Gauss Again
Author | timothefreerunner |
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Tags | action author:timothefreerunner timo-best unrated |
Created | 2014-01-06 |
Last Modified | 2014-10-14 |
Rating | 2 more votes required for a rating. |
Map Data | |
Description | Probably my favorite tileset I've made. Update: edited |
Other maps by this author
Comments
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It's most important to have fun. All I can do is give my own feedback and opinion.
Speaking of my own opinion, I much prefer this edited version. The enemy lag is minuscule and it looks better too. If I could take back my rating I'd definitely give this a solid 3.
Here's a completion:
Speaking of my own opinion, I much prefer this edited version. The enemy lag is minuscule and it looks better too. If I could take back my rating I'd definitely give this a solid 3.
Here's a completion:
Demo Data |
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2014-01-06
aaaaaa
Tiles are perfectly fine, but aesthetically the gauss placement brings it down! This would both look and play better with fewer, more centralized gauss turrets. I know you make maps in 2.0, and I'm not sure if this problem exists there, but in 1.4 there's enough lag from the number of enemies that the chaingun has a significant delay, and doesn't even notice you at the start. Also, by moving the gauss turrets to more central areas in open space, you can put one that covers the exit switch and remove the now-unnecessary floorguard.
I hate rating maps low, but if I don't do that then the higher ratings mean nothing. I have to rate this one moderately low for the enemy lag, the ugly gauss placement, and, while the tiles are fine, they look very similar to several of your most recent maps (namely the last two and Polygraph for Corpses).
2/5 D:
I hate rating maps low, but if I don't do that then the higher ratings mean nothing. I have to rate this one moderately low for the enemy lag, the ugly gauss placement, and, while the tiles are fine, they look very similar to several of your most recent maps (namely the last two and Polygraph for Corpses).
2/5 D:
Mohit_Ghune
speedrun
5 from me