olympus path
Author | mercuri |
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Tags | action author:mercuri jumps ok unrated |
Created | 2013-02-01 |
Last Modified | 2013-02-02 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | warrior, you're getting near to the mount olympus. ready for one of your last challenges?
master, i will return. alive! -- get your jumps right get all the gold triumph etc. thanks to trance (both music and user) |
Comments
Pages: (0)
2013-02-06
Oh! Never say you subbed it. o_o
Glad to have helped out. Next time you're on IRC, wanna collab?
2013-02-02
ooh
I think percentages are more efficient so I am going to start including those. so 3.61/5 = .722
so 72.2%
so 72.2%
2013-02-02
I didnt say I didnt want to do it...
I just said I would do it later...
Tiles - Tiles were pretty good, they weren't spectacular aesthetically but they were obviously very well thought out in terms of gameplay. It would have been even better if you had thought about aesthetics as well. (3.5)
Gold - Gold was placed in the right parts of the map but there was no real aesthetic aspect of the gold. It doesn't add a lot aesthetically but it was fun and challenging to get. (3)
Mines (aesthetic) - the mines did not add much to aesthetics (0)
Mines (enemy) - The mines were not huge obstacles as the main challenge of this map was the jumps that needed to be made. However you did not put too many unnecessary mines and that is good. (3.5)
Enemies - The guass was very effective and a good enemy choice for the bottom. It could have been placed in a more effective place but where you put it was fine. The drones were a little annoying but they too were effective and a good choice. although I might have put 1 smart one instead of two dumb ones but I didnt experiment so I am not sure (4.5)
Other objects - Trapdoor should have been somewhere more helpful or not there at all. The locked doors were good but why not regular doors? The one-ways were a good idea and in the right place. (3)
Initial Impression (based on aesthetics and first try) - (3)
Overall gameplay - (4)
.17(3.5)+.14(3)+.03(0)+.13(3.5)+.28(4.5)+.05(3)+.07(3)+.13(4)=3.61
so 4/5
Tiles - Tiles were pretty good, they weren't spectacular aesthetically but they were obviously very well thought out in terms of gameplay. It would have been even better if you had thought about aesthetics as well. (3.5)
Gold - Gold was placed in the right parts of the map but there was no real aesthetic aspect of the gold. It doesn't add a lot aesthetically but it was fun and challenging to get. (3)
Mines (aesthetic) - the mines did not add much to aesthetics (0)
Mines (enemy) - The mines were not huge obstacles as the main challenge of this map was the jumps that needed to be made. However you did not put too many unnecessary mines and that is good. (3.5)
Enemies - The guass was very effective and a good enemy choice for the bottom. It could have been placed in a more effective place but where you put it was fine. The drones were a little annoying but they too were effective and a good choice. although I might have put 1 smart one instead of two dumb ones but I didnt experiment so I am not sure (4.5)
Other objects - Trapdoor should have been somewhere more helpful or not there at all. The locked doors were good but why not regular doors? The one-ways were a good idea and in the right place. (3)
Initial Impression (based on aesthetics and first try) - (3)
Overall gameplay - (4)
.17(3.5)+.14(3)+.03(0)+.13(3.5)+.28(4.5)+.05(3)+.07(3)+.13(4)=3.61
so 4/5
2013-02-02
ugh
close. nice jumps. thought the trapdoor made it harder than it should be to get up. not sure if that was what was intended or not.
Demo Data |
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2013-02-02
cool jumper
some interesting jumps here. the jump to get ontop of the trapdoor was difficult.
disliked the gauss turret. it rarely killed you, rather it only slowed things down.
disliked the gauss turret. it rarely killed you, rather it only slowed things down.
2013-02-01
funny tiles and map
I like it
1211
saw*