NUMA

004: fireburstflower

Thumbnail of the map '004: fireburstflower'

Hover over the thumbnail for a full-size version.

Author RadiumFalcon
Tags author:radiumfalcon featured rated sorrowspell
Created 2012-10-30
Last Modified 2012-12-29
Rating
4
by 17 people.
Map Data

Description
http://i.imgur.com/rECnK.png
[forum.droni.es]

--

i remember feeling especially proud of this map after i created it. it's really special in terms of structure and aesthetics, very organic.

This map was featured on 2012-12-29

Right in time for dronie considerations, I submit to you one of the highlights of Radium's career, no less his pack. I already wrote a mini-review in the comments, so here's some additional praise: The pseudo-pattern in the centre is a striking way of giving his usual scrawny style a sense of unity. Structurally, I like how both times you go through that section are quite different, depending on when you get the gold; one is nail-bitingly difficult and suspenseful, while the other is simple, fast and fun.


Are you happy now Radium? I gave you a review. :D:P:D — Tommy_Wiseau

Other maps by this author

Thumbnail of the map 'tumble tower' Thumbnail of the map 'my presence is not permitted' Thumbnail of the map 'mystic energies' Thumbnail of the map '2009//2011' Thumbnail of the map '001: onyx stronghold' Thumbnail of the map '002: hive mentality'
tumble tower my presence is not permitted mystic energies 2009//2011 001: onyx stronghold 002: hive mentality

Comments

Pages: (0)

damn dude,

I wish I could still play N on my new comp cause this shizznit looks BOSS.

Hope you good holmes!!

Peace

I am certainly not a paragon of n performance, it's true. But I am not so unskilled that it affects my ability to judge the qualities of a map, thank you. I am satisfied that my critique remains valid.

faster
Demo Data
look at that! he just flies through the map. it really isn't too overwhelming.
that's how i like my maps, over the top. i think this map is just too tough for you. it is possible to navigate the map gracefully, it just takes a considerable amount of skill (look at Xerces).

Tommy: You're absolutely right, the gauss section was designed to be bare-bones, to sort of "warm up" the player for the frenzy of the middle.

improved
Demo Data

agd
Demo Data
This map had a pretty nice structure. I liked the thwump mechanic, but the middle was definitely too hectic. I think it would be good without the zap drones, there's just too much going on there. the floorguard room was kinda... too small for my taste; having a chaingun on your neck plus dodging the puppy was very stressful.

I think that Radium's maps have interesting structures and nice mechanics, but these are often ruined by frustrating gameplay and awkwardness of movements. for this map, I'll give a 3.

I'm sorry, I didn't intend for that to be a scathing exposé of my hatred for Radium maps or anything like that. I was just originally going to leave a little "meh" comment, but then I figured It'd be more fair to actually explain what I didn't like about it instead of being lazy.

As for Tommy; I'm not challenging your enjoyment of the map, I get differences in taste. I didn't mean to suggest that the map was a poor feature, I just don't think it's a great example of what he has to offer. Featuring works best when opinion on it is divided, I think. It promotes more detailed discussion and critique of a map, I find.

Keep on keepin' on ya'll.
I personally enjoyed this but the beginning was slightly uninteresting. 4/5

godless

Perhaps it's indicative of my map philosophy, but I like how there's not much going on in the right side. There's room for creative pathing/highscore potential, but it plays rather empty. Emptiness I like; in chunks, it's refreshing in long, challenging maps like this.

Additionally, complete refinement/perfection tends to lead to flawless, yet bland maps that don't have a sense of uniquity in its gameplay. I remembered this map just as much for the gauss area as the main chamber - both in a positive light, even if the latter was the highlight.

(Also, I'd be happy to hear what Radium has to say about this comment)

Tommy

thank you very much for the feature. it's always nice to see people enjoying my work.

to those that don't enjoy this map or my mapping in general, i urge you to take a look at the last 10 maps in my pack (40-50). those maps are what i consider to be the peak of my mapping; they are quite different than what is available here on NUMA. i'll submit them eventually, but i suggest you check them out before you formulate your opinion on my maps as a whole, as most of the maps in the pack and all my maps on NUMA were created years ago.

thanks again, all!

mhm

I agree with godless, for the most part; there's just too much going on in this map for its own good. Not one of Radium's better efforts, imo.

agd

fuck yeah, this is really sexy and intense lulz
no seriously the chaingun chamber is, as you said, exhilarating.
Demo Data
with you Godless.

2/5

The map feels disappointingly unpolished to me. Action was decent in the main chamber but everything else feels careless.

Leaving the starting chamber was unnecessarily awkward and the entire right side could have been executed in a variety of more interesting ways. If seems like the climb was constructed with the incorporation of the chaingun in mind - but since the chaingun ends up being mostly harmless, the action ends up just a stiff series of jumps around the gauss.

The thwump gimmick is cool idea but I think the gameplay would have benefitted more from it's removal - the center chamber has enough action as it is. A short pause in between sections would have helped make the whole area less frenetic and allowed more time for the player to gracefully maneuver around the chamber instead of having to jump down as fast as possible right on top of the drones.

The areas under the chaingun were underwhelming and don't mesh well with the rest of the map, either visually or in terms of play.

---

I don't particularly enjoy Radium maps anyhow, so this is about par for the course for me. But I do think that this map is not indicative of his skill as a mapper which is unfortunate.
cutting wrists and sinking ships should have been the third one.

Amazing.

You're right about the structure, it's free flowing, original and surprising. I'm not a fan of pointy, scrawny tiles like in the middle but it works in the context of the rest of the tiles. The gameplay was long and varied without being disjunctive and there was a perfect sense of difficulty curve. It took me a while, but I was compelled to finish it.

All in all, the best map I've seen in a long time. Possible dronie candidate for me. 5aved, good job.
I liked the jump across the gap to get the gold too. nice map.
Demo Data

...

...here is a sluggish completion :P...

...i really like the beginning and the climb up top, and then i also really like the mid section with the drones and chaingun combination it worked well, but i didnt really enjoy the left side that much idk why...

...5/5 anyways :P...
Demo Data
demos please!
Demo Data