The Sun Never Sets On the British Empire
Author | hoohah2x2sday |
---|---|
Tags | action author:hoohah2x2sday crescor easy-medium featured linear playable rated |
Created | 2008-09-22 |
Last Modified | 2008-09-22 |
Rating |
4 by 36 people.
|
Map Data | |
Description | Im submitting this from a different computer so i hope it wont screw anything up...
ded to crescor for his fiftieth map |
This map was featured on 2008-11-07
I can safely say that TSNSOTBI is one of the most flair-packed maps I've ever played. The whole map is awash with subtle devices, so much so that you'll often end up stumbling onto the map's greatest moments almost by accident. Like the greatest films, you'll play it again and again just to pick up on what you previously missed.
What’s more, I personally saw this as a real turning point for Hoohah2x2sday, as I’ve since seen him use these subtle little gameplay tricks in all of his maps, to staggering affect.
— Guitar_Hero_Matt
Comments
Pages: (2) [ 1 ] 2
2009-06-23
Still one of my favourites
2009-02-16
Oh Christ
I butchered this map, sorry guys :/
2008-12-06
is it hard to get a featured map?
yes/no? i bet it is.. great by the way seems very innovative(remember im a n00b what do i know?)
2008-11-09
TSNSOTBI
i'm pretty sure that's supposed to stand for the map title... yet i'm also pretty sure that 'Empire' doesnt begin with an 'I'
2008-11-09
blackson, its called linear
you used to make maps in it
2008-11-09
Too cluttered.
And awkward.
2008-11-08
That's not what I meant
What I eamtnwas, although there's only one path, it doesnt seem immediately obvious where to go and when. You end up deciding the agiven path.
2008-11-08
Also, to blackson
I found no set of directions here. Almost all of the gameplay left you to decide what to do, imo. But thats just imo.
>_< triple post
>_< triple post
2008-11-08
*rant over*
:)
2008-11-08
Okay, thanks for the constructive criticism
But... if it wasnt for the superfluous launchpads, the bottom would either clash with the existing style, look overtly sparse compared with the rest of the map, or both.#
I sorta agree about the gauss chamber, now that I think about, Id have rather put the exit after that gold so the player didnt need to make two trips. That said, the actual jumping in the gauss chamber wasnt awkward at all, imo. Perhaps he should have placed the exit switch in that area, after the door (with some new switchplay going on so that gameplay remains the same)?
Agree with the mine before the exit, not needed imo.
About the gold on its own, I guess its the same feeling of the gauss chamber in that you have to backtrack uneccesarily.
The drone is fine, its just down the personal preference. I liked the drone-in-the-small-tunnel idea, so that didnt influence my decision.
I didn't find the rocket hard to predicyt at all, in fact thats probably one of these easiest sections of the map, if you find the right path. It also worked a lot better than the even-harder-to-predict chaingun, and the needless-to-say laser. Another gauss would have made the map too pedestrian imo: I liked the rocket/bouncepad mechanic.
And I really didnt think the trapdoor placement was random at all. It was the equivalent having a forked corridor with the entrance from one end, the switch at another end, and the exit at the opposite end, in every case on the map.
Of course, I agree with mintnut in that there are some simple mistakes which could easily have been avoided in this map. But whether you like this map or not is more determined by what you like to see gameplay-wise than whether the map as a definitive good or not.
Besides that, I featured this map not only because I found the gameplay stellar (some of the sections had excellent flow in their construction, and as many people said, it was quite a cerebral map) but because this showed a progression of ideas in hoohah2x2sday that has made him one of my favorite authors atm. Isnt that what featuring is all about?
I sorta agree about the gauss chamber, now that I think about, Id have rather put the exit after that gold so the player didnt need to make two trips. That said, the actual jumping in the gauss chamber wasnt awkward at all, imo. Perhaps he should have placed the exit switch in that area, after the door (with some new switchplay going on so that gameplay remains the same)?
Agree with the mine before the exit, not needed imo.
About the gold on its own, I guess its the same feeling of the gauss chamber in that you have to backtrack uneccesarily.
The drone is fine, its just down the personal preference. I liked the drone-in-the-small-tunnel idea, so that didnt influence my decision.
I didn't find the rocket hard to predicyt at all, in fact thats probably one of these easiest sections of the map, if you find the right path. It also worked a lot better than the even-harder-to-predict chaingun, and the needless-to-say laser. Another gauss would have made the map too pedestrian imo: I liked the rocket/bouncepad mechanic.
And I really didnt think the trapdoor placement was random at all. It was the equivalent having a forked corridor with the entrance from one end, the switch at another end, and the exit at the opposite end, in every case on the map.
Of course, I agree with mintnut in that there are some simple mistakes which could easily have been avoided in this map. But whether you like this map or not is more determined by what you like to see gameplay-wise than whether the map as a definitive good or not.
Besides that, I featured this map not only because I found the gameplay stellar (some of the sections had excellent flow in their construction, and as many people said, it was quite a cerebral map) but because this showed a progression of ideas in hoohah2x2sday that has made him one of my favorite authors atm. Isnt that what featuring is all about?
2008-11-08
I've played it now.
There was so much of this which i didn't enjoy. So I made a list.
- Superfluous Launchpads
- Needlessly awkward gauss area (bottom left)
- The gap with the mine to the right of the exit
- The two random pieces of gold which don't fit the aesthetic
- The drone (i can't stand those little 'pass the drone in a small tunnel' things)
- The rocket directly above the hard to predict launchpad/trapdoor mechanic
- The trapdoors which were integral to completion, in such an unguarded place (either make me work for them, or place the switch directly before them, not in some random part of the map)
That's about it, apart from the stylistic choice of tileset, which doesn't really aid a smooth gameplay.
I hope that was constructive.
- Superfluous Launchpads
- Needlessly awkward gauss area (bottom left)
- The gap with the mine to the right of the exit
- The two random pieces of gold which don't fit the aesthetic
- The drone (i can't stand those little 'pass the drone in a small tunnel' things)
- The rocket directly above the hard to predict launchpad/trapdoor mechanic
- The trapdoors which were integral to completion, in such an unguarded place (either make me work for them, or place the switch directly before them, not in some random part of the map)
That's about it, apart from the stylistic choice of tileset, which doesn't really aid a smooth gameplay.
I hope that was constructive.
2008-11-08
wow
its almost exactly like skyray or spudzalot back when they first joined.
TSNSOTBE = TEHSNOB WHEN YOU FIRST READ IT
TSNSOTBE = TEHSNOB WHEN YOU FIRST READ IT
2008-11-08
I'm siding with Blackson
I really didn't like it.
2008-11-07
i love how it's so complicated
and how you made it so the person has to look for a while before the path is made clear. well done!
2008-11-07
Dear Guitar Hero Matt
Linear maps are maps that have only one way to complete them, usually made in sections in which you have to complete to move on to the next. These sections are full of freedom and the gameplay should differ from gameplay every time you play it. In my eyes, having to get a switch just to use jumppads is stupid. Now let me ask you, is it better to discover something on your own, or just by following a straight line of boring directions.
It's called aesthetics.
It's called aesthetics.
2008-11-07
Dear Blackson
Its called linear gameplay. Imo, the map wouldnt have had the same sense of discovery if the entire thing was freeform.
2008-11-07
I mean the map
typed it wrong:D
2008-11-07
Don't like the map
So much restriction. Oh you have to do this before that, and oops you didn't get this key.
Awkward.
Awkward.
2008-11-07
Hmm...
Aw. I was to feature this as well. ^_^
Great map, perfect rocket. Everything is just, nice.
Great map, perfect rocket. Everything is just, nice.
2008-11-07
This feature
is a ded for me, I just found out:D
2008-11-07
Hmmm..
I remember playing this a while back and not rating/commenting. I really loved this level too pieces. The only thing I didn't like was the exit placement because I always get hit by the rocket then.
2008-11-07
NO ITS NOT!
Blahblahblahblahblahblahblahblaaaaaaah.
2008-11-07
Hyphen!
Dont you dare try to penalise me for that, biatch.
DaggaFork
The Sun Never Sets On the British Impire