This is Not Who I am
Author | Kablizzy |
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Tags | 1.4 action ampersand author:kablizzy legacy playable unrated |
Created | 2020-05-18 |
Last Modified | 2020-05-18 |
Rating | 5 more votes required for a rating. |
Map Data | |
Description | We did a bit of work on the Discord this evening talking a lot about map theory, and what makes a 'good map,' and there have been a couple comments on maps that I've posted recently, and I want to be clear through what I'm doing here - I'm not here to tell any of you what 'good' or 'bad' in mapping is, because, let's be honest, that's all so subjective.
But what I can do is talk about things like consistency, and thematics, and how to make an episodic map, a metanet map, or a Legacy map. And there were a number of things that we looked for in all of this, and we considered all other things "Not good" for our pack. So, what does that have to do with This is Not Who I am? This was a good, solid map. It just so happens to have all of the elements of a "good" Legacy map - it has consistency; The gold / mines / bounceblocks and thwumps are consistent, the tileset is mostly consistent, and it's themed well. The only thing that was lost on me is any connection to the title, but that's a minor problem. The tileset is interesting, but feels like the only inconsistent part of the map, but even that has its quirks and its place. The only slightly strange thing would be the jump pads, but even those work in the map. There are a couple small tweaks to make it a bit more consistent, like removing the curve tile and replacing it with a small slant, and perhaps slanting the bottom-right corner as well. So why was the map cut? Honestly, I can't remember, but my biggest issue with this was probably that we had already decided that an episode was finished, and that this likely just didn't fit in with the aesthetic theme or gameplay theme - perhaps the episode we were mapping for needed a slower map, less gold (If it were a later map that needed higher difficulty, perhaps), or maybe we had already had too many gauss / mine / bounceblock / thwump maps nearby it. So, while I love this map, I wouldn't change anything about it just to make it fit in a specific place in a column so that we just opted to cut the map instead, and take a shot at something else in its place. |
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2020-05-19
interesting
point of view. I feel as though metanet maps were not as 'good' as the maps churned out on numa in the 07-2012 period. we were really able to refine game play and use the tools provided to us creatively and effectively. Not only creating aesthetically pleasing maps but also having a huge focus on flow and overall game play feel. I often find the metanet and legacy maps are frustrating to agd and sometimes feel like they are made with only the theme in mind and as a result game play often suffered. playing the original game again i understand making the gold hard to reach as an incentive to keep your timer up and having that restriction removed with single maps (in my opinion) greatly improved the quality of maps. rereading this i realize that i have spent a significant amount of my life working on and thinking about the small subtle aspects of this amazing game and i feel as though maps like this remind me that not everything has to feel the way i want it to in order to be enjoyable.
Kablizzy