Natures wrath
Author | Akoru |
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Tags | action author:akoru playable unrated |
Created | 2007-03-20 |
Last Modified | 2007-06-13 |
Rating | 4 more votes required for a rating. |
Map Data | |
Description | Well i remade it tnx to the coment i had from someone. Now if there is anything else plz post on it with a rating. |
Comments
Pages: (0)
2007-03-20
better
A few more possible improvements:
1. Try to use fewer doors for a "nature" tileset like this. The black rarely complements the aesthetic.
2. Too many one-ways to make an all-gold run smooth. Removing a few and spacing them out would certainly help it look better as well as run smoother. Planning out gold demos is important to keep the all gold demo framecount reasonable.
3. The gold under the tree looks a bit stiff. Try forming it to the tileset with a 'C' snap or removing that area.
Besides these points, I would only change a few aesthetic features (the mines on the corners of tiles, gold on the drones, random bumper?). If anyone disagrees with my suggestions here, I'd be interested to know.
1. Try to use fewer doors for a "nature" tileset like this. The black rarely complements the aesthetic.
2. Too many one-ways to make an all-gold run smooth. Removing a few and spacing them out would certainly help it look better as well as run smoother. Planning out gold demos is important to keep the all gold demo framecount reasonable.
3. The gold under the tree looks a bit stiff. Try forming it to the tileset with a 'C' snap or removing that area.
Besides these points, I would only change a few aesthetic features (the mines on the corners of tiles, gold on the drones, random bumper?). If anyone disagrees with my suggestions here, I'd be interested to know.
2007-03-20
2/5
interesting look; critiques:
z-snap for the "clouds" looked sloppy with the excessive objects;
hidden lasers are never good;
rocket placement could be better to cover a larger area and not touch a tile;
gold placement did not complement the tileset very well;
starting the ninja on gold plus a trigger is unnecessary;
remove a few of the triggers -- only use them to force the ninja into distinct areas of the map.
In general though, it was pretty fun to play. Try to remove clutter -- each object should have a purpose. I hope this doesn't sound too harsh; if you keep it simple while you are new, you will go far.
z-snap for the "clouds" looked sloppy with the excessive objects;
hidden lasers are never good;
rocket placement could be better to cover a larger area and not touch a tile;
gold placement did not complement the tileset very well;
starting the ninja on gold plus a trigger is unnecessary;
remove a few of the triggers -- only use them to force the ninja into distinct areas of the map.
In general though, it was pretty fun to play. Try to remove clutter -- each object should have a purpose. I hope this doesn't sound too harsh; if you keep it simple while you are new, you will go far.
Demo Data |
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BuddyLee
Far better
General advice on maps:
Play through and have an All Gold Demo (or at least a completion demo) prepared when you submit the map. This guarantees the gold in the map is feasible, that you care enough about the map enough to beat it, and that the difficulty is acceptable.
You have plenty of potential, just refine and tweak bits of your maps. Playing maps in the Legacy ( http://www.madnesstemple.com/legacyproject/levelpack.txt and http://www.therealn.com/expanse.txt ) will help. Let me know if you have any other questions or need assistance on a map and I'll be glad to help :)