a really good job, and the most important, pleasant (at least for me ;) We have nearly 8 episodes (40 maps) this is interesting, because it seems that you and me started yesterday, actually started like 2 weeks ago but have been so nice and fruitful, that I feel very comfortable, and it seems that no time has passed. I'm talking about this, from my point of view and from my appetite, I want to continue to this day, and I think that now I not only want a column, I am quite sure that we can make two columns and will be rewarding.
I really like what we're doing, and I think we form a good match as mappers and collaborators who rarely get this (maybe Yahoozy and sept got it and were good companions as mappers) but rarely two guys works as well to perfection, we have different styles and different personalities and are highly complementary. I love mapping with you, you ideas and your style.
A few days ago, Pheidi gave me a very good quote, today I want to share with you: "two heads are better than one, but too many cooks spoil the broth." and I think your head and mine works perfectly. I want continue moreeeee! You want?
On the other hand, I think we are in the right time, to think and do the first episode, the opener, which opens the door for this package, appearance and style. I want to be you, who offered this style and appearance, with the tiles, think this is the first episode, which opens, the first chapter of the book, which hooks you or makes you close it forever. Also thinks that should be simple and HR maps. I trust you. ;)
On the other hand, I'm anxious and I want to do right the banner to the pack!!!. I want it to be you who also collaborate, and offer me two or three images for this. When I think of 'MOSS', I think of moss (not kate moss), cold, calm, in forests, in fantasy ... Which do you think? Surprise me. ;) I wait for the images...
That's all for now. I wait you with a smile, a BIG SMILE.
:)
2012-08-24
MOSS FEED 3/5
Talking about Blizzard Moss and the Unfinished Conceptual Episode no.08:
Of course Blizzard Moss is included in the pack, but maybe for a second column? I mean, that map isn't exactly a concept map, it's more a large adventure-esque hard-ish action map, it's really good, it's challenging as hell, I didn't play it too much and I have no a demo yet. But it's really cool and obviously is included on the pack. Thanks.
But I really think that we have a really different perception of what a 'conceptual map' it is. I really believe that a concept map is one that bases its gameplay into something extraordinary and unusual. Glitches, unique mechanical, objectives, simple challenges, puzzles, maybe jumpers, etc... No an action map with a small concept within it. That simply is an action map. I made another concept map for this episode, Slipping Into The (Cosmic) Future for you to see what a concept map it is and their difference. This is a map based on jumps of switches, dodge and get, simply and without gold. It's good for highscoring and for find paths between the really open space. I got a sub1000 demo, which it's cool.
Also, I've edited the aesthetics of Always Hatred Chimneying One-Ways to be more in line with the aesthetics of the concept episode is taking.
I hope you understand the difference perfectly, and understand my words and my intent. You are a great mapper. And I hope that at last, you get to do at least two interesting concept maps. Thanks ;)
Of course Blizzard Moss is included in the pack, but maybe for a second column? I mean, that map isn't exactly a concept map, it's more a large adventure-esque hard-ish action map, it's really good, it's challenging as hell, I didn't play it too much and I have no a demo yet. But it's really cool and obviously is included on the pack. Thanks.
But I really think that we have a really different perception of what a 'conceptual map' it is. I really believe that a concept map is one that bases its gameplay into something extraordinary and unusual. Glitches, unique mechanical, objectives, simple challenges, puzzles, maybe jumpers, etc... No an action map with a small concept within it. That simply is an action map. I made another concept map for this episode, Slipping Into The (Cosmic) Future for you to see what a concept map it is and their difference. This is a map based on jumps of switches, dodge and get, simply and without gold. It's good for highscoring and for find paths between the really open space. I got a sub1000 demo, which it's cool.
Also, I've edited the aesthetics of Always Hatred Chimneying One-Ways to be more in line with the aesthetics of the concept episode is taking.
I hope you understand the difference perfectly, and understand my words and my intent. You are a great mapper. And I hope that at last, you get to do at least two interesting concept maps. Thanks ;)
2012-08-24
MOSS FEED 2/5
Talking about the (imcomplete) now complete episode number 4, that the gray man in the office .. ;)
I loved these tiles gray .. And I thought it would be good to give a race-ish aspect to the whole episode, also playing and doing slight variations of that thing with the one-ways and doors. Wanted pay close attention to the two ways to play the maps, speed route and agd route.
04-0: Mahogany World
I really like the simple style of these tiles, and they were not exactly like the original from which the idea, that I liked to start the episode. I wanted to make one two maps, one for the switch and speed, and a semi race for the gold. I'm very happy of the flow for all gold, of course my flow, but more interesting is that the map provides that 'your flow is too personal' means you have many options and routes to find yourself. I like the room on the left and the timing of the drones. Find your path, get, but then look at the flowy demos too... ;)
04-1: Clay Highway
This was earlier, but now agrees well within the episode. I really like the idea of the two distinct ways of playing this episode.
04-2: Interesting People of Gray Colour
I like Colour poorly written, I love it. You wanted to do a twist on that thing and that floorguards mechanics?. Well, take this! I focused all over the map in this mechanic. It may seem annoying at first, but then you realize that it is perfect, multiples options, intense and not very long and tedious. It also gives a cinematic speed route for entertainment more than anything. I have a sub900 demo for agd, so this proves that it is not very long and tedious. Find your own chaos! This also marks a fresh and interesting gap in the middle of the episode.
04-3: Forced Amnesia Cure
The original. Hence the idea of the episode. Of the two routes. Thanks for making these gray office tiles! I love them!.
04-4: Paper Fans
on NUMA, no words about this.
Hope you liked it, and you could see all the demos presented in NUMA, both as agd and speed and the battle I had with Xerces. SIMPLY AWESOME. WONDERFUL TILES DEEP_BLUE!!!
The ignored tiles was Safari with Your Favorite Stapler was great too, but spare one. Thank you.
As always I have demos for all the maps, and in many of them, several even. I like the work we are doing.
Maps: http://pastebin.com/NgyzufFX
Demos: http://pastebin.com/bh1uFcbd
I loved these tiles gray .. And I thought it would be good to give a race-ish aspect to the whole episode, also playing and doing slight variations of that thing with the one-ways and doors. Wanted pay close attention to the two ways to play the maps, speed route and agd route.
04-0: Mahogany World
I really like the simple style of these tiles, and they were not exactly like the original from which the idea, that I liked to start the episode. I wanted to make one two maps, one for the switch and speed, and a semi race for the gold. I'm very happy of the flow for all gold, of course my flow, but more interesting is that the map provides that 'your flow is too personal' means you have many options and routes to find yourself. I like the room on the left and the timing of the drones. Find your path, get, but then look at the flowy demos too... ;)
04-1: Clay Highway
This was earlier, but now agrees well within the episode. I really like the idea of the two distinct ways of playing this episode.
04-2: Interesting People of Gray Colour
I like Colour poorly written, I love it. You wanted to do a twist on that thing and that floorguards mechanics?. Well, take this! I focused all over the map in this mechanic. It may seem annoying at first, but then you realize that it is perfect, multiples options, intense and not very long and tedious. It also gives a cinematic speed route for entertainment more than anything. I have a sub900 demo for agd, so this proves that it is not very long and tedious. Find your own chaos! This also marks a fresh and interesting gap in the middle of the episode.
04-3: Forced Amnesia Cure
The original. Hence the idea of the episode. Of the two routes. Thanks for making these gray office tiles! I love them!.
04-4: Paper Fans
on NUMA, no words about this.
Hope you liked it, and you could see all the demos presented in NUMA, both as agd and speed and the battle I had with Xerces. SIMPLY AWESOME. WONDERFUL TILES DEEP_BLUE!!!
The ignored tiles was Safari with Your Favorite Stapler was great too, but spare one. Thank you.
As always I have demos for all the maps, and in many of them, several even. I like the work we are doing.
Maps: http://pastebin.com/NgyzufFX
Demos: http://pastebin.com/bh1uFcbd
2012-08-24
MOSS FEED 1/5 cont.
02-4: Two-Ended Ivy
definitely impressive - one-ways and golds edits
Here there was no error. Only one-ways modified for aesthetic and simply added a few, and modified some gold for aesthetic patterns too. Ah, I forgot! Two additional well placed drones. For both routes, agd and speedrun, for speed work really well from the beginning, and for agd not bother much at first and then at the end if bother a bit more, so got a good progressive difficulty. I really like the difficulty increases considerably at the end with the switch and the gauss, also removed the door blocking, to have a good speed route. I also like that there are several tricks included, not just one, two one-ways cheats, at top and middle. I like, I like. Really good episode ender, nice job deep_blue!!!
definitely impressive - one-ways and golds edits
Here there was no error. Only one-ways modified for aesthetic and simply added a few, and modified some gold for aesthetic patterns too. Ah, I forgot! Two additional well placed drones. For both routes, agd and speedrun, for speed work really well from the beginning, and for agd not bother much at first and then at the end if bother a bit more, so got a good progressive difficulty. I really like the difficulty increases considerably at the end with the switch and the gauss, also removed the door blocking, to have a good speed route. I also like that there are several tricks included, not just one, two one-ways cheats, at top and middle. I like, I like. Really good episode ender, nice job deep_blue!!!
2012-08-24
MOSS FEED 1/5
I'm using my vodkalover account to make a difference between the previous post and the last ones (easily for your reading time), on this first post i'll talk about the second episode, the melancholic ones.. ;)
02-0: Skecthberries
Perfect - tiny edition:
I really loved the highscore gameplay on this one, timing the lasers and such, I've edited the laser area at bottom (only opening the 5tiles) for better gameplay and not having to be forced to wait for the laser, also added a launchpad to get the top area faster since you need take the switches to complete the map. I have fun highscoring it, works really nice, and it's funny challenging get a sub1200 AGD, I tried for long and i get very close, i get a sub1200 AGD-1 timing the lasers well, see the demos and play hard this map it's so cool. Good work deep_blue!
02-1: Award Winning Biome
Cool - tiny edition:
Actually I hardly changed anything, simply added and moved only about one-ways for more flow, and removed a couple of pieces of gold out of place. You did a good job with the chaingun and that row of gold suspended in the air. Very good also for HR, finally got a sub1000 run with all gold.
02-2: The Echo
Loved it! - tiny edition:
This was almost perfect, the only thing I did was change that ugly thing (sorry) to superimpose the gauss and the mine. I know perfectly well that you did for the gauss working properly while the mine cut the passage, but there were other ways to do this, check out.. :P Also the jump to exit (without using the floor that is interesting) was simply impossible, only added some 5tile down the structure from which to jump, to reach. I enjoyed the ideas that you did on this map, I had not done anything similar or as interesting, and I liked also the air that you were giving the episode. Cool! ;)
02-3: Marchmarsh
FRANKLY FANTASTIC!!! - Added another completely different route hardly touching anything:
I loved this map. I realized that if reversed the bottom thwump, that actually did nothing much, this map became delicious, for this to be added mines on the wall on the left, so that the specific use of ground thwump work. very interesting. check it. I really like that there are multiple paths, and all of them are good flow.
02-0: Skecthberries
Perfect - tiny edition:
I really loved the highscore gameplay on this one, timing the lasers and such, I've edited the laser area at bottom (only opening the 5tiles) for better gameplay and not having to be forced to wait for the laser, also added a launchpad to get the top area faster since you need take the switches to complete the map. I have fun highscoring it, works really nice, and it's funny challenging get a sub1200 AGD, I tried for long and i get very close, i get a sub1200 AGD-1 timing the lasers well, see the demos and play hard this map it's so cool. Good work deep_blue!
02-1: Award Winning Biome
Cool - tiny edition:
Actually I hardly changed anything, simply added and moved only about one-ways for more flow, and removed a couple of pieces of gold out of place. You did a good job with the chaingun and that row of gold suspended in the air. Very good also for HR, finally got a sub1000 run with all gold.
02-2: The Echo
Loved it! - tiny edition:
This was almost perfect, the only thing I did was change that ugly thing (sorry) to superimpose the gauss and the mine. I know perfectly well that you did for the gauss working properly while the mine cut the passage, but there were other ways to do this, check out.. :P Also the jump to exit (without using the floor that is interesting) was simply impossible, only added some 5tile down the structure from which to jump, to reach. I enjoyed the ideas that you did on this map, I had not done anything similar or as interesting, and I liked also the air that you were giving the episode. Cool! ;)
02-3: Marchmarsh
FRANKLY FANTASTIC!!! - Added another completely different route hardly touching anything:
I loved this map. I realized that if reversed the bottom thwump, that actually did nothing much, this map became delicious, for this to be added mines on the wall on the left, so that the specific use of ground thwump work. very interesting. check it. I really like that there are multiple paths, and all of them are good flow.
2012-08-20
Hey!
I think you have missed a tiles, you only have send to me 4 maps, and i had send to you 5 'melancholic' tileset. I have not checked it yet. Also, you can edit your pastes on pastebin when you make that map. (Only if you don't know that) Thanks, i'll check.
2012-08-20
and, sorry my spam now.. :P
Yes! like Forced Amnesia Cure!! ;)
2012-08-20
about Blizzard Moss:
I'll check it later, I've to go now..
Looks like intense, large and hard.. ;) I'll tell you later.
Looks like intense, large and hard.. ;) I'll tell you later.
6. And finally, I send five tileset, with these I want to do an episode for highscore, so you keep very present this to HR and mechanics, proper measure of enemies, will also be one of the first episodes, so the difficulty is not must be very high. I am very happy to have you as a partner, you are a great mapper!
The 5 tiles (without titles.. :P):
http://pastebin.com/rz1Xtg1j
I remember also the 3 tiles of which I spoke earlier to complete that episode, I hope too!
I'm so glad you like the work we are doing, me too! This will be a wonderful pack! And what I like most out of this, I'm really enjoying doing it, expanding my ideas, watching another way to make maps, and having a bit of your mechanics in them. This is very interesting! Thank you!
Greetings.
zoasBE.
The 5 tiles (without titles.. :P):
http://pastebin.com/rz1Xtg1j
I remember also the 3 tiles of which I spoke earlier to complete that episode, I hope too!
I'm so glad you like the work we are doing, me too! This will be a wonderful pack! And what I like most out of this, I'm really enjoying doing it, expanding my ideas, watching another way to make maps, and having a bit of your mechanics in them. This is very interesting! Thank you!
Greetings.
zoasBE.
3. Speaking of other incomplete episode.:
This arises based on these loose tiles you sent me with the editions of episode 5. I really like the aesthetic of these tiles. I made a map with them, Forced Amnesia Cure, halfway between conceptual and action, good both routes, only switchs to speed or agd. Then I asked more similar looking tiles (4, remember?) To complete this episode, but you sent me four tileset that had nothing to do, except one, Clay Highway, with these I made a map on the way of this episode. Now, I ask you to see these maps, and please, send me the 3 remaining tileset in this aesthetic, to complete this episode.
4. Speaking about the latest strange tileset you sent me:
I've tried everything! But are complicated as you said, and I think, a little out of the tone of the pack. They are more like the usual deep_blue in NUMA ... ;)
I tried doing two concept maps for the conceptual episode, one from Reckless, the Robot, untitled His Head, but not a 5/5 map and rejected it. You can check it at the rejected maps section in the pastebin. And another one, from What is Japan All About, like a try of a concept map, short, but also rejected it. Also is there. I siply rejected Toxic Coyote and with Clay Highway I've made the map of which I speak above.
All rejected and rejected tileset maps have also been added in rejected section in the pastebin.
Now, the pastebin with the maps: http://pastebin.com/NgyzufFX (It's the same, only updated)
5. Speaking of demos:
There are demos for all maps, usually agd, some SR also, if you look at them, and I remember looking at the cheated sr on 05-2: Evenemententerrein.
The demos are here, the same pastebin of demos, Updated:
http://pastebin.com/bh1uFcbd
This arises based on these loose tiles you sent me with the editions of episode 5. I really like the aesthetic of these tiles. I made a map with them, Forced Amnesia Cure, halfway between conceptual and action, good both routes, only switchs to speed or agd. Then I asked more similar looking tiles (4, remember?) To complete this episode, but you sent me four tileset that had nothing to do, except one, Clay Highway, with these I made a map on the way of this episode. Now, I ask you to see these maps, and please, send me the 3 remaining tileset in this aesthetic, to complete this episode.
4. Speaking about the latest strange tileset you sent me:
I've tried everything! But are complicated as you said, and I think, a little out of the tone of the pack. They are more like the usual deep_blue in NUMA ... ;)
I tried doing two concept maps for the conceptual episode, one from Reckless, the Robot, untitled His Head, but not a 5/5 map and rejected it. You can check it at the rejected maps section in the pastebin. And another one, from What is Japan All About, like a try of a concept map, short, but also rejected it. Also is there. I siply rejected Toxic Coyote and with Clay Highway I've made the map of which I speak above.
All rejected and rejected tileset maps have also been added in rejected section in the pastebin.
Now, the pastebin with the maps: http://pastebin.com/NgyzufFX (It's the same, only updated)
5. Speaking of demos:
There are demos for all maps, usually agd, some SR also, if you look at them, and I remember looking at the cheated sr on 05-2: Evenemententerrein.
The demos are here, the same pastebin of demos, Updated:
http://pastebin.com/bh1uFcbd
2012-08-20
MOSS FEED:
There are many things, which is why I am organizing this post in numbered paragraphs.
1.
Speaking of episode number 5 (the circular tiles that I made and you've edited quickly):
05-0: Aura Moss: The only mistake I found here, that rocket was impossible. I was editing and rearranging this rocket much, finally got it to be accessible, but it was unnecessarily difficult. So I opted for a chaingun. Also opened space land mines on the right, to avoid having to wait for the thwump, and more flow. I also added some one-ways to flow. It has proved a good map, smooth and fresh.
05-1: Five Four HD Sanjay: I liked the small puzzle mechanics with drones at first. I have slightly edited this part to perfection. Also moved up a little rocket for efficiency. And cleaned up a little left of the more intriguing the rise. The rest was perfect. ;)
05-2: Evenemententerrein: I enjoyed here. Basically only have added two or three one-ways to flow, and deleted the trapdoor that has forced you to a specific path, now to multi-routes. And offering a speedrun cheat very, very, very interesting. Watch the demo, it's really cool.
05-3: Fruit, Baby!: Very good large map. Again only one-ways were added to flow, and very importantly, a launchpads to access the top center of the map in a comfortable and smooth. With this, the result is a very technical map, interesting, and relaxed for longer than 2500 frames. I really like it.
05-4: With Metronome Eating Sushi Am I.: WOOOOOWW!!! This is the map I say worthy of a feature. I added very little things, to make more fluid and entertaining this wonderful puzzle at first, race-ish later, and following technical action. I love it. Very good job deep_blue!!!
2. Speaking about the conceptual incomplete episode:
Edited a bit Always Hatred Chimneying One-Ways now much more accesible, and made an agd demo too. I also made a concept map, based on the circular tiles, halfway between jumper, exit jumper and prisoner map, called Pointless Petroleum Burning Basics, I remind you that you can try to do some conceptual map of your own, to complete this episode.
1.
Speaking of episode number 5 (the circular tiles that I made and you've edited quickly):
05-0: Aura Moss: The only mistake I found here, that rocket was impossible. I was editing and rearranging this rocket much, finally got it to be accessible, but it was unnecessarily difficult. So I opted for a chaingun. Also opened space land mines on the right, to avoid having to wait for the thwump, and more flow. I also added some one-ways to flow. It has proved a good map, smooth and fresh.
05-1: Five Four HD Sanjay: I liked the small puzzle mechanics with drones at first. I have slightly edited this part to perfection. Also moved up a little rocket for efficiency. And cleaned up a little left of the more intriguing the rise. The rest was perfect. ;)
05-2: Evenemententerrein: I enjoyed here. Basically only have added two or three one-ways to flow, and deleted the trapdoor that has forced you to a specific path, now to multi-routes. And offering a speedrun cheat very, very, very interesting. Watch the demo, it's really cool.
05-3: Fruit, Baby!: Very good large map. Again only one-ways were added to flow, and very importantly, a launchpads to access the top center of the map in a comfortable and smooth. With this, the result is a very technical map, interesting, and relaxed for longer than 2500 frames. I really like it.
05-4: With Metronome Eating Sushi Am I.: WOOOOOWW!!! This is the map I say worthy of a feature. I added very little things, to make more fluid and entertaining this wonderful puzzle at first, race-ish later, and following technical action. I love it. Very good job deep_blue!!!
2. Speaking about the conceptual incomplete episode:
Edited a bit Always Hatred Chimneying One-Ways now much more accesible, and made an agd demo too. I also made a concept map, based on the circular tiles, halfway between jumper, exit jumper and prisoner map, called Pointless Petroleum Burning Basics, I remind you that you can try to do some conceptual map of your own, to complete this episode.
2012-08-18
hey no problem man!!
There was practically no errors and were nice levels.
I made some /very/ small corrections and has run a fantastic episode. There is a map even worthy feature.. or two. Seriously, I really like how this episode turned out.
I've also made an interesting map from the tiles you send me, and refering about the tiles you'll make, if you can make 4 tileset more in the aesthetic way of the last one, would be perfect to complete the episode.
I'll re-comment to you later when I have all in orden.. Soon
I made some /very/ small corrections and has run a fantastic episode. There is a map even worthy feature.. or two. Seriously, I really like how this episode turned out.
I've also made an interesting map from the tiles you send me, and refering about the tiles you'll make, if you can make 4 tileset more in the aesthetic way of the last one, would be perfect to complete the episode.
I'll re-comment to you later when I have all in orden.. Soon
the23
Deeper V2 - Just wanted to do something, hybrid climber and downfall.
W - A very highscore map with simple techniques. Good as opener.
W V2 - One of my favorites. I know it may be a little weird, but it is impressive. Puzzle, two roads, the faster more devilish. Some conceptual. The left path is more complicated at first, but then faster. I like studying this drones, their movements and have almost memorized to complete this map.
Mr. Brickskin - A fast funny semi-technical jumper. Loved this tileset.
Mr. Brickskin V2 - My strange vision of it, a bit more short and conceptual.
Buff a Los Angeles - Wow! Amazing tileset. This is a high-quality map of the new era. A little puzzle if you're looking for things to be simple, fast jumper bottom, top arcade-ish. Think how, to do first. Besides several routes, left or right. What the first top or bottom?
Buff a Los Angeles V2 - My little vision. Was missed a bit the excellence of the tiles. But I much prefer the gameplay. Fast paced intense action with some technical parts. Very enjoyable to play.
Touching. - It was what I was supposed to do. A mine-jumper, with some style. Each part isn't very hard, but it's really hard to do a good agd in a row.
Touching. V2 - And this is my vision inverted. Also jumper, but not of mines, if not launchpads what it is interesting. Also a little puzzle to know what area do first. Think!
So there you go, hope you like it and you enjoy it. Just choose the five versions that you like. The five not-chosen versions to be in the director's cut.
As always, I have agd for all maps, and many also speedrun. Demos included. I have also included the line 'userdata' for your convenience, you just only have to copy it to your userlevels. This is very important, try to play the maps you just first without seeing the demos, and draw your own impressions. After, then see the demos.
http://pastebin.com/WzehyR22
Enjoy!
With love, zoasBE.