Just don't go around making week-long mapping contests if you can't be committed. That's all I'm saying. Oh and if continues like this, don't be surprised when less and less people participate.
Leeroy, you realize you are probably one of the most organized and committed members of SEN in terms of productivity? I am not saying that you shouldn't push your standards, but I -am- saying that you need to teach me how to do what you do.
I choose you!.. um.. if that's alright with you...
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Rank: Regular
Oh man Oh MAN!
I've finished writing the review for all of the RPGs except Mental Asylum and Autocracy. Autocracy takes hours to finish, and azrael demands that I actually finish the game to give it a fair rating.
ETEFT, firstly, you need to clear your freaking inbox so I can PM you secondly, you need to send me an uncompressed/unprotected version of Mental Asylum. The map, as I've finally figured out (I was so perplexed as to why the game felt too difficult and broken).. was compressed using Tinymap. It has broken it. So you need to send me the original ver.
I choose you!.. um.. if that's alright with you...
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Rank: Regular
Just so you all know that I still care
This took me, minus all the procrastinating... at least 3 days to do... and 3 weeks to play thru all the rpg'ish maps. and I haven't even been able to finish Autocracy yet. X.X But srsly, everyone's map was spectacular. I hope everyone will still spend this much effort in their maps.
Judging
One Small Task by lil-inferno Do me a Favor and Finish this map!!
Gameplay: 6/10 - The game didn't really get to a point where there was much action. However, the design of the conversation/use/examine is done very well and becomes intuitive. I also enjoyed some of the e-mails , so definately a plus for that. Problem is that the only thing that's driving the game is the story, which is not enough. While the story keeps me interested, going through the game felt a bit like a chore. I think it would've benefitted from better puzzle design
Originality: 6.5/10 - Again, the game's design is very well done, but really resembles other single player RPG's I've played, such as 5th station. The story, up to the point where you've finished till, tho interesting, isn't very original either.
Aesthetics: 9/10 - One of the most professional games I've ever seen. Great job. There are some parts which are unfinished which ruined the experience D:
Theme: 5/5 - PENIS PENIS PENIS GOES INTO VAGINA TALK TO mymexicandoctor.com W00t!!
Completion: 2.5/5 - I'd pass you, since a good chunk of the game was made. The story was up and running, and the mechanics were well thought out and executed.
Total: 29/40
Marianne by LoveLess
Gameplay: 7/10 - The entire story had a mysterious atmosphere that prompted me to be fearful. Moreover, I didn’t expect the special effects that you used, so I jumped!! The trail of blood was a very nice touch. The cutscenes were all very well done and derives a lot of suspense into the game. Overall, it was a good experience. However, action was almost non-existant, and the puzzles were just trial and error with the dropship. A major gripe I had was that the dropship movement detection is REALLY slow. Moreover, I can't move when I'm examining things or when I'm talking to things... It made the game take ages to complete.
Originality: 6.5/10 - Other than the fear factor, the story of a monster child has been done a lot. I found the monster footprints and blood trail cool and original.
Aesthetic: 9/10 - Goodness gracious, all these games are so well done. Again, tho, the unfinished parts ruined some of the experience. Also, I don't know why the hell would I not pick up a fire extinguisher until I talk to the fire, nor why Nicholas talks to me like he has talked with me before I saw Marianne and opened the door. It's just these little things that kept you from a 10.
Theme: 5/5 - YOU DON'T LOVE ME ANYMORE, I'M GOING TO EAT YOU, RAWR!!!!
Completion: 4/5 - You told me yourself u spent 5 minutes in the last parts, and it shows .. Ruined the whole story :’(
Total: 31/40
Recursion RPG by CecilSunkure Map makes you replay the Map. +1 for replayability?
Gameplay: 5/10 - While going for Majora's Mask model, nothing really stood out. The entire map was one giant trial and error map. I got so bored and flustered that I quit and unprotected the map to see how to win... - I think the general concept that was done poorly. There were no puzzles that involved the time travel bit of the map, and everything else depended on you talking to everyone else... Also, the part where one has to die to continue is kind of strange and redundant. The inventory's glitchy too, and unintuitive. But the worse part of the entire map is the conversations.. THEY TAKE SOO FUCKING LONG, and there's no way to stop them, like walking out or something. If i accidentally run into the mole-infested farmer, it takes away like 30 bajillion seconds of my life away.. UGH Not to mention it's a race against time. This can be avoided by having the convos detect whether player is still next to villager, and just let the player walk off if he doesn't want to talk.
Originality: 6/10 - Majora's Mask.. therefore, nothing too stunning or original. However, there're a lot of little things that are different. Like the Tree Spiders, and the Lurker holes, and everything. The attention to details is welcoming, and there're a lot of things to try and do on the island.
Aesthetic: 9/10 - Good stuff. Again, there're little things that keeps it from getting a 10. I also found several glitches.
Theme: 3/5 - It felt more like a puzzle than an actual story... The villagers seemed to be only worried about their own things, and there aren't enough references to the crystal crumbling to give a sense of urgency.
Completion: 4/5 - Found some glitches D: .. and some of the puzzles can definitely be done better.
Total: 27/40
Rescue Team by Leeroy_Jenkins Looks like we got us a serious case of randomitis
Gameplay: 4/10 - Not much fighting.... not much design going on.. it was just.. oh yay, let's go rescue some kids stuck in a car... I liked the intro and the Guide tho, which my ally had the nerve to kill lol .. so we were talking to an invisible firebat the 2nd time. - I enjoyed the path with the mines, but that really was the only highlight of the map. Seems like you ran out of time.
Originality: 4/10 - The cannons = snowflakes effects were nice... The thrown in puzzle was nice... The zerg bound was a bit redundant, and the awkward marine raping kerrigan was funny for my partner who was evidently a bit high at the time. However, none of these things integrate with the actual game.
Aesthetic: 5/10 - This map contains a Full application of Staredit’s complicated ISOM terrain. Good job! [/sarcasm ]
Theme: 2/5 - Just ask my dead friend Jason… BOOM! Dead.. *Sob* *sob* (not really a story)
Completion: 3/5 - Felt like you just went nuts with the second half of the map… - Ch-Ch-Ch-Chip and Dale! RESCUE RANGERS!
Total: 18/40
Autocracy RPG by Azrael.Wrath Those Damn Happy Peasants..
Gameplay: 8/10 - The general battle system is solid, the Design works well, and the Music is absolutely amazing. - There're several gripes I have with this map tho. First of all, in the town, it was extremely hard for me to figure out how to continue the story. I think the required quest should stick out like a sore thumb, to tell players what to do next. If you want them to explore the town, just put more goodies around. - The Design of the game is very well done. The NES Zelda style gameplay works great to make the terrain look bigger, and more suspensful. But it definately has wasted potential. In the forest-ish stage, the entire bottom area of the map is just so.. bland. If you had put a mountain in the middle of it, but made a terrain effect to hint a mountain, then it'd make the map just that much attractive. We'd start exploring the whole thing, trying to find an entrance. - The Battles are good because you've really fine-tuned the difficulty. Unfortunately, everything else about it is slow as a snail climbing up mount everest with a 15-ton anvil tied to its shell. 50 gold for 1 upgrade is like the equivalence of one hundred million dollars for an ice-cream cone. I particularly don’t enjoy the 25% “Chance” of getting 1 upgrade per level. Last time we played, I was 3 levels ahead of you but I was so much weaker than you, it was ridiculous. Also, while Gold being random is fine, the increments to getting more gold is just too marginal to notice. - Another thing is that there’s no variation between the enemies. There’re marines, medics, and ghosts (and those faggish woodland creatures). That’s it… The game becomes quite a grind, and would frustrate players who are having bad luck (i.e. no gold, and no upgrades with levelling). Definitely give players an upgrade per level, and you can simply balance this out by having stronger enemies.
Originality: 7.5/10 - I usually, absolutely desPISE fixed center-view maps. However, this map is an exception. The Design is very well done, and beats any turn-based SC1 RPGs out there. In fact, I think all maps should adopt this system. It also gives the players certain strategies to use during battle. - The rest of the map, including the story, and etc. .. are not very new
Aesthetic: 8/10 - The camera fixated terrain worked very well. I swear that little doodads here and there, or have areas that look different from others would make the map SOO Much better.. But the forest of doom is just SOOO bland. There just could’ve been more color everywhere. - The text, however, is great. I didn’t think it’d be humanly possible to compile so many strings. - And of course, the music syncs very well, and the fade-in fade-out effects of battle music is really, really well done.
Theme: 5/5 - Man: "This is definitely very nice weather."
Completion: 5/5 - This is what you get for having pleasant peasants
Total: 33.5/40
Mental Asylum by B.ETEFT Oh God. Mental people! ! ! ! THEY'RE ALL OUT TO KILL US!!!
Gameplay: 7/10 - Right, Just like a lot of the scary maps out there, you're thrown into the a secluded, installation tile set area with minimal infantry weapons. However, I enjoyed the teamwork aspects of this map. I found that starting the 4 possible players with only 1 person having a weapon adds to the gameplay (surprisingly) - However, the puzzles weren't very interesting, and the map seem to be drawn out too much in the end without any new things - The boss battle was difficult, but the boss itself wasn't very intriguing
Originality: 6/10 - Not very original. The puzzles have been done before, and the story has been done before. The potential for better puzzles could've been implemented. For example, the oxygen level could've been explored more.
Aesthetic: 8/10 - Very nice looking. Definately loved the sound sfx's. However, some of them were a little too weird ... Anyway, still created a good mood. - Definately not as nice looking as some of the other maps tho
Theme: 4/5 - Not really a story. But Plenty of stories can be derived from this I guess
Completion: 4.5/5 - I loved how the SWAT team took 10 seconds to realize there's someone right next to them heheheh - There were some glitches and such.
Total: 29.5/40
Essence by chia-tyrant Script writing To tha Max
Gameplay: 7.5/10 - At first, I really did not enjoy the attack system. Using hallucinations as an attack is interesting, but it breaks on moving targets. However, with practice, it does start to work. A major improvement would've been to use Tassadar and allow the players to use the normal weapons, but obviously make it much weaker than the hallu-attacks (bolt or smth?). This'd create a lot more strategy, especially against grouped units, and you could've made the game harder. - Since we're on this note, I think that once you get the hang of the attack system, the game does not pose much of a challenge. Even the boss battles weren't too terribly difficult. Not that they don't pose a nice challenge, I think it could've benefitted from being even harder. - I also think that "Consume" isn't very intuitive, but it works. "Focus" is sometimes hypocritical. The more "Energy" (minerals) you get, the longer it takes for Focus to charge up. This kind of sucks, especially when you're in the heat of battle. - The story was very, very solid throughout. I think if you had more time, you'd've created an even more amazing script.
Originality: 7.5/10 - The story was well scripted, but I didn't feel that it was very original. While the attack system is flawed, it is quite new, and I think a lot of games can benefit with that attack . - I felt that the ending was a bit lackluster. But w/e. The dungeons themselves aren't very special either... But I really can't ask that much for a game that's done in a week . For that, it was amazing.
Aesthetic: 8/10 - Beautifully made story. Beautiful scripts. Only complaint is the terrain which lacks a lliiiitle bit. There is a part where, if you don't take the key, you can't go back. I'd say that's a glitch.
Theme: 5/5 - A realm stands atop all others. So ethereal one may think it is a dream.
Completion: 5/5 - I have therefore come to the conclusion that we should destroy [the humans] and use knowledge we gained from this to create a new and better race to replace them.
Total: 33/40
The Ugly by EzTerix There's the good, there's the bad...
Gameplay: 7/10 - Right off the bat, the game was suspensful, and the feelings of loneliness and helplessness settles in quickly. The music chosen definately peaked the fear of the map. Well done! - I did not like the center-view. It was choppy, and gets in the way of navigation. Fortunately, it is used sparingly. I felt that the centerview system that you used was unecessary. I think a more puzzling-styled centerview (i.e. room after room) would've worked fine. - The ending battle, despite its simpleness, was a real highlight for me. It felt so good to beat that son of a bitch with a little knife. It was awesome, and I felt that it was a great ending to the game. - At first, I didn't like the game. It was more like a trial and error with no directions at all. It'd've been best to leave things that hint on what things that the girl must not use and etc (yeah the tutorial does.. but meh). The puzzles weren't that spectacular either..
Originality: 6/10 - Friday the 13th, Friday the 13th, and Friday the 13th. Michael Mayers, meet your maker -- the Psycho Killa! I think the potential of some better puzzles could've been there... but it was more of a trial and error.
Aesthetic: 8/10 - Definately not the most professional. There are some text problems, and also I really hate the god damn centerview. Terrain works, but nothing spectacular. STill, pretty damn good.
Theme: 5/5 - PSYCHO KILLAAAA ... Qu'est-ce que c'est? Fa fa fa fa faa fa fa fa fa fa!
(how the hell did they get featured in Rock Band? ugh)
Completion: 5/5 - Better.. Run run Runn .. Run Awayyyy
Total: 31/40
tl;dr WINRARS
FIRST PLACE: Autocracy RPG by Azrael.Wrath SECOND PLACE: Essence by Chia-tyrant THIRD PLACE: Marianne by Loveless and The Ugly by EzTerix
Unholy, I'm still going to catch you online sometime and finish it with you Congratulations to the other participants!
You're 100% right of course. I wanted the entire map to be like the starting town, with each room handcrafted individually with details and whatnot. I was even doing that just outside the town, where you can see there's blends for horizontal and vertical rock ledges. After making 30 rooms like that though, it became quickly apparent that I wouldn't have enough time if I continued doing it
The forest area was far more generic than I originally wanted, as I had to basically create it all at once. I tried adding a few special things (random doodads, the Woodsmen room, tree-concealed passages, Mystical Stones) to try to make it feel less bland, but the area is a shadow of what I planned for it originally.
Yeah, it was a pain in the ass Many of them will never be seen, but I figured I would implement them for the few times they are.
There are a few more variants of enemies in the last third of the map There's also a boss battle at the end of the first castle that has some very unique mechanics. I'd have liked to have some more variety along the way to be sure, but balancing is time consuming, and the time constraints killed a lot of what I was going to do.
It is hard to notice at first, though at some point you'll see how much gold you have and know something must have been helping I would have liked to use a leveling system other than that (even something like "You've gained reputation, prices at the store are now lower" would have been a better implementation of the same system). When I make a new version and have plenty of time to work on it, I'll put in something more sophisticated.
Thanks I spent way more time on this than I should have, but it's certainly what I'm proudest of in the map.
Third place? Really? That map was like half way done before I just rushed for 5 minutes, gave it the final ending and presto. There was actually going to be a boss battle with Daddy, Marianne's bestest friend in the whole wide world. *cry* *cry* "Why big brother? ...Why did you hurt Daddy?" *cry* *cry* "...You had Mommy. So I took Mommy away like Daddy told me to. So it's only fair that now you took Daddy..." *RAWR* [/use of L4D witch sounds]
TwinShort -- Oh also do you know where I can download g1e?
[06:31 pm]
Mini Moose 2707 -- I have a place in TS and I know it. My contributions made the game what it is, but they are not what's kept it going since I stopped editing it.
Mini Moose 2707 -- This would depend on what current author you're looking for. I think the G versions are most popular these days. If you mean the most recent one that I actually worked on, that would be M8T, though I suspect my version is outdated and perhaps outdone as it has not been updated in over 2 years. As far as I know, however, all current versions that are popular today were built upon my work.