[align=center]Round 1 Judging[/align]
[spoiler=Max_Ride's Judging]
Notkitt: http://numa.notdot.net/map/118303 - Max_Ride
Aesthetics: 2/5.
The tiles were just too simple. They didn't seem to be there for looks, they were there more to aid the gameplay/flow. The gold/bounceblock combo threw the looks off a little too.
Fun: 5.5/10.
It got rather repetitive to get the gold, I lost interest after a couple of times. The launch pads seemed to be used as objects of force to get the gold/to help out the flow, which was alright, but maybe try to work on the use of tiles for flow.
Enemy use: 5.5/10.
The gausses were placed to where they became a hazard when trying to all gold the level. The floorguards weren't really a factor so I have to mark you down for that. Try to place the enemies as more of a protection than an annoyance.
Total: 13/25. Work on enemy placement, and try to lose the repetitive feeling of collecting the gold.
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Sniperwhere: http://numa.notdot.net/map/118309 - Max_Ride
Aesthetics: 2.5/5. The symmetry looked nice here.
Fun: 5/10. Got repetitive after the first side, but the middle was nice and action packed.
Enemy Use: 6/10. The gausses did their jobs great, but I don't generally like them in such tight spaces. The floorguards got over cramping on the small platforms since the gausses were so close.
Total: 13.5/25. Pretty decent level.
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mam: http://metanet.2.forumer.com/index.php?showtopic=21688 - Max_Ride
Aesthetics: 3/5. It looked like the average "1" tile map. The gold and mine pattern looked cool with the tiles.
Fun: 6.5/10. The flow was nice to find throughout the level. I liked the idea of the optional gold route, but I don't think you executed it very well. The top right felt a little too compact. Some one-ways were cheatable.
Enemy Use: 6.5/10. The floorguards worked well in the tunnels, and so did the gausses except when you put the two together in one tunnel, it got a little too dense.
Total: 16/25. Nice flowy action map, could have been a little better executed though.
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miyomiyo: http://numa.notdot.net/map/118353 - Max_Ride
Aesthetics: 3/5. Pretty simple, but at the same time, pretty cool looking.
Fun: 6.5/10. The flow was nice if you were good at angle jumping, but if you aren't, it was hell. The gold was fun to collect, but I didn't really like the trap door idea because you could escape the one ways anyway.
Enemy Use: 7.5/10. The gausses were placed in great spots, they had nice range. The floorguards were also nicely used, especially on those platforms with the one ways, that was a neat idea.
Total: 17/25. Nice little flow going on, fun gold collection, and cool enemy placement = a nice little level.
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lord_day: http://numa.notdot.net/map/118371 - Max_Ride
Aesthetics: 4/5. Very fun idea.
Fun: 8/10. The gold was so well placed, and the flow was great. I loved thinking on my feet.
Enemy Use: 8.5/10. The enemies were all so well placed. They worked great with the tileset.
Total: 20.5/25. Just what I could expect from you.
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TB007: http://numa.notdot.net/map/118402 - Max_Ride
Aesthetics: 2.5/5. Nothing special.
Fun: 5.5/10. Too bland, I felt like I was playing the same part of a level over and over.
Enemy Use: 6/10. The floorguards got boring, but the gausses were placed decently.
Total: 14/25. Just above average.
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TheAdster: http://numa.notdot.net/map/118347 - Max_Ride
Aesthetics: 3.5/5. A little too hectic for me, but it complimented the gameplay nicely. It did still look very nice.
Fun: 8/10. The gold was a nice challenge. The flow was amazing. The enemies worked so well. And the challenge level was brilliant.
Enemy Use: 9/10. You placed the gausses to near perfection, as well as the floorguards.
Total: 20.5/25. I loved it, tied for the best I've played yet.
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Dead_N: http://numa.notdot.net/map/118329 - Max_Ride
Aesthetics: 1.5/5. Very non-consistent, thrown together.
Fun: 6.5/10. There was actually a nice little flow, but the switches were badly placed, and the gold was a little annoying to collect on the small floorguard islands.
Enemy Use: 6/10. The floorguards got annoying on the small platforms, and the gausses weren't really a factor.
Total: 14/25. Decent.
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gloomp: http://metanet.2.forumer.com/index.php?act...=post&id=447343 - Max_Ride
Aesthetics: 3/5. It looks cool.
Fun: 7/10. It's a nice idea, but the top's a bit easy, and the bottom is a bit boring/thrown together.
Enemy Use: 6/10. You failed in the use of floorguards, but the gauss was a cool idea. I felt the level was more based on the gauss, then you just stuck the floorguards there.
Total: 16/25. Nice little concept.
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Pepi: http://metanet.2.forumer.com/index.php?act...=post&id=447427 - Max_Ride
Aesthetics: 1/5. Random mines, ugly gold, craggly tiles = not good looking!
Fun: 4.5/10. I didn't have any fun on this. There were too many enemies in one little area, the gold was more of a hassle than fun, and the gausses were really annoying, their placement.
Enemy Use: 5/10. Not very good. The floorguard/door combo was annoying, the mines restricted my movement mucho, and the gausses were placed annoyingly/without good execution.
Total: 10.5/25. Not my map.
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numa_ninja: http://numa.notdot.net/map/118605 - Max_Ride
Aesthetics: 4/5. They look totally bitchin'.
Fun: 7/10. The flooguards were a little annoying, but they were still fun.
Enemy Use: 7/10. The floorguards had a cool concept, although I think you overused it. The gausses were alright, but not up to par with the floorguards. The mines made the whole level a little too condensed.
Total: 18/25. Very nice.
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Condog: http://numa.notdot.net/map/118590 - Max_Ride
Aesthetics: 1/5. Chaotic shit.
Fun: 6/10. The gauss killed it, as lord_day said. The mines weren't very fun either, too restricting.
Enemy Use: 7/10. The gauss was a no-no, but the floorguards were cool. The mines were also was to restricting.
Total: 14/25. Too hectic.
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Pheidippides: http://numa.notdot.net/map/118571 - Max_Ride
Aesthetics: 4.5/5. Fucking amazing.
Fun: 8.5/10. The overall feel of the level is amazing, near perfection.
Enemy Use: 8.5/10. That is what I call "well-placed enemies".
Total: 21.5/25. The best I have played yet.
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Skyline: http://numa.notdot.net/map/118700 - Max_Ride
Aesthetics: 3.5/5. It looks so crisp.
Fun: 9/10. You make the gameplay seem so easy to make, it's amazing.
Enemy Use: 9/10. You place enemies with such care.
Total: 21.5/25. metanet/love.gif
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kkstrong: http://numa.notdot.net/map/118362 - Max_Ride
Aesthetics: 2.5/5. Average.
Fun: 5.5/10. Nothing special about it, felt like every other map on NUMA. Go out of your comfort zone.
Enemy Use: 5.5/10. Again, nothing to remember. They were just there.
Total: 13.5/25. Pretty average.
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yahoozy_Guacamole: http://numa.notdot.net/map/118638 - Max_Ride
Aesthetics: 3/5. Nice tiles.
Fun: 7.5/10. I love the gold placement, one of your specialites. Nice challenge too.
Enemy Use: 8/10. Very balanced, and very well thought out.
Total: 18.5/25. Mucho fun.
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remote: http://numa.notdot.net/map/118485 - Max_Ride
Aesthetics: 4/5. I'm diggin the way this looks.
Fun: 8.5/10. The simplicity level here is amazing.
Enemy Use: 8.5/10. The gausses have such range, while the floorguards have such purpose.
Total: 21/25. Superb work.
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Wizard: http://numa.notdot.net/map/118544 - Max_Ride
Aesthetics: 4/5. Great tiles.
Fun: 7/10. The gausses sometimes killed the fun.
Enemy Use: 6/10. Sometimes you had 1 pointer from a gauss, other times you had 2-3 and then it got too crazy. The floorguards were a nice touch though.
Total: 17/25. Solid.
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Cerberus: http://numa.notdot.net/map/118650 - Max_Ride
Aesthetics: 3.5/5. The looks amazing to me. Everything fits together so well.
Fun: 9/10. The flow. The optional gold routes. The gold placement. metanet/love.gif
Enemy Use: 9/10. Holy shit man did they work well. Everything. The mines. The gausses. And the floorgurads. Woah.
Total: 21.5/25. Damn dude, you're on fire. tongue.gif
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Evil bob: http://numa.notdot.net/map/118812 - Max_Ride
Aesthetics: 3.5/5. Nice puzzle look.
Fun: 10/10. I played this map for nearly 2.5 hours.
Enemy Use: 9.5/10. Holy shit did the enemies work well.
Total: 23/25. Possibly the best map I've played this year!
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Myrrhman: http://numa.notdot.net/map/118821 - Max_Ride
Aesthetics: 4/5. Very artsy.
Fun: 8.5/10. Amazing concept. I loved the challenge level.
Enemy Use: 9/10. The floorguard idea was great. Generally it is not good to hide enemies, but this time you used the oneways to denote a floorguard, fucking brill. Also, the gausses were placed to excellence.
Total: 21.5/25. Another amazing map from you.
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Nexx: http://metanet.2.forumer.com/index.php?act...=post&id=448369 - Max_Ride
Aesthetics: .5/5. Ew.
Fun: 3/10. No fun to be had. It was just a bore.
Enemy Use: 4/10. Again, the floorguards were placed with no though, and the gausses interfered with the fun.
Total: 7.5/25. Not a good level at all dude. :[
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Gforce20: http://metanet.2.forumer.com/index.php?act...=post&id=448086 - Max_Ride
Aesthetics: 2/5. Pretty ugly looking.
Fun: 4/10. Not much fun. The sides are too condensed, and the enemies aren't very well placed.
Enemy Use: 4/10. The enemies aren't very well placed, at all.
Total: 10/25. You can do better.
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JackPack: http://numa.notdot.net/map/118802 - Max_Ride
Aesthetics: 1/5. Pretty boring to my eyes.
Fun: 4/10. Not much fun. Repetition is never good.
Enemy Use: 4/10. The double gauss wasn't a good idea, and the floorguards just bored me.
Total: 9/25. Not a very well made level.[/spoiler]
[spoiler=Southpaw's Judging]
Sniperwhere - It Fits Somewhere
Aesthetics: 2/5
Amount of fun: 6/10
How well you used the enemy: 5/10
---
Total: 13/25
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I felt the enemy placement was off and that it affected the outcome of the map. The floorguards seemed oddly placed and the gauss turrets seemed like too many at times.
notkitt - Shillings Were Worth More In Those Days
Aesthetics: 3/5
Amount of fun: 6/10
How well you used the enemy: 5/10
---
Total: 14/25
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I liked how you used the gold around the bounceblocks and the floorguards were placed okay. My issue was the fact that every corner had at least 1 gauss laser attacking you. I would have liked to see 1 or 2 places where there wasn't an overbearing threat of being killed.
mammaletto - Sur Slur
Aesthetics: 4/5
Amount of fun: 7/10
How well you used the enemy: 8/10
---
Total: 19/25
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I liked how the map was consistent with the mine placement and the way in which gauss lasers affected certain areas of the map (ie they all played the same role in different areas of the map). Great job.
Dead-N - Limestone cave
Aesthetics: 2/5
Amount of fun: 4/10
How well you used the enemy: 5/10
---
Total: 11/25
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I had three things that I disliked about this map: (1) the map was ugly; (2) a couple gauss lasers and more than a few floorguards were badly placed; (3) repetition, repetition, repetition. After I finished the left side it was the exact same thing on the right side almost. It needed more variation. Overall I'd probably rate this a 2 or 2.5 on NUMA.
TheAdster - The Rigid Bizarre
Aesthetics: 4.5/5
Amount of fun: 9/10
How well you used the enemy: 8/10
---
Total: 21.5/25
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I loved it. Absolutely loved it. The tileset was a little strange in some places, but overall it worked really well for the map and that was a plus. The floorguards and the gauss lasers worked really well (there weren't two attacking you at the same time for most of the map, which was nice to see). Gold was a little bit of a chore but that was fine. Overall really well done.
miyoser - Ema Gaj Nineh-
Aesthetics: 3.5/5
Amount of fun: 4/10
How well you used the enemy: 5/10
---
Total: 12.5/25
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I liked the challenge of this map, but I didn't like the STUPID TRAP DOORS!!! They did nothing for the map except make it /that/ much more frustrating when one is trying to pull big jumps. The one-ways didn't really do much either but I saw their purpose so that was fine. The gausses were nicely placed and I liked the bottom sections a lot, but overall it wasn't put together very well.
Condog - The Forgotten Grotto
Aesthetics: 1/5
Amount of fun: 0/10
How well you used the enemy: 1/10
---
Total: 2/25
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...This is one of those maps where everybody on NUMA screams "PLAYTEST!!!" over and over and over again.
lord_day - HELP comes to those who least seek it
Aesthetics: 4/5
Amount of fun: 9.5/10
How well you used the enemy: 8.5/10
---
Total: 22/25
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I loved it. It was like a small story, or adventure all wrapped into a little map. The enemy use was brilliant with the floorguards. The tileset in itself wasn't spectacular but it worked so well with the gameplay that it made up for itself. I also liked how there is little running, it's mostly jumping around. Awesome job.
Limer - Yamma Yaaaama
Aesthetics: 3.5/5
Amount of fun: 6.5/10
How well you used the enemy: 6.5/10
---
Total: 16.5/25
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The tileset was ugly. The gold placement was uniform. The floorguard on the bottom left didn't do much. Overall it was a nice map and I'd probably rate it a 4 on NUMA, but when broken down into categories, for me it doesn't score well.
Wizard2 - Jungle Fever
Aesthetics: 3.5/5
Amount of fun: 7/10
How well you used the enemy: 8/10
---
Total: 18.5/25
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I liked the whole map a lot. The enemies were placed well, there wasn't an orgy of mines anywhere on the map and everything was fairly easy to get to once you figured out the path to take to get to each section of the map. Well done.
cucumber_boy - 34-2
Aesthetics: 4/5
Amount of fun: 5/10
How well you used the enemy: 6/10
---
Total: 15/25
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I liked the simplicity of it but other than that I thought it needed a lot of work. More floorguards, more adrenaline pumping sections. After the second or third time through I felt bored.
gloomp - Your Town is a Robotic Elephant
Aesthetics: 2/5
Amount of fun: 7.5/10
How well you used the enemy: 7/10
---
Total: 16.5/25
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I loved the bottom part, didn't like the top part. I thought this map was over too quickly and could have implemented a little more (especially up by where the exit was). At first getting the exit switch is a little difficult, but I figured it out in fairly short order. But yeah, more stuff.
Pheidippides - Starry Saturn Skies
Aesthetics: 5/5
Amount of fun: 8.5/10
How well you used the enemy: 8.5/10
---
Total: 22/25
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This map was amazing. The tileset was beautiful, the gold placement was nice and uniform, the switches were challenging to get to but easy enough that I didn't feel cramped or felt like death was inevitable. It was a pleasure to play.
pepi321 - Fury of the Youth
Aesthetics: 3/5
Amount of fun: 6.5/10
How well you used the enemy: 6/10
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Total: 15.5/25
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The map seemed disjointed to me. For most of the map it seemed like each section was its own section but none of them worked together. I think there may have been too much gold in each area and that is what made it feel like there was little connection among all parts of the map.
Condog - Dynamic Progression
Aesthetics: 3/5
Amount of fun: 5/10
How well you used the enemy: 8.5/10
---
Total: 16.5/25
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I was reading through the comments on the map and I think I have to agree with lord_day on this one: the gauss killed the map. Another thing was that there is a lot of lag at the very beginning of the level (for me anyway). I liked coming down from the top though, it reminded me of the game "Falldown"
numa_ninja - Tropiks East
Aesthetics: 4/5
Amount of fun: 6/10
How well you used the enemy: 8/10
---
Total: 18/25
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I liked the beginning with the floorguards, that was very clever. I also like the bottom right area because that was clever as well. The rest of it seemed quite indifferent. It was a nice map but I would have liked to see the whole thing be clever more than just the beginning and the bottom right area.
MaximumRide - Topic "ar"
Aesthetics: 3/5
Amount of fun: 9.5/10
How well you used the enemies: 8/10
---
Total: 20.5/25
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I liked it a lot. The mines were well placed and the floorguards didn't hinder movement at all. Plus there wasn't a gob of gauss lasers attacking you every second.
Yahoozy_Guacamole - Axis II
Aesthetics: 3.5/5
Amount of fun: 8.5/10
How well you used the enemy: 6/10
---
Total: 18/25
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This map played much better than I thought it would. The tileset wasn't spectacular but it worked well with the gameplay. I also liked the variation of adrenaline pumping sections and then cooldown areas. Good job.
Skyline356 - The Corbity Columns of Craining Callows
Aesthetics: 4.5/5
Amount of fun: 9/10
How well you used the enemy: 10/10
---
Total: 23.5/25
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This was orgasmic. But not an orgasm. There's a difference.
Cerberus[] - Inevitable Shock
Aesthetics: 3.5/5
Amount of fun: 7/10
How well you used the enemy: 8/10
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Total: 18.5/25
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This map was nice but it just didn't really click well with me. I like the way you used the enemies and I liked the tileset and the way it worked with the gameplay but it seemed like it was missing something. The part I enjoyed the most was that it looks like a race map at first glance but then it becomes partially action as you play it.
Gforce - CEC 01
Aesthetics: 2/5
Amount of fun: 4/10
How well you used the enemy: 5/10
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Total: 11/25
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This didn't do it for me. The amount of time spent completing this map did not correlate with how much fun it was. AGD was long and tedious and boring. Unless there is a certain path that makes it not tedious and long and boring I found it so.
JackPack - 90 Degrees
Aesthetics: 1.5/5
Amount of fun: 4/10
How well you used the enemy: 5/10
---
Total: 10.5/25
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I wasn't impressed by this at all.
Evil_Bob - Heart Attacks
Aesthetics: 3.5/5
Amount of fun: 7/10
How well you used the enemy: 9.8/10
---
Total: 20.3/25
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Of course it's an Evil_Bob puzzle... Why did I try and think it was an action map? haha, I liked it. It was frustrating at first but after a few goes (and cheating only slightly) I figured out the path I needed to take. Very clever map.
Myrrhman - Guernika
Aesthetics: 4/5
Amount of fun: 7/10
How well you used the enemy: 8/10
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Total: 19/25
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I liked it.
Nexx - Nexx CE3 Entry
Aesthetics: 4/5
Amount of fun: 8/10
How well you used the enemy: 8/10
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Total: 20/25
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I liked this map a lot. The drones were put in all the right places and it wasn't just a clearcut route that one has to follow. There was some thinking involved, which is nice. Great job.[/spoiler]
[spoiler=Buddylee's Judging]
. NIGHTMARE619 (No submission)
2. Skyline356
Aesthetics: 3/5 - Curves on the far right column don't mesh with the rest. Gold looks so-so, mines mediocre.
Amount of fun: 8.5/10 - Very smooth between columns, good variety of ways to maneuver about. Fourth column is nearly perfect -- could be better if the top mine were a tad higher. There-and-back works here, gameplay is sufficiently different and there are no spikes in difficulty.
Enemy use: 8/10 - Although some of the mines intended some sort of improved aesthetic, the gauss provide adequate compensation for this. Each gauss is carefully placed and requires attention to avoid.
Total: 19.5/25
3. Sniperwhere
Aesthetics: 3/5 - Decent tileset, gold felt standard/generic.
Amount of fun: 4/10 - Lacking a quirk; only interesting part was the few bits of gold that the floorguard makes difficult to get.
Enemy use: 5/10 - Standard. Gausses were at standard points, nothing special.
Total: 12/25
4. Pepi
Aesthetics: 3.5/5 - Good breaks in symmetry. Decent gold look.
Amount of fun: 7/10 - Flowed alright, maneuvering is pretty cool. Hated the bottommost-middle gold; the normal doors and floorguard are too bothersome to fit the rest of the map.
Enemy use: 7/10 - Side gauss are good, middle gauss are basically pointless. The tight fit of getting past the gauss before it shoots you isn't very well designed.
Total: 17.5/25
5. gloomp
Aesthetics: 3.5/5 - Top is pretty great. Bottom gold looks contrived/unnatural. Strong phallic presence, but it clashed with the + tiles.
Amount of fun: 7.5/10 - Start is really slow (but a good use of tiles). Putting a few objects up there could help. Middle part is fun. Makes the gauss very threatening. Getting the gold by the floorguards is generically good. Nice reuse of the gauss above.
Enemy use: 8/10 - Enemies served their purpose effectively.
Total: 19/25
6. miyomiyo
Aesthetics: 3.5/5 - Clean look worked here. Some of the gold looked out-of-place.
Amount of fun: 6/10 - Some interesting jumps here. Gold on the bottom played well, getting out of the trigger was fun. Didn't like the trapdoors though. Cheatable one-ways; even if it was intended, it's still just a hassle.
Enemy use: 6/10 - Floor guards worked with the one-ways, gauss provided a decent challenge. Bottom was good.
Total: 15.5/25
7. Nexx
Aesthetics: 3.5/5 - Sleek look; gold is a bit too close to some of the mines in combination with the tiles (top-right cluster especially). Tiles look decent, could play a better aesthetic role if they were more spaced out. The style could be accentuated with better spacing.
Amount of fun: 6/10 - For a level that looks like it could be very open-ended, it plays very straightforwardly. The challenges are fairly simple and the gold is mildly fun to get. Note: the start is cheatable, but the idea is still clever. The top-left gold challenges are the most entertaining.
Enemy use: 5/10 - Some of the gauss have a very specific effect. Opening up the tileset could allow fewer gauss with increased effect. For example, the bottom-right gauss did hardly anything. The purely aesthetical floorguard on the bottom-left could be put to better use with a gold challenge.
Total: 14.5/25 (Previous submission was 11.5)
8. Pheidippides
Aesthetics: 4/5 - Wonderful tileset; loved the minefield at the top. Some of the mines touching tiles looked messy, however.
Amount of fun: 7/10 - Most of the fun was maneuvering about the minefield at the top. After that it was pretty standard. The exit switch section felt entrapped; plus, the floorguard's range of attacking space wasn't intuitive.
Enemy use: 8/10 - Gauss were used conservatively, mines were fairly well-placed, and floorguards were decent. The gauss on the bottom didn't serve much of a purpose, however.
Total: 19/25
9. animator (No submission)
10. lord_day
Aesthetics: 3.5/5 - Decent tileset, but the mines made the imperfections in the letters look sloppy. Gauss also look a tad strewn about.
Amount of fun: 9/10 - The gold was very entertaining to get and the floorguards provided a sufficient challenge. Given how long the path for all gold is, the level still felt rather short.
Enemy use: 7.5/10 - Many of the floorguards could be eliminated without affecting gameplay or the look. And many of the gauss could be placed with a bit more care -- especially the top-rightmost one.
Total: 20/25
11. cucumber_boy
Aesthetics: 4/5 - Neat tileset theme. The gauss+mine bit fit well, but the gold felt clumped at the bottom-left. Also, the top-left area by the bounceblock needs another E block to match the rest of the theme.
Amount of fun: 6/10 - Casual. The best part was getting past the gauss.
Enemy use: 8/10 - The bottommost gauss was irrelevant. Great floorguard/mine usage.
Total: 18/25
12. Evil_Bob
Aesthetics: 4/5 - Very industrial tiles and archaic-looking gold. Some mines in the middle and top felt spattered, but clearly serve a purpose for gameplay.
Amount of fun: 9/10 - A wonderful, convoluted puzzle! It requires much foresight. The trip across the trapdoors underneath causes something of a difficulty spike that compounds since it is so late in the level. The tiles/gauss could be smoothed out to alleviate this. Some bits also felt drawn out and round-about, but given the nature of the level, it should be difficult to find the right path. The right side, however, is brilliant. On the whole, this is one of the trickiest levels in ages.
Enemy use: 9/10 - The mines on the far left are uninventive and don't match the rest of the map too well. The bottom-right gauss also plays a very short role. Floorguards served their purposes excellently -- the top with the gauss and floorguards plays very well.
Total: 22/25
13. Gforce20
Aesthetics: 2.5/5 - Mediocre tileset and generic, bland gold. A mirrored minefield from above could help even out the aesthetic. Central O tiles look good though.
Amount of fun: 4/10 - It lacks a design element. It seems like the paths are arbitrarily chosen, without consideration for how the level will actually be played. Gold isn't too fun to pick up. Top minefield is decent, perhaps underused. Gold on the bottom isn't convenient or fun to get.
Enemy use: 2/10 - The gauss are centrally placed, nothing special. It's annoying to leave the center because the gauss will kill you if you go straight left/right. Floorguards have no effect in this map.
Total: 8.5/25
14. notkitt
Aesthetics: 2/5 - Tiles strewn about works sometimes... the gold box chamber killed it.
Amount of fun: 6/10 - I did mostly enjoy this. The gold scheme idea was unique, but when it's used 20 times for about the same effect in gameplay...
Enemy use: 2/10 - Only about 1/3 of the mines did something. The rest weren't aesthetically helpful either. 7 gauss is too many, especially so close together. Floorguards were underused.
Total: 10/25
15. yahoozy_guacamole
Aesthetics: 4/5 - Decent tileset, excessive gold.
Amount of fun: 8/10 - Getting out of the bottom-left is awkward.
Enemy use: 8/10 - Good range on the gauss, decent effect from the floorguards. The mix of standard gold placement and hatched gold isn't natural here.
Total: 20/25
16. condog_111
Aesthetics: 3.5/5 - Fitting tileset, but the floorguards/oneways/doors were crowded. It would look much more polished if more spread out. The aimless mines and gold are great here.
Amount of fun: 7.5/10 - Too long and too crowded/cramped. The idea is superb, but it would benefit much better from spaciousness.
Enemy use: 8/10 - Gauss was perfect, but again the excess floorguards detracted from the overall effect.
Total: 19/25
17. mam
Aesthetics: 3/5 - Doors and one-ways look out of place. Gold theme is good; mine style works, but is overused here.
Amount of fun: 5/10 - Very straightforward, no tricky jumps. It looks like it should flow well, but it really doesn't.
Enemy use: 6/10 - Some useless, unaesthetic mines; the gauss are underused.
Total: 14/25
18. remote
Aesthetics: 3.5/5 - Sweet tiles, but the gold clashed above the exit switch. If the gold kept the same angle throughout...
Amount of fun: 8/10 - Fairly fun. Much of the gold is challenging, maybe even drawn-out and awkward to get. Creative take however; good experimentation. Good path variation too.
Enemy use: 8/10 - Gauss on the left was perfect, but the right side and some of the mines could be put to better use.
Total: 19.5/25
19. Ad
Aesthetics: 4/5 - Good tileset, gold along the flat space by the trigger didn't fit.
Amount of fun: 8/10 - Great flow in most places. The flow breaks in the top-right by the floorguards and briefly at the bottom by the gauss. The rest was excellent.
Enemy use: 9/10 - Bottomright gauss didn't do much. Very useful mines, good range on the gauss.
Total: 21/25
20. Wizard
Aesthetics: 4/5 - Excellent ambience via the tileset. Object placement is a bit messy, however.
Amount of fun: 7/10 - Many of the mines and gauss are irritating. Didn't like the start either.
Enemy use: 8/10 - Good attacking range on the gauss, mines could be better, floorguards are good (except the starting floorguard).
Total: 19/25
21. Jackpack
Aesthetics: 3.5/5 - Simple look, nothing fancy. Decently spaced.
Amount of fun: 7/10 - Getting out of the main area was a bit tedious and repetitive. If the arena there changed up more it would be more interesting.
Enemy use: 7/10 - Suitable for the map design. Again, center area wasn't well-allocated; the two gauss could be better-placed.
Total: 17.5/25
22. numa_ninja
Aesthetics: 4/5 - Pretty. Floorguards along the right clouded the aesthetic.
Amount of fun: 7/10 - Close-quarters floorguards turned this into a "how fast can you jump" level. A tad bit more time would make this much more replayable. Good little puzzle on the bottom-left, and the end is great.
Enemy use: 7/10 - Didn't like the gauss on the far right that added to the floorguard close-quarters. Leftmost gauss and three floorguards are good.
Total: 18/25
23. mc_george (No submission)
24. Myrrhman
Aesthetics: 4/5 - Beautifully grotesque. Tough to find places to improve the aesthetic, but something felt slightly off about it. The effect is achieved, however; excellent checkering. And the gold's great.
Amount of fun: 8/10 - Well laid-out, decently predictable floorguards. They are, unfortunately, irritating in some places (top-center room mostly). The two gauss create an over-hectic feel which is not great for the length of the level. Lose a gauss and spread out that room and it's golden.
Enemy use: 7.5/10 - Most of the gauss play a minor role, but again cause an unnecessary difficulty spike in the top-center room would be better earlier in the level. Floorguards in that room are difficult to activate, especially with the gauss stress.
Total: 19.5/25
25. Dead_N
Aesthetics: 2/5 - Boring gold, sloppy tileset. The mostly symmetrical look isn't effective here. Gold between the doors at the top looks messy. Doors didn't look great on the whole either.
Amount of fun: 4/10 - Not very smooth to move around. Transferring to the top, as well as getting the gold, is awkward.
Enemy use: 4/10 - Floorguard range is very short, gauss are placed in generic central locations.
Total: 10/25
26. TB007
Aesthetics: 3/5 - Generic, very metanet/M&R. Gold pattern by the bottom is too close to the tiles.
Amount of fun: 5/10 - The best part is how predictable the gauss and floorguards are. Very basic, pretty smooth to move around.
Enemy use: 7/10 - Nothing spectacular, not a lot of waste.
Total: 15/25
27. Max_Ride
Aesthetics: 3.5/5
Amount of fun: 6/10 - Transitions between areas aren't very smooth; fairly awkward to move around. Gold requires slowing down uncomfortably to get it all. The bottom-right is especially awkward. The flow is contrived.
Enemy use: 6/10 - All floorguards except the middlemost and topmost are pretty useless. All but the leftmost gauss serve a purpose.
Total: 15.5/25
28. Fingersonthefrets (No submission)
29. The_apprentice (No submission)
30. Cerberus
Aesthetics: 3/5 - Tileset's alright, but the mines and gold look sloppy.
Amount of fun: 7.5/10 - It's like a rickety rollercoaster that could break down at any minute. The areas flow together decently, but polish in some areas could iron it out pretty well. The gold over the floorguards doesn't leave much room for error.
Enemy use: 6.5/10 - The top-middle gauss is very well-positioned given the paths through. Good reuse of the bottom-left gauss, but the bottom-right, bottom-middle, and middle-right gauss don't add much to the level. The floorguards are all only used once -- typical for a race.
Total: 17/25[/spoiler]
[spoiler=Skyline's Judging]
"It Fits Somewhere" by Sniperwhere
Aesthetics: 1.5/5
Amount of fun: 7.5/10
How well you used the enemy: 7/10
Total: 16/25
I like the repetition, but the floorguards were a bit much at times.
"Fury of the Youth" by Pepi
Aesthetics: 0/5
Amount of fun: 3.5/10
How well you used the enemy: 6.5/10
Total: 10/25
I think that more care should've been taken when placing the objects and making the tileset.
"Your Town is a Robotic Elephant" by gloomp
Aesthetics: 3/5
Amount of fun: 6/10
How well you used the enemy: 7.5/10
Total: 16.5/25
I liked the top section, but not the rest. The oneways in the middle section were a tad annoying, and the gold at the bottom didn't offer much of a challenge. It felt like placed gold on a plate, with not much fun involved.
"Ema Gaj Nineh T" by miyoser
Aesthetics: 2.5/5
Amount of fun: 6.5/10
How well you used the enemy: 8/10
Total: 17/25
I liked the bottom floorguard sections, but the rest was lackluster.
"Stars and Stripes" by Nexx
Aesthetics: 1/5
Amount of fun: 6.5/10
How well you used the enemy: 8.5/10
Total: 15.5/25
A little too tedious, and unattractive as a whole.
"Starry Saturn Skies" by Pheidippides
Aesthetics: 3.5/5
Amount of fun: 8/10
How well you used the enemy: 6/10
Total: 17.5/25
It felt like it was more about the mines than the other enemies.
"HELP comes to those who least seek it" by lord_day
Aesthetics: 4/5
Amount of fun: 9.5/10
How well you used the enemy: 10/10
Total: 23.5/25
Superb in every way.
"34-2" by cucumber_boy
Aesthetics: 2/5
Amount of fun: 5/10
How well you used the enemy: 7/10
Total: 14/25
It felt awkward to play, and there was no lasting effect.
"Heart Attacks" by Evil_Bob"
Aesthetics: 3.5/5
Amount of fun: 9/10
How well you used the enemy: 9/10
Total: 21.5/25
Complexity at its best.
" " by Gforce20
Aesthetics: 1/5
Amount of fun: 6/10
How well you used the enemy: 6/10
Total: 13/25
The switch system was too complex for its own good, and the symmetrical aspect of the map wasn't very practical.
"Shillings Were Worth More In Those Days" by notkitt
Aesthetics: 2/5
Amount of fun: 6/10
How well you used the enemy: 7/10
Total: 15/25
The same setup over and over again gets old very fast.
"Axis II" by yahoozy_Guacamole
Aesthetics: 5/5
Amount of fun: 8/10
How well you used the enemy: 9/10
Total: 22/25
I still love those patterns. Gameplay was solid.
"Dynamic Progression" by Condog_111
Aesthetics: 1/5
Amount of fun: 2/10
How well you used the enemy: 6/10
Total: 9/25
Complete overkill.
"Sur Slur" by mammaletto
Aesthetics: 1.5/5
Amount of fun: 5/10
How well you used the enemy: 7/10
Total: 13.5/25
Not a very good layout.
"Yamma Yaaaama" by remote
Aesthetics: 4.5/5
Amount of fun: 8/10
How well you used the enemy: 8/10
Total: 20.5/25
Looks like the end of a rocket flame exaust thing... yeah.
"The Rigid Bizarre" by TheAdster
Aesthetics: 3/5
Amount of fun: 7.5/10
How well you used the enemy: 9/10
Total: 19.5/25
I like the constant movement.
"Jungle Fever" by Wizard2
Aesthetics: 4.5/5
Amount of fun: 6/10
How well you used the enemy: 7/10
Total: 17.5/25
It felt awkward, but it looked great.
"90 Degrees" by JackPack
Aesthetics: 1/5
Amount of fun: 3/10
How well you used the enemy: 7/10
Total: 11/25
Feels very thrown together, and it doesn't have any replay value, in my opinion.
"Tropiks East" by numa_ninja
Aesthetics: 2/5
Amount of fun: 4/10
How well you used the enemy: 7/10
Total: 13/25
Very crowded and tedious.
"Guernika" by Myrrhman
Aesthetics: 3.5/5
Amount of fun: 7.5/10
How well you used the enemy: 9.5/10
Total: 20.5/25
This map makes me feel crazy.
"Limestone cave" by Dead_N
Aesthetics: 1.5/5
Amount of fun: 7.5/10
How well you used the enemy: 8/10
Total: 17/25
This felt very natural to play, except the top center. The aesthetics were subpar, though.
"Humility 'B'" by TB007
Aesthetics: 3/5
Amount of fun: 7/10
How well you used the enemy: 6.5/10
Total: 16.5/25
An all around decent map with some rough spots.
"Topic "ar"" by MaximumRide
Aesthetics: 3.5/5
Amount of fun: 6.5/10
How well you used the enemy: 7.5/10
Total: 17.5/25
While the tiles could use a little editing, the gameplay was so-so.
"Inevitable Shock" by Cerberus[]
Aesthetics: 4.5/5
Amount of fun: 8/10
How well you used the enemy: 9.5/10
Total: 22/25
It has the looks of an evil laboratory, and you did well varying the gameplay with a limited variety of enemies. Most of it was fluent, with a few minor trouble spots.[/spoiler]
[spoiler=29403's Judging]
Judging of Changing Enemies: The Future:
Criteria
Aesthetics: ?/5 - A
Amount of fun: ?/10 - F
How well you used the enemy: ?/10 - E
Total: ?/25 - T
Week 1:
1. uber_haxor
NONE
2. Skyline356
A - 3/5
F - 9/10
E - 8/10
T - 20/25
3. Sniperwhere
A - 3/5
F - 9/10
E - 9/10
T - 21/25
4. Pepi
A - 5/5
F - 9/10
E - 10/10
T - 24/25
5. gloomp
A - 5/5
F - 7/10
E - 8/10
T - 20/25
6. miyomiyo
A - 4.5/5
F - 6/10
E - 9/10
T - 19.5/25
7. Nexx
A - 3/5
F - 8/10
E - 8/10
T - 19/25
8. Pheiddipides
A - 5/5
F - 7/10
E - 9/10
T - 21/25
9. Animator
NONE
10. lordday
A - 5/5
F - 7/10
E - 9/10
T - 21/25
11. kkstrong0
A - 5/5
F - 9/10
E - 9/10
T - 23/25
12. Evil_Bob
A - 3.5/5
F - 8/10
E - 10/10
T - 21.5/25
13. Gforce20
A - 3/5
F - 9/10
E - 8/10
T - 20/25
14. notkit
A - 4/5
F - 7/10
E - 8/10
T - 19/25
15. Poulpe
A - 5/5
F - 9/10
E - 10/10
T - 24/25
16. Condog
A - 4/5
F - 8/10
E - 10/10
T - 22/25
17. mam
A - 4/5
F - 8/10
E - 8/10
T - 20/25
18. remote
A - 3/5
F - 10/10
E - 10/10
T - 23/25
19. Ad
A - 4/5
F - 7/10
E - 9/10
T - 20/25
20. Wizard
A - 5/5
F - 6/10
E - 9/10
T - 20/25
21. Jetpack
A - 2/5
F - 8/10
E - 8/10
T - 18/25
22. numa_ninja
A - 5/5
F - 8/10
E - 9/10
T - 22/25
23. George
NONE
24. Myrhhman
A - 4/5
F - 6/10
E - 9/10
T - 19/25
25. Dead_N
A - 2.5/5
F - 9/10
E - 8/10
T - 19.5/25
26. TB007
A - 3.5/5
F - 9/10
E - 8/10
T - 20.5/25
27. Max_ride
A - 5/5
F - 8/10
E - 9/10
T - 22/25
28. Fingers on the frets
NONE
29. The_Apprentice
NONE
30. Cerberous
A - 4/5
F - 8/10
E - 8/10
T - 20/25[/spoiler]
Averages
[spoiler=Round 1]
Skyline- 20.33
Sniperwhere- 15.1
Notkitt- 14.2
mam- 16.5
miyomiyo- 16.3
lord_day- 21.4
TB007- 16.5
Ad- 20.5
Dead_N- 14.3
gloomp- 17.6
Pepi- 15.5
numa_ninja- 17.8
condog- 16.1
Pheidippides- 20.2
Skyline- 21.13
kkstrong- 16.7
yahoozy- 20.5
remote- 21.1
Wizard- 18.4
Cerberus- 19.8
Evil bob- 21.66
Myrrhman- 19.9
Nexx- 15.3
Gforce- 12.5
Jackpack- 13.2
Max_Ride- 18.88[/spoiler]
Elimination (Lowest Score First)
[spoiler=Round 1]
1. Gforce- 12.88
2. Jackpack- 13.88
3. Notkitt- 14.2
4. Dead_N- 14.3
5. Sniperwhere- 15.1
6. Nexx- 15.3
7. Pepi- 15.5
8. Condog- 16.1
9. miyomiyo- 16.3
10. Fingersonthefrets
11. George
12. uber_haxor
13. animator
14. The_apprentice[/spoiler]