The Sunday N
by Alex Kurcharski,
featuring Tanner Rogalsky
and Matt Blaylock
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The
Daily
Rundown
August 26th to September 1st
August 26th
Pretentious? No, you are!
August 27th
Pretentious? No, you are!
August 31st
Pretentious? No, you are!
September 1st
Pretentious? No, you are!
Maps of the Week
- yahoozy_Guacamole - Sludgefeast
- sept - fermata in mistoc air
- drikam - Thwump Pit
- fingersonthefrets - Angel.
News
The Metanet Podcast
Volume One is up. Expect volume two very soonly.
The Songs I Listened To, As I Wrote This
The Flower Kings - Garden of Dreams, from the 1999 album Flower Power
Artist Commentary of the Third Kind
Not possibly as good as last week's, Jig!
Eleven Ring Circus: In my early days at Numa, I feel I drew most
inspiration from one tktktk. I became enthralled with his "one-shape"
jumper puzzles. Perhaps the best part about these puzzles was the
absence of enemies. Gravity is your only foe, now go jump. It's a
great concept. I strove to make maps just like these, because I loved
his so much. I think this map is probably one of my best. I just
created a ring, and it looked pretty cool, so I made the puzzle out of
it.
I later got pretty bloody sick of making maps like this, but I look
back at this period of my Numa career and smile. With regard to this
map in particular, it's quite aesthetically pleasing, both in the
presentation of the tiles and the standard plus-sign gold.
Stage: I had forgotten about this map until scrolling through
all my maps to find ten for this set. This was a vent map I made with
Linus, Jerrod, and the late Aju. There are neat, not-too-overused
mechanics for this level. Grab the switches to make the path.
Otherwise, it's frightfully simple and just a fun map, in my opinion.
When I was making this map with the other guys, I suddenly found myself
enjoying the concept of a vent map immensely. Every time the others
made a suggestion, I would embrace it, and fit it into my map in a way
that I liked. The best example was, Aju said "Make a circle in the
middle of your map" as the first suggestion, and I made that...I don't
know what to call it, but I love it. I shudder at the gold placement
and haplessly placed enemies, but the mechanics and tileset made up for
it.
Nine Chambers: Possibly one of my greatest triumphs, this DDA
was the first map I made that hit top rated. It's also now my first
map on record at Numa, as I used to delete my maps like a faggot. This
is my only KRADDA, because I'm not particularly skilled in that field.
Looking back, it's just not that great. But it was amazing for its
time and I still look back in awe of my talent, which is now waning
quickly.
There's a decent variety of propulsion methods, but a lot of launch
pads, and a lot of gold delay. And no close calls. What I tried to
focus on was actually the rocket's passage through walls. I seemed
overly fascinated with the trap door + locked door glitch, and overused
the hell out of it, but it definitely adds an element of excitement to
the rocket's path, while the ninja floats around not doing much.
Scrambled Bramble: For some reason, many see this to be a
defining map for my career. It was the start of a horribly
dead-horse-beaten style (tiles that look like vines, I guess) that
several of us used over a few months. I realized when I was making the
map that simplicity is highly appreciated, and thrived on it in the
placement of the door switches. It's an easy map to beat, and a
slightly challenging map to take all gold on.
The high praise I received from the people on the comments of this map
really helped me take my mapmaking to a new stage, when I created some
of my greatest works.
Multi-tasking: This is probably my most innovative map concept
to date. Playing it in userlevels is highly unsatisfying, so don't.
Basically, you delete one of the ninjas, and play the level as you
normally would. Then delete the ninja you just played the map with and
put back the other one and play back the demo. If he completes the
level, you win.
Neither half of this map is really that fun by itself. But you have to
think, visualize, as you're playing one half, what the enemies on the
other half might be doing at that instant. Playing it with that
mindset makes for a very intense but fun experience. Then again, you
could just zoom through and flukily win, but where's the fun in that?
Onomatopoeia: Well, I'm certainly proud of this one. It came in
stride with "Where did YOU come from?!," "Squib," and "Thump!" Around
that time, I had decided innovation was more important than how fun a
map is, and I made some crazy interesting maps. This is my favorite of
the bunch. I like the way Linus described this map. It relies on the
success rate of teleporters (which, as we know, can be unreliable in
playable maps) to achieve its means. You have to know you can't
approach a teleporter from the right or left, or you get smashed.
I think this map is bleeding style. The gold placement and ninty
degree angles (though they provide little flow) satisfy most any
aesthetic desire you could possibly have, and the concept in itself
certainly makes this one worth playing.
Glitchtastic 6 - Points for Style: This and the other maps in
the series are probably the thing I'm most famous for at the moment.
In a true affront to sniperdom, this particular installment has been in
the top thirty maps for about a month and a week now. This is my
favorite of the series because, as its name suggests, it's very
stylish. I also like it because it's got more variety and interesting
jumpy things (that's a technical term) than its predecessors.
The Metanet community can certainly expect more from the Glitchtastic
series, as it's the biggest ass ratings padder I've ever created...I
mean...because I love making them and reading your comments.
Feels like...fascination...: This was the map I returned to Numa
with fairly recently. I couldn't stay away. This is one of my faves,
but not because of the gameplay or anything about the finished product
of the map. I love it because I didn't think of that drone path dealy
until I was about halfway done with the map. It was a complete
afterthought. So, as that works so well in the map, I just love it.
As far as playing the map goes, you'll need a good deal of speed, but
more helpful is precision. If you can make the required jumps the
first time you attempt them, it's just a slightly tricky puzzle. I
find this one very fun, and it's probably in my top ten favorites of
mine.
Relic:I adore this. I just adore it. I don't care what all the
other people are saying/said about it. It was inspired by the classic
"Clearway" by Lucidium. I think it accomplishes the same aim, but with
a bit more style and a lot more flow. You have to be super fast on
this map, so don't get discouraged if you don't beat it on your first
several tries.
In its early development, this map lacked flow, and had the cruddiest
gold placement imaginable. After I cleaned it up, though, I really
consider this a good looking, well executed, fun map.
The Dreaming Tree: Well, to top off the list, my greatest map,
to date. I can safely say this is the only map ever made by anyone
that I actually have emotional ties to. I don't know why. Perhaps
it's because, as I made the map, I was very depressed, and channeled my
emotions into a map that depicts a withered, dead tree. Something
about the map made me happier. And I still can't reason why.
It's a bit of a throwback to old mine jumpers like "Crumble" and "Rite
of Passage," but it's less cluttered, more simple, and much prettier.
The map as a whole is not only very fun to play but also...just
gorgeous. You can't look at it without wanting to play it. Eye
candy? Perhaps.
I don't know if I'll make a better map than The Dreaming Tree. It's
actually pretty unlikely. I'm slowly fading away from the Numa scene,
and, while I'll likely never leave, my contributions have been and will
continue to be getting fewer and fewer. As for now, I'm happy to look
back through these maps, relive all the memories, and talk a bit about
my favorite ten to the community. Thank you for this opportunity, Alex.
Aww, isn't he sweet?
Random Rates
TANNNEEEERRRRRRR
Love 'im.
Small
Crevices by
sneekfeet
1.5/5
In the description, the author writes, "Fun map...". Honestly, I
thought it was
going to be. I did have fun for the first little while, the switches
were
challenging but not overly difficult once you figured out how to get
them. The
goddamn gold, on the other hand, is just ridiculous. Some of it's
fairly easy
but there are certain pieces that are just annoying. I, for one, don't
equate
annoying with fun.
Pros:
- Mildly clever tileset. It really was a map that consisted of crevices.
- Decent problem solving. You can't just go right at some of the
switches.
There's a dance that needs to be carried out.
Cons:
- AGD's too hard. I don't think the difference in difficulty between a
completion and an AGD (or even a mostly AGD) should be so large.
- Turrets behind bounce blocks aren't cool. They just aren't.
Laser
Vision by
john_jarvinen
3.5/5
I'm not sure if it was intentional or not, but this reminded be a lot
of 16-3. I
actually really enjoyed it, though. It was different enough to be
called a remix
instead of a ripoff. I might have found a way to make it a little
harder but I
did still die twice. The rotating drones were a welcome introduction as
well as
the thwump-elevator.
Pros:
- Fun. Not exceptionally fun, but I wasn't bored.
- I have a soft-spot of Metanet remixes. I don't know why.
Cons:
- Too easy.
- This is still a remix and, as much as that doesn't bother me, I have
to
mention it.
Tilt
by
Psycho_CO
2.5/5
This is a tileset so it's going to be a little different. I personally,
can't
make a decent tileset to save my life so I'm always sort of in awe when
people
can churn them out like it's nothing. I wandered around in this one for
a while
and I wasn't struck by any sort of inspiration. It's a decent tileset,
I guess.
Visually, it's alright. The moving about is fine. But that's all it is.
It's
just fine. You could probably do something with lasers. It would
probably be
mediocre.
Pros:
- Visually appealing.
- Cohesive.
Cons:
- Didn't allow more movement to be as fluid as I like it to be.
- It's just so... ordinary.
Enemy
Exchange by
Musicwumusic
3/5
When you play this, you'll get halfway through and suddenly the level
explodes.
Seriously. I was like, "Holy shit." The first half is sort of boring
but the
second half is utterly frantic. You have to understand that Musicwmusic
makes
friggin' strange levels. Musicwmusic levels are to NUMA as noise metal
is to
music. You either love it or you hate it.
Pros:
- Second half is hella intense.
- It isn't dumbed down.
Cons:
- First half is boring.
- It isn't dumbed down.
USS
6 - Standard Drones by
makron
1.5/5
This map is not good. It's not detestable, but it's just not good. The
most
important thing in a survival is the experience changes over time. The
fact that
that is vital is only too apparent in this map. The only thing that
changes in
this map is your position as you collect the gold. The gold isn't even
especially difficult to collect. The most likely outcome if you're,
like I was,
playing the level in your user levels is that you collect all the gold
and then
just stand in one place, avoiding drones until you run out of time.
It's
completely unsatisfying.
Pros:
- The level is designed well. I would enjoy it if it wasn't a survival.
- I can dig drone levels every so often.
Cons:
- Waaaaay too easy.
- Experience does not change over time.
Uh, could someone please volunteer to do this week's Random Rates? It'd really make it easier for me!