Castlevania 5 Level 6: Caverns of the Damned
Author | WordBlamCreator |
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Tags | action author:wordblamcreator cv5 rockets thwumps unrated wbc |
Created | 2013-05-10 |
Last Modified | 2013-05-10 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | As I crested the peak behind Cyrus I was greeted with the most unpleasant terrain of the trip. Another mountain. I voiced my annoyance, but it didn't change anything.
"Quiet!" I shouted. I had been trying to ignore the Gaul, but his incessant cries had finally worn my patience down. The distraction it provided me was also unwelcome; I had more important things at hand, like a ominous figure silhouetted against an eerie pinkish glow visible through a cave in the mountain. I didn't sense if on my approach, yet here it was. I smiled. "Take heart, Eric, there is some entertainment which awaits us ahead." That stopped his whining, but quietly to myself I said, "It's been a long time since I've torn limb from limb." It's been a long time since I've posted another level to this series, but now that's been rectified. Hmmm... That tree looks familiar. Thanks in advance if you RCD-ed, I like to hear feedback about how I can improve my maps. :) |
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2013-05-10
AGD.
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2013-05-10
Noobish speed
That thwumps really scared me! 3/5
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Again, sorry if I sound overly negative or pretentious or dickish or whatever. I just feel you're right on the that point where a little more attention to detail could produce some very keen maps. Most of your stuff is very creative and I hate to see that spoiled (for me at least) so unnecessarily.
blah blah okay I'm done
blah blah okay I'm done
The top tile-blob is pretty cool, but almost every other aspect of this map was obnoxious for me. Gameplay was choppy and bland and the aesthetics were unappealing at best.
I hate to be so critical, but you should really should try to work on your object placement. Your tiles show promise a lot of the time but you're very heavy-handed and brutish when it comes to objects: gold and mines especially. A lot of the times it feels like I'm playing maps from someone who just started mapping and is still in that object-spam phase that most people go through; rather than someone who's churned out several hundred maps or so.
The only advice I have that's a little less vague is this method which I've found to work very well: get a rough outline of your tileset and then add the ninja only. Jump around on the tiles, explore them, see what kinds of moves are available - /then/ add the objects around the moves. A truly cohesive map plays itself: it makes the player feel like the objects were meant to be placed exactly as they are, as if they shouldn't possibly have been elsewhere. It's not to say that that's an easy thing to achieve by any means, but I feel you could do a lot better with some polish; maybe some study of some more classical mappers.
The ideas are there, it's a matter of refinement I think.
I hate to be so critical, but you should really should try to work on your object placement. Your tiles show promise a lot of the time but you're very heavy-handed and brutish when it comes to objects: gold and mines especially. A lot of the times it feels like I'm playing maps from someone who just started mapping and is still in that object-spam phase that most people go through; rather than someone who's churned out several hundred maps or so.
The only advice I have that's a little less vague is this method which I've found to work very well: get a rough outline of your tileset and then add the ninja only. Jump around on the tiles, explore them, see what kinds of moves are available - /then/ add the objects around the moves. A truly cohesive map plays itself: it makes the player feel like the objects were meant to be placed exactly as they are, as if they shouldn't possibly have been elsewhere. It's not to say that that's an easy thing to achieve by any means, but I feel you could do a lot better with some polish; maybe some study of some more classical mappers.
The ideas are there, it's a matter of refinement I think.
DaggaFork
A map shouldn't always be so cohesive in that it plays itself. N is a game in which offers many utilities to create a challenge for the player. If a map were to play itself there would be no enjoyment for the player playing it, which is why you should instead of placing objects to suit the play style of the map you made, and the route you would like it to have, place objects that will offer that route, but still make it challenging. If every map played itself, you might as well call it a DDA.