Insurgency
Author | miststalker06 |
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Tags | author:miststalker06 chainguns enjoy rated |
Created | 2013-03-23 |
Last Modified | 2013-03-23 |
Rating |
5 by 5 people.
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Map Data | |
Description | Enjoy this next map of mine. I finally made some chainguns that didn't flat-out suck. So I'm quite happy :D |
Comments
Pages: (0)
2013-03-28
I feel like my point was badly conveyed
Here is a working example from a couple of my maps.
Electrophobia [nmaps.net] is kind of like what you're putting out right now. It has some decent mechanics and a nice aesthetic. The terrain however is confusing to jump around in, and the player will often make jumps without really knowing how they will end. This creates reactive gameplay, which can be great fun. But it also creates unreliable gameplay. If a map is only fun 2/3 times you play it, it's not a great map.
Clarity is much more 'usable' by comparison. At each point of the map the player is very aware of where they can and can't jump, and it's very obvious what will happen regardless of what they decide. This means when a player pulls off an awesome rocket dodge it's more satisfying, because they were the ones that set up the whole thing. There was no chance bounce of a strange angle involved. This is what you need to aim for.
This doesn't actually mean you have to make your maps any easier at all, you can still make the player do as many horrible jumps as you please, it's just a matter of making environments more 'usable' in a playability sense. The fact that the player will be more aware of their options will make your maps easier - but that's just because the player can finally understand what they couldn't before. The actions the player is performing are just as difficult, just more intuitive.
I hope i helped, and i just want to say that i love your maps regardless ^^
Electrophobia [nmaps.net] is kind of like what you're putting out right now. It has some decent mechanics and a nice aesthetic. The terrain however is confusing to jump around in, and the player will often make jumps without really knowing how they will end. This creates reactive gameplay, which can be great fun. But it also creates unreliable gameplay. If a map is only fun 2/3 times you play it, it's not a great map.
Clarity is much more 'usable' by comparison. At each point of the map the player is very aware of where they can and can't jump, and it's very obvious what will happen regardless of what they decide. This means when a player pulls off an awesome rocket dodge it's more satisfying, because they were the ones that set up the whole thing. There was no chance bounce of a strange angle involved. This is what you need to aim for.
This doesn't actually mean you have to make your maps any easier at all, you can still make the player do as many horrible jumps as you please, it's just a matter of making environments more 'usable' in a playability sense. The fact that the player will be more aware of their options will make your maps easier - but that's just because the player can finally understand what they couldn't before. The actions the player is performing are just as difficult, just more intuitive.
I hope i helped, and i just want to say that i love your maps regardless ^^
You would be maybe the best mapper on numa. There are always awkward things that make me enjoy your maps less then i want to. Your aesthetic designs are next level, and you come up with some interesting mechanics too. If you could create environments that were fun to manoeuvre in too, you would be a master.
The key to a fun environment is predictability, wierdly. Players have to know what they can do, and the options available to them must be obvious at all stages. If you can incorperate that into your existing quality i think i would be hooked.
The key to a fun environment is predictability, wierdly. Players have to know what they can do, and the options available to them must be obvious at all stages. If you can incorperate that into your existing quality i think i would be hooked.
2013-03-24
awesome structure
the top half was too ragged for me to enjoy it, but the bottom half was fantastic. can't get an agd.
2013-03-24
First Try agd
I share flag's thoughts. The big open areas are nice
Demo Data |
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2013-03-24
You play action maps like races.
That is to say you make it look effortless. Much skill.
This is a bit too tough for me. I liked the bits I could play.
This is a bit too tough for me. I liked the bits I could play.
2013-03-23
You do realize
You play this game quite skillfully.
-respect-
-respect-
_destiny^-
Apparantly my link to Clarity didn't work