NUMA

First Map

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Author FalleN_AngeLs
Tags action author:fallen_angels fun rated
Created 2010-02-18
Last Modified 2010-02-18
Rating
4
by 10 people.
Map Data

Description Im new to making maps and i would like alot of comments saying how to improve.

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It's the factor of your increased knowledge and fatigue coming off the first section. You're better prepared for what's to come, but are you still light enough on your feet? Plus, there's the different entry and rocket/floorguard statuses. All these little things add up for me. I guess they don't for you.

I disagree

Symmetry isn't the problem. I still use symmetry, very often, for gameplay and aesthetics. Sometimes, like in Centerpiece [nmaps.net] I even use radial symmetry. But I avoid situations where the gameplay is exactly the same.

gloomp, I guess I simply don't see your logic on how the first half makes the second one new. When I played it, I felt like I was repeating what I did before, and therefor was less exciting.

It's a subject for debate I guess. FalleN_AngeLs can decide on his/her own which is important.

@greed with atob

but really, welcome to
http://www.nmaps.net/static/logo.png

Ooh.

This is quite a good start. You've got the basics down. The aesthetics here are a little shaky, but the gameplay is solid. A few issues: the mines are both ugly and awkward in the center; in general placing them on the flat of the tile is vastly preferable to the corners; the tiles themselves are rougher than they have to be; aesthetics do matter, as I think you've already learned; just a few matching 1 tiles in the undercarriage would do wonders; more could have been done with the upper portion; a few bouceblocks plus gold clumps are often found in such areas, and it's usually a fine idea. One thing that isn't a problem: the symmetry. I bring this up specifically to rebuttal Technochocolate. Symmetry is something that's been used basically since the beginning in maps, and for good reason. When executed correctly, it not only looks great, it plays even better. You have executed it correctly here. The first half informs your experience of the second, making it fresh and exciting despite holding exactly the same arrangement of objects. Overall, by the, I'd give this a two. But I want to stress the vast majority of first maps I see I would rate a 1 or zero if I didn't just scroll right by.
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agd

definitely not bad for a first map.
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Great job!

Unlike other new mappers, you seem to know how to make a map fun, instead of trying too hard to be exciting and different. You'll do well here at NUMA.

You have a great sense of how to outline your map. It's just the right size for a couple of long jumps, yet it's not too forced or easy.
All I can say negatively is this: the thwump challenge probably wasn't best. It was a good effort to make it challenging, so I don't want to discourage you. But I do dislike the way it disrupts flow, forcing you to jump back. It's hard to explain why without throwing NUMA terminology at you, so I wouldn't worry about it. Just keep mapping the way you did for this one.

Just thought of one thing though. It didn't matter too much in this map, but I noticed that your left and right areas of your map are exactly the same. A little variation is always an improvement, as to avoid redundancy (repetitive).

I put a lot of thought into reviewing maps whenever I can, so I apologize that my comment is so long. you earn a 4/5 rating from me. Great Job!
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haiku

short and ugly map
wonder who this new guy is
wow it's pretty fun
3/5

nice. the stellar layout is really fun, and the gold pattern is really abnormal - in a good way!
I mean, welcome to NUMA! :)

Sweet

Awesome cool sweet good great excellent amazing beast lovable first map
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Slow Demo

Wow Great first map 5/5aved Welcome to Numa!!!
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Honestly, a 4. Welcome to NUMA!