Building a Windmill
Author | blackson |
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Tags | action author:blackson rated |
Created | 2008-08-13 |
Last Modified | 2008-08-13 |
Rating |
4 by 18 people.
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Map Data | |
Description | I worked hard on this. I think it's good, and I hope you do too. |
Other maps by this author
Comments
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2008-10-05
It reminded me off this in a way:
http://nmaps.net/74533
I agree with what atob said about looks and gameplay.
I agree with what atob said about looks and gameplay.
2008-09-20
ska
the argument is not resolved, we both still have different opinions, but im just chilling in the corner.
2008-09-19
...
Blackson1
I'm having trouble with this generic stuff.
I, for one, appreciate maps that are not generic. :)
2008-08-14
@atob
sorry! :/ :/ :/ not intentional. false(or what i see as false) claims of ownership are just one of the things that get me worked up.
*goes off to a corner to chill*
yahoozy: i'm not being overly rational, I just have a tighter definition of inspired! o__0 Hey.. inspiration is awesome.
*goes off to a corner to chill*
yahoozy: i'm not being overly rational, I just have a tighter definition of inspired! o__0 Hey.. inspiration is awesome.
2008-08-13
Well
It's a trick, and a tight one at that.
you need to develop your own way of doing things. If you look at maps by authors such as: hoozy, stepself, tktktk, maximo, krusch and the like, you'll notice they have a certain way of doing things that's quite separate from the standard.
The aforementioned trick is to find and apply this style without it becoming too much of a template. It's difficult to explain and it can't really be taught as the root of it is quite intangible.
Also, I didn't really mean that you'd looked at a map and taken it, more it seemed an unconscious inspiration. Happens all the time, to all of us, especially when we're so active on NUMA. It wasn't an attack as I mentioned, merely an observation. I apologize to whoever if it came off that way.
you need to develop your own way of doing things. If you look at maps by authors such as: hoozy, stepself, tktktk, maximo, krusch and the like, you'll notice they have a certain way of doing things that's quite separate from the standard.
The aforementioned trick is to find and apply this style without it becoming too much of a template. It's difficult to explain and it can't really be taught as the root of it is quite intangible.
Also, I didn't really mean that you'd looked at a map and taken it, more it seemed an unconscious inspiration. Happens all the time, to all of us, especially when we're so active on NUMA. It wasn't an attack as I mentioned, merely an observation. I apologize to whoever if it came off that way.
2008-08-13
Ah. I lost track.
Also: I didn't mean for it to be a dig, nothing as negative as you're making it out.. what I meant more was this:
The ramp adds an aspect of play to this that lifts the map (slightly) above the generic. As the idea seems to be directly inspired by a map I played recently, some of the appeal is lost.
The ramp adds an aspect of play to this that lifts the map (slightly) above the generic. As the idea seems to be directly inspired by a map I played recently, some of the appeal is lost.
2008-08-13
Sorry, yahoozy
that was aimed at?
Don't hinder that because you enjoy being a pretentious "rational" in a place where it's unwarranted.
2008-08-13
Be stubborn
all you want, you're smart enough to get what I mean and the set up of the ramp is practically identical.
Not sure why you need to pick at me in such a provocative manner, seems to be a running theme with you atm. I guess I apologize for whatever inspired it...
Not sure why you need to pick at me in such a provocative manner, seems to be a running theme with you atm. I guess I apologize for whatever inspired it...
2008-08-13
agree to disagree then
the next time I place a long sloped surface in the middle of my map i'll be sure to credit yahoozy.
2008-08-13
Hardly rude, Sky.
It's an observation more than an insinuation. It's pretty clear it was influenced, conscious or not.
The runway aspect of yahoozy's map was very unique, I've not anything close to that implemented so starkly in a map before. Ever.
To me, the influence is more than apparent.
The runway aspect of yahoozy's map was very unique, I've not anything close to that implemented so starkly in a map before. Ever.
To me, the influence is more than apparent.
2008-08-13
oh em gee atob
its okay to point out similarities in maps purely for interest, but its a bit rude to claim that blackson 'borrowed' the tiles, especially since yahoozys tile layout wasn't actually that original or distinctly unique.
(comment still stands even if blackson later comes along and posts that he was indeed inspired by hoozy)
(comment still stands even if blackson later comes along and posts that he was indeed inspired by hoozy)
2008-08-13
Great Fun
5/5
2008-08-13
in mekkah's defence
he was getting more original just before he left.
2008-08-13
Left rocket room
feels a little off: the initial entry spikes in difficulty. Most like me sucking at n, though.
Play is super-generic (again), but very slick. The runway part is a cool (but borrowed) addition, and the first chamber + terminal chamber is absolutely flawless.
Overall, it's good fun but nothing special. Imo, you're suffering from the same flaw as Mekkah: an excellent idea of space and placement but not enough imagination.
Play is super-generic (again), but very slick. The runway part is a cool (but borrowed) addition, and the first chamber + terminal chamber is absolutely flawless.
Overall, it's good fun but nothing special. Imo, you're suffering from the same flaw as Mekkah: an excellent idea of space and placement but not enough imagination.
2008-08-13
StoneySmile
I think you mean this [nmaps.net].
2008-08-13
Looks awesome
also looks like another tileset I saw, call me an idiot, but I think it was yours. It had the same exact slants like this. I love it, Faved, will try tomorrow.
2008-08-13
I love this level
5aved!!!!!
2008-08-13
totally you are Awesome ! ! !
*viewtifuljoereference*
2008-08-13
quite
hard, in my opinion, or i just suck..
2008-08-13
I liked it.
I like the tiles a lot, and the flow is nice.
4/5 and Favorited.
4/5 and Favorited.
2008-08-13
looks great
but it's a little slow and easy for one of your maps. What's up with you and putting bounce blocks and launch pads and random doors / one-ways inside of walls? The level is easy enough already without all the extra help. The rockets and guass really didn't give it much of an actionish feeling, since you didn't have to move really fast to dodge them or anything. The gold placement is great though, and the level / tileset design is excellent.
2008-08-13
complete agd
cool map-weird name
Demo Data |
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2008-08-13
agd
I keep on screwing up in the top left rocket room. This is the best I can do right now. 4/5
Demo Data |
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2008-08-13
I thought
This was another one great level by you (as you can see I hardly criticise) 4/5
2008-08-13
Sorry for the crap demo
but my PC's taking a fit
Demo Data |
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2008-08-13
i really like the whole
"sort of rooms, but not really solid-walled individual rooms" idea. it works well. also the "sort of a slanted passageway, but broken up with holes" thing in the center complements the rooms' layout perfectly and is a good idea even by itself. gold placement is good and well thought out. 4.5/5 rounded down. very well done.
2008-08-13
incredible
5aved.
This is one of the best maps I've ever played. definitely 5.
This is one of the best maps I've ever played. definitely 5.
blackson
mhv