We Come Crashing Down
Author | AMomentLikeThis |
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Tags | action author:amomentlikethis playable rated |
Created | 2007-05-27 |
Rating |
3 by 7 people.
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Map Data | |
Description | Wowz. |
Other maps by this author
Comments
Pages: (0)
2007-05-27
ummm
agrees. 3.5/5. I liked it ok.
Demo Data |
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2007-05-27
3/5
Tastes like a bunch of my past levels, and aside from that, it also tastes like a bunch of levels in the past that just blended into the map archive.
It's claustrophobic, which is amazing since there is a giant open area on the left-hand-side. The gold and enemies protecting the gold feel a little out of place, and it seems like they were put there to obstruct flow instead of present a challenge.
The enemies aren't proportional to the tileset, and they cause a lot of death-clutter when you step in or out of one of the gold-nooks. The protruding arms of the structures in this level do not do justice to the overall feel of the level, and when combined with the cluttering amount of enemies, it creates a difficult array of confusing death.
It's too difficult to "get in to", and for me, it didn't really present much of a flow. It's far too generic of a tileset, and even though it was used in a somewhat unused fashion; that being one that looks like an enemy factory threw up and threw deadly goodness everywhere, it did not redeem this level much.
However, once I looked past the tileset, the obscure amount of enemies, and the generally unnecessary clutter of death around every corner, this level allows N to freefall for most of his movement - a concept not seen as often as the rest of this levels themes.
Above average, but just barely. I'm rounding up from a 2.7, essentially.
Cheers,
~Mosh
It's claustrophobic, which is amazing since there is a giant open area on the left-hand-side. The gold and enemies protecting the gold feel a little out of place, and it seems like they were put there to obstruct flow instead of present a challenge.
The enemies aren't proportional to the tileset, and they cause a lot of death-clutter when you step in or out of one of the gold-nooks. The protruding arms of the structures in this level do not do justice to the overall feel of the level, and when combined with the cluttering amount of enemies, it creates a difficult array of confusing death.
It's too difficult to "get in to", and for me, it didn't really present much of a flow. It's far too generic of a tileset, and even though it was used in a somewhat unused fashion; that being one that looks like an enemy factory threw up and threw deadly goodness everywhere, it did not redeem this level much.
However, once I looked past the tileset, the obscure amount of enemies, and the generally unnecessary clutter of death around every corner, this level allows N to freefall for most of his movement - a concept not seen as often as the rest of this levels themes.
Above average, but just barely. I'm rounding up from a 2.7, essentially.
Cheers,
~Mosh
AMomentLikeThis
Wow