NUMA

descent

Thumbnail of the map 'descent'

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Author apse
Tags action author:apse experimental playable rated
Created 2009-02-12
Last Modified 2009-02-12
Rating
4
by 14 people.
Map Data

Description experimental.

RCE!!!

Other maps by this author

Thumbnail of the map 'burnt' Thumbnail of the map 'fed' Thumbnail of the map 'the concept of true action.' Thumbnail of the map 'around' Thumbnail of the map 'cargo' Thumbnail of the map 'second'
burnt fed the concept of true action. around cargo second

Comments

Pages: (0)

done

Nice tileset, simple but effective enemy use, useless mine placement, boring ending. But starting was interesting (hold right button thing). Overall, it was fine.

AGD demo:
Demo Data

nice !

Can almost beat it...
:P

inspired?

agd

love everything about this one 5
Demo Data

agd

.
Demo Data

slow AGD

3/5.
Good concept, but only above avaerage implimentation
Demo Data
:/
Demo Data

beat me

play more, talk less :)
But if could have been implemented much better.

Really not that good. The inside is way too easy. The outside is very slow and easy. The tileset does not look that good at all.
it looks like you forgot to finish the bottom right tiles properly. otherwise it okay and the gameplay is good. 2.5

dfs

very fun map, great work
Demo Data
The strange thing: last night I started working on a map with this exact same concept (masses of lasers shooting through gaps in tiles from both top and bottom) o_O Great gameplay, but it looked horrible (which is unusual from you; you usually have good-looking maps). 2.5, but definitely rounded up
Demo Data
something to remember.

I haven't played it yet (it's morning for me, and I have to start doing some work), but looking at the thumbnail, I agree with chume; imo, as a general rule, adding extra enemies for aesthetics only works if there are other enemies of the same type that actually affect the gameplay. I'll come back to this later.

ok

i thought they worked quite nicely.

i meant

aesthetics I know they are there for aesthetics so I was saying I didn't think they work aesthetically on this particular map though on occasions they have worked on other maps. for clarification porpoises =)

agd

excellent map :) 5ved, sub-800 definitely possible
Demo Data

oh yeah.

happy 1k rates.

well done.

slowest agd ever.
i agree with you on the "not spam", this was well done. from the thumb though, the only reason i'm playing this is you made it, and you made it well. i seem to have been shot through tiles a few times though.
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hooray for me!

999 rates.

who's going to be the lucky 1000th?

aesthetics.

floorguards, aesthetics.

thanks anyway.

Slow completion

because I mistimed a couple of bits. I agree with you if some thing is "good use" then by definition it can't be spam. Personally I loved the lasers but I didn't like the tiles they were to random making some bits hard and the rest easy and hard do much with, I didn't like the mine lines either I thought the looked ugly and played annoying and also the superfluous floor-guards didn't work here they occasionally do but not here sorry. Having said all that the lasers were the main aspect of gameplay so gameplay was fun and thats the most important thing 3.7/5 =)
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thanks

i dont consider it laser spam. spam is where there's a heap of unnecessary objects that do nothing.
these lasers aren't spammed, they're are just a lot.
or more than usual.
Extremely good use of laser spam and an ugly tileset :D
4/5

slow agd.

Demo Data