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·published 2007-07-16 04:12 UTC
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Wired - http://numa.notdot.net/map/22850
I made this map when I was on my glitch spree. I was trying to really push the limit of what I could do 

in a level. I went and submitted it under the retired uncategorived category as well as an added bonus 

(thanks to templex). The level in my opinion is more of a great glitch level and not as amzing gameplay 

wise.

Fracture - http://numa.notdot.net/map/28613
This level was my first ever level where I put a constriction on what the player could do. The level is 1. 

difficult to complete and 2. has no exit. Still I think it is quite inovate and pretty fun.

4-1: Challenger Deep - http://numa.notdot.net/map/48469
From my attempts at episodes I think that this is one of my better levels. It was a pretty cool concept 

that I was playing around with and the result was pretty fun.

Chasm - http://numa.notdot.net/map/55246
A cool swist on the whole "long passage run around and jump over things" type levels. I love the 

timeing that worked out and also the lower tiles that add some sparkle to the level.

Chill - http://numa.notdot.net/map/55832
Chill is one of my favorite levels. It is fun to play, short and sweet. I always like the style of the 

diagonal reflection and so when it works out so well it makes me very happy ^_^

Waii - http://numa.notdot.net/map/74795
I love the tiles that I did for this one as well as the gameplay. 

Bread Crumb Trail: All you can Eat - http://numa.notdot.net/map/86566
This level was completly and accident. usualy when I make a puzzle map I have a planed ideas and 

have a pretty good idea of what I am going to do. When making this I made the traps and then added 

the gold to make it so the player could get through it. At that point it was incredibly easy. I was 

planning on just making a path to the exit but when I played the level I realized that If I made the player 

go back through the same maze they had just come from it would create much more a challenge as well 

as creat something new and inovative. I was really suprised and quite pleased with the outcome.

Armageddon Poison Gas - http://numa.notdot.net/map/86797
I overuse chainguns alot in my older levels. I have many that are ridiculously hard. But this one is 

much easier as well as more predictable and still posing a challenge. 

Chevuex - http://numa.notdot.net/map/92175
I usualy stick to linear, closed levels. These, while sometimes being quite enjoyable in some cases, can 

be very boring. Even currently I strugle with making levels that let the player decide what to do and not 

driving a path from them to take that I have planned down to the last jump. This level I love becuase I 

can find a new way to play it every time and in many of my newer levels I strive to create a similar 

effect.

If You Don't Like Skydiving Settle Down and Build a House - http://numa.notdot.net/map/94957
My most recent map that I am including here. I started by making it a level that you would be live 

skydivng (like the falling part at teh begining). It kinda sucked so I built a house. Out of traps. And it 

got pretty big. Then I added alot more gold and mines and practicaly remade the level.