The Sunday N
by Alex Kurcharski,
featuring Tanner Rogalsky
and Matt Blaylock
Archive:
#1
#2
#3
#4
#5
#6
#7
#8
#9
#10
#11
#12
#13
#14
#15
#16
#17
#18
#19
#20
#21
#22
#23
#24
#25
#26
#27
#28
#29
#30
#31
#32
#33
#34
#35
#36
#37
#38
#39
#40
#41
The Daily Rundown
May 13th to May 19th
May 14th
Very flowy little map, with those puzzly elements you love so much.
And an insanely cool puzzle. Innovation is rife!
May 15th
It's great when one can tell that one will adore a map, just from looking at the thumbnail. Exhibit A.
I suppose this style could be seen as 'getting old', but it's been exploited, and continues to be so, to an amazing degree. I wouldn't think it possible to pull so much from one set of aesthetics.
May 16th
I told him how to get this album. Yih.
May 17th
More like Baraba-fuckyeah-gal.
May 18th
I was intensely impressed by how not-racey this race looked. Great work.
Trust my good ol' mate to be one of few to make a good race.
These Love Sessions have all been above par mapping, but this one is really deservant of a spot in TSN.
Maps of the Week
- Green_Ghost - Under MA
- Sendy - The Love Sessions 12 - Butterfingers, I'm Losing My Patience
- lord_day - Impossible Battleship
- Barabajagal - Untitled
- lord_day - La Cranberry?
- Evil_Bob and max_ride - Last to know you
- yahoozy_Guacamole - Kedem
- Psycho_CO - Dyer's Eve
- cahu - progress
- astheoceansblue - phoenix down
News
Level Packs
Strangely, none for you this week. :(
The Songs I Listened To, As I Wrote This
Watchtower - The Fall of Reason, from the 1989 album Control and
Resistance
Watchtower - Control and Resistance, from the 1989 album Control and
Resistance
Watchtower - Hidden Instincts, from the 1989 album Control and
Resistance
Watchtower - Life Cycles, from the 1989 album Control and Resistance
Watchtower - Dangerous Toy, from the 1989 album Control and Resistance
The Dillinger Escape Plan - Panasonic Youth, from the 2004 album Miss
Machine
The Dillinger Escape Plan - Sunshine the Werewolf, from the 2004 album
Miss Machine
Artist Commentary of the Third Kind
Seems y'all get a double dose of The Big K this week.
It should come as no surprise that most of these appear in the Legacy and Expanse packs - I consider my work with the Legacy Team my best. But what should come as a surprise is... well, I'll just let you find out yourselves. Enjoy!
Eclectic: I really consider Expanse to be the high point of my mapping, not just for the Legacy Team, but altogether. There's really so much more flavor to my Expanse maps than there is to any other project I've done. And I hope to continue that trend with Zenith. With Eclectic, this theme shines brightly through. Strangely enough, this map didn't start off a thing like it ended up - Most of the time, when I map, I simply jot down designs and ideas that come to me throughout the day. And oftentimes the limitations of NED force me to be innovative, and this is the product. When I look for maps to go into the Legacy packs, this is primarily what I am looking for - Something innovative, quirky, and fun. And this did all three, so when we were organizing maps for Expanse to drop, LV picked this one to be our opener - Something memorable to open the pack is vital.
Arrant: Arrant began as a very simple, very plain level. And I'm not really sure how it ended up in this phase. Early on during my Expanse mapping, I just sat down one night, and this was the result. I was pleasantly surprised and amazed that something of this caliber could actually come out of me like this. But as I toyed around with the tiles, all of the objects seemed to materialize out of nowhere. But as far as action maps go, while I love the work that today's authors do, they lack a certain unique air to their maps - And that's something that I think Arrant worked into beautifully.
T-Minus Zero: Now, don't get me wrong. T-Minus Zero is really not that great of a map. It's not that innovative, the difficulty spikes in places where it shouldn't, it has horrendous placement and aesthetic issues... But it's fun. In a very LittleViking-esque style. This map was made on December 31st, 2006, the night before Expanse launched. It took me about fifteen minutes. I'd always had the idea to make something in a similar vein to MTI, and LittleViking approached me, saying that we lacked a 59-4 for the pack. Hurriedly, and with an unbelievable amount of inspiration, I put TMZ together. The naming came shortly thereafter, when we needed a name that could be easily Acronymed into something memorable. But after all that was said and done, we realized that TMZ was really a fun, amazing level. And, shortly thereafter, I realized that the map was exactly the type of map that I wanted in the pack.
Simplistic: Another of my favourites would be Simplistic. This is my map that made it into n v1.4, and will be a part of the game pretty much forever. But the beauty of it, to me, is in the fact that I created it. I don't usually make great maps, most of my maps, I consider to be "Metanet Filler" maps - I make maps that you would see in the main game, but aren't all that memorable. But something like this, for me, is a rarity. It has that quirkiness and that unique flair to it, and that, to me, is what makes a map great.
Kablizzy's Cavern Number Three: I don't think many people realize how big this map was in its day. With all of the newfangled DDAs that are around today, people tend to forget how much impact a simple launchpad DDA was, way back when. But this, in my eyes, was something that I embarked upon when I was no good at anything else. My action and puzzle maps were horridly sub-par, and this was the first of my maps to take me to the top spot on NUMA. But, more surprisingly, the map stayed there. It stayed there for such a long damn time. And to top it all off, Kablizzy's Cavern Number Three! was one of the very first maps to ever hit the 50-vote mark on NUMA. Before this, 50 votes was absolutely unheard of. And while the DDA isn't all that spectacular in its own right, I'm glad to know that I was a pioneer in at least some respects.
Amun's Revenge: If there is a map that is more in the style of Metanet, I have yet to see it. This was made specifically for NedCon 6, and I pride myself on making Metanet-style maps better than almost anyone around. This here is the pinnacle of that style, and I absolutely love it. And plus, this thing almost won me NedCon 6, so it's definitely critically-acclaimed. But the coolest thing about this map is that it brings back such good memories for me of the early days of Metanet, back when no one knew about things like Map Theory and back before there were no Map Manifestos. And those days were pretty sweet.
48-3: You're Not Here: Originally named 'Desolation,' this map was based upon a theme of loneliness. The idea that I was trying to encapsulate was the feeling of nothing, yet of some impending doom, at the same time. When LV named a map of his "Desolation," I decided to rename mine to a song that I was listening to at the time, called "You're Not Here," from the Silent Hill 3 Soundtrack. This was initially meant to be a series of maps, but the others were of a lower quality, and scrapped early on.
49-3: Downward Spiral Staircase: There aren't many maps of mine that I consider "innovative." But the work that I've done with the Legacy Team has been an experience for me in what can and can't be done in a map. And this one, even though it began as just a tileset, quickly turned into something much more. Not only does it test the player's skills, it also tests them as mapmakers, opening their mind to more non-linear possibilities. And that's the biggest thing that I like about this - It makes people look at it, and say, "Whoa, what an ugly, but fantastic map!"
59-1: Zag: If Innovation had a name for me, it would be Zag. I'm still blown away by the awkward simplicity and the strangling difficulty of this thing. Like most of my maps, it began with the tileset, which was quite a bit wider at first. But as I began toying with enemy placement, it evolved into the narrower-passage form that it is now. And, playing through it the first 50 times or so, I began to figure out the rhythm of the map, and when I was able to determine how the map flowed, I decided that this would be my first contribution to Legacy. This was the very first map of mine that got everyone's consensus to be in the Origins pack, and it holds a special place for me in kind.
Sunset Sylva (The Sun at my Back): I ADORE this map. This is the result of a Zenith collaboration between myself, LittleViking, and krusch. I garnered the name very early on in Development, and I had the idea in mind for a map called "The Sun at my Back." When I couldn't execute this well, I asked LV and krusch to help me out with the map. I explained to them the map's theme, and the naming, and each one brought their own twist to it. But the coolest thing about it is the theme. I love maps that are tied together with a theme, and this one could not get move flavourful than it is now.
Last Week's Maps
This week I decided I'd test something out. I've always wondered if this publication really adds anything to the NUMA community, so I took down the stats of the maps from last week, to compare with the stats at the end of the week.
Directly Before TSN Publication Last Week
AMLT's Map: 4.5 from 10
ratings, 18 comments, 4 demos.
seven_two's Map: 3
ratings, 1 comment, 1 demo.
Green_Ghost's Map: 3
ratings, 1 comment, 1 demo.
skyline356's Map: 4.5
from 24 ratings, 24 comments, 9 demos.
Directly Before TSN Publication This Week
AMLT's Map: 4 from 13
ratings, 18 comments, 4 demos.
seven_two's Map: 4.5
from 10 ratings, 3 comments, 2 demos.
Green_Ghost's Map: 4
from 8 ratings, 1 comment, 1 demo.
skyline356's Map: 4 from
27 ratings, 24 comments, 9 demos.
Maybe it was a slow week, but it seems that all I really do is hand out an extra 4.5 ratings per map, for an average decrease in rating of 0.5.
I'm going to do this again this week, since there'll be more maps to get a real feel from.
However, don't let this segment affect your actions with the maps. I'd rather gather data about what you normally do, not what you do once I tell you what I'm up to.
Nterviewed
I'd like to welcome everyone back for another week of Nterviewed, but more importantly, I would like for everyone to welcome a man whom I have known for nearly three years now. While that isn't a long time by any measure, I have come to call this man a friend, a confidant, and a brother. Not many people these days know who maximo is, but if you want to know about one of the most influential men this community has seen, then read on.
Kablizzy: Welcome, maximo! How are you this evening?
maximo: Very very swell, and yourself?
Kablizzy: I'm excellent, thanks. Let's get started. Before Mother Thumping Impossible
was even a passing thought in blue_tetris' mind, and long before Plue ever graced the pages
of NUMA, there was a little map named Mount Doom. Tell us how it
feels to have Mount Doom as a level in the game, but also as level 89-4?
maximo: Well, when the news hit that Mare and Raigan were doing
a column of userlevels in the game, there was an instant surge of
comments about what map should be last. I was really excited a lot of
the players wanted Mount Doom at the final slot. Before 1.4 came out
the duo emailed me (well, Mare emailed me) to ask what I thought about
them editing the map a little since one of the locked doors was
unnecessary. I was nosy and asked where in the column it was going to
be and they said 89-4. It was about that time I got up and danced. It
felt good being recognized by the makers of the game I've dumped more
time into than most WoW players dump into getting to level 70.
Kablizzy: I'd imagine so. And speaking of which, you have spent
more time at Metanet than almost anyone I know. You were around before
the implementation of DDA maps, before race maps, before NedCon, and
even before the NUMA login system. Having seen the Metanet community
through its infancy and adolescence, how does it feel to be such an
influential force to so many aspects of Metanet?
maximo: Well, it's really interesting now since I'm such a moot
force, but looking back and thinking about all the things I've done
it's certainly mind boggling. The thing I did better than anyone during
the first year I was around is just map a bloody ton. I think up until
a year ago, I was mapping at least twice a day, if even for a minute or
two. It was honestly a bit obsessive but I loved it. I've seen just
about every innovation to come out of the community, map-making wise. I
was never really an innovator myself, I just made simple maps (see:
symmetrical, with turrets of some sort) and people loved them. You were
really the reason I did so much on the forums with tournaments and all
so that's not really the part of my legacy I'm proud of, I'm more proud
of my maps.
Kablizzy: And speaking of which, you've made so many great maps
over the years, but you must have a favourite. Which map of yours would
you call your favourite, and why?
maximo: I go back and forth, really. First, let me say I don't
like Mount Doom as much as everyone else does so it's not that. Plue
comes to mind since the reaction on numa was so positive. I love
watching people play my maps and seeing what runs and routes they come
up with. It's really rewarding to see what works in maps you didn't see
when you were play testing, so all the replays on plue were just great.
I love breaking my "style," I guess, and doing something I don't
usually do though, I just don't have a lot of maps that emphasize this.
I loved a lot of the work I did for Legacy, but nothing stands out to
me. I did love Angular for the original NedCon, but no one remembers it
because flipside won even though it wasn't as good, just prettier. I
guess Plue is my answer, in so many words.
Kablizzy: So many words indeed. You were the first moderator on
the forums, alongside myself and Tsukatu. How did it feel then
to be the community's first moderator?
maximo: Well, I was very excited to be recognized again as a
factor in the community. A little pat on the back always feels good,
especially by a group of people I loved to talk with. I never did a
whole lot in terms of mod work, but I loved being able to guide the
community and set the tone for conversation there.
Kablizzy: And how has that view changed over the years?
maximo: No one knows me now, it has lost a lot of its meaning to
me personally. They only things I do now are poke around serious
discussion from time to time and make sure stuff there isn't out of
order and what-not. Since the first time I left the community 2 summers
ago I've been hardly active for more than month spurts at a time, the
title doesn't really mean a lot since I don't know the people as well
as I would like to, It's just hard to invest as much time as I did into
the forums, thank my fiancé for that one.
Kablizzy: Yeah, I hear you're getting married in the
not-too-distant future. Will that mark the end of maximo's presence at
Metanet?
maximo: I hope not. I love Mare and Raigan and their work. I
love N, and I'm confident that I'll love Robotology. In fact, I hope
that Robotology will be good for us all since we'll all start off at
zero and I'll get to be part of a growing innovating community again
from the start. So, to answer your question, only time will tell,
really (and, to a point, my wife-to-be; she's good looking and I listen
to her).
Kablizzy: Heheh, indeed. So, considering how long you've been
staff, and how long you've been a part of the community, how has the
community evolved since you joined?
maximo: Other than growing from a small group of people who had
no life to a massive n00b eating community monster not much. It's been
crazy to see people come and go and come back and go again and come
back (Beyond myself). I've been excited about all the growth for Mare
and Raigan, their game deserves the recognition it's gotten thus far
and I only hope Metanet takes off and becomes self sufficient for them
both in the future, they've put in the hours, that's for sure. But by
the same token I do miss the days of 100 members and when any map came
out it was a big deal. The first maps before NUMA where only one map
would come out a week was just great, it's a whole 'nother galaxy now.
Kablizzy: Definitely. Ah, I miss those days. So, through all of
this, how has being a mod and being an influential member of Metanet
changed you, as a person?
maximo: A lot actually. By communication skills two years ago
pale to what they are now. I've learned a lot about people, a lot of
things you don't expect out of a videogame community. It's been just a
great time and I've made a couple friendships I know will last long
past this game or the next.
Kablizzy: Absolutely. It's amazing how much Metanet has given to
us. How do you deal with being a role model for the impressionable
young minds here in the community, before and now?
maximo: I guess my mantra has always been to stick to what I
know and do that well. I can't be a role model for everyone, I don't
think everyone should be like me. I just try to be open and honest and
the response you get from people is always genuine.
Kablizzy: Always a good policy. You and LittleViking and
I came up with the idea, a few years ago, of a Metanet Convention, and
we've wanted to do something like that for some time now. Trogdor
recently attempted to put one together, and I would like for us to get
an official one endorsed by Mare and Raigan. Would you still be up for
organizing something like that, perhaps in Toronto?
maximo: Regrettably, my funds for the next ever are tied up in
starting a family. I do get to go to California next year and hopefully
meet up with LV, and as soon as you get a life and move to the Midwest
to be with me we can start talking. Honestly though meeting Mare an
Raigan would be awkward, how do you talk to the two people who have
wasted more of your life than anyone else. "So um, you guys make a
great game, thanks."
Kablizzy: Hahah. I'd imagine there would be much groveling
involved. So, yourself, LittleViking, blue_tetris and I
have been working on some side-projects, a few of which we've codenamed
"TLO," "Daedalus," and "Arley Portuna." Most importantly, since you and
I are heading up the TLO project, why don't you let our readers in on
our plans for that, and explain a bit about it?
maximo: Tactics Lord Online is my little turn based strategy
game roughly in line with Tactics Arena Online (The names aren't the
same, and no I didn't steal it, shut up). It's been a lot of fun to
design and play, and I even made a paper version so I can play now
since I can't code it worth a crap and play online. The game has two
teams with different units on each side of a hexagonal map, the
objective is to move your pieces and capture keeps and castles to win.
It's just a blast to play and really makes you think. So now we just
need CODERS who want to donate the next month or so of their life to
the game and it's a go. We really want to make the game and set up
servers for players, it's just too good of a game to not make.
Kablizzy: Indeed. I've since forgotten, but a while back, you
suggested a name for our software company that I absolutely loved. What
was it again?
maximo: Interactive obsession. I liked it more before I found
out the logo I had designed for it has been used about umpteen times by
other companies.
Kablizzy: Yes! That's the one! I still love that name. Off on
another tangent, what do you see in store for Metanet this year?
maximo: Hopefully N+ on xbox gets them some great rep amongst
gamers out there and I can't wait to see what happens with robotology
and 1.5. They are a great team and great people, I don't see how great
things aren't in store.
Kablizzy: Aye, I know we're all pulling for them. As head of the
Legacy Team, how would you say Legacy has impacted the community?
maximo: Our biggest innovation has by far been the level pack,
before Legacy there wasn't anything like multi-user level packs (at
least not of the magnitude of what we did) and after Legacy just look
at the number of level packs out there. Other than that we just pissed
a lot of people off I think, but it was all worth it.
Kablizzy: Agreed. It's been a fantastic experience, for sure.
Now, you began a short story a while ago, entitled "Way." Are there any
future episodes in the works?
maximo: Nope, it sorta died out. It was a blast to write but
community interest wasn't as enthusiastic as I had hoped. If people
want more I would love to write it, it's just a blast to do. I guess
it's in the hands of the readers if they want more or not.
Kablizzy: If you had to pick a favourite sports team, who would
it be, and why?
maximo: I haven't watched sports in 2 years now (see: school +
girlfriend = !sports) but I guess the St. Louis cardinals just because
there my home team and my favorite sport.
Kablizzy: Excellent. And finally, if you'd like to provide some
words of wisdom for all reading this, I've reserved this space for that
very reason. So, with that in mind, take it away.
maximo: Love people, and you'll find just how worth loving they
can be.
Kablizzy: Thank you kindly, maximo. It was a pleasure.
maximo: I agree, thank you much.
Next week, get ready to have your pants ripped to shreds, because I will be Nterviewing the man who began Nterviewed himself - Tanner! Be sure to tune in, it's going to be amazing.