Arborist's Episode: Epilogue Finished.

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Postby MattKestrel » 2008.12.07 (17:36)

It's that time again. We've been through the Arborist's Notes, which to be frank weren't that great, and when left to my own devices I seemed to repeat the same stuff over and over. The Edition has been and gone, which I liked, but looking back was kind of incohesive. And generic, but that was expected.

And now, The Arborist's Epilogue is pretty much ready. Another bona-fide 25 level episode for everyone, which I'll have released on NUMA and will have made available in another handy downloadable text, combined with the original. I'll leave the notes on too, if anyone cares.

But hold on. Wasn't I just saying something about repeating the same stuff over and over again in my designs? So why should you bother looking this over again?

> It's the Epilogue: I can guarantee you this is the last you'll ever see from this series. So you won't have to keep downloading new stuff all the time, and you'll get the bigger, better package right now.
> I've spent more time on it: The last pack was pretty much made in the space of a single month, with half of them being made on a family trip to Devon. Whereas, this chapter's been spread over the space of four months, so you'll see more polished stuff, less rushed, and way more of a style being developed.
> It actually resembles a series: One of the problems I had with the last chapter was that none of the maps seemed to really slot into the same aesthetic or gameplay category. However, this time around, I've had more time to develop it, and you'll have a much more cohesive experience going on overall.
> The editing fetish returns!: Once again, I'll be combing through each of the maps on NUMA, looking for faults and fixing them to make sure they work as well as possible, or just look a damn sight better. And this time, some of the more incomplete maps I've made had disabled ratings, so you'll be able to find the edited version of them on NUMA as well.
> That reminds me: The donwloadable will contain a number of important edits that, unfortunately, you won't be able to see on NUMA for certain maps. So, if you want the best experience with this, you'll find it in Notepad.
> I've gotten rid of the runts: Looking through, I noticed ther were quite a few levels in there which are just pretty lame overall. I've either omitted them completely, sparing you the effort, or I'll be remixing them into something completely fresh. Let's hope I'll live up to my word.
> I'm reorganising for convenience: Okay, this might break up the boundaries between the two packs, but tbh I think it'd be foolish of me not to. I'll be reorganising the numbering of the maps into a different, more cohesive order. Easier maps at the beginning and harder ones at the end seems good. I know this doesn't actually make the levels better in themselves, but I'm sure people would appreciate this small change.

So, yeah, there it is. I should be more or less ready to release the txt in a week, but otherwise I'll be on holiday for a bit, so you'd have to wait a bit longer. Not that it matters, you can already play most of it on NUMA in some shape or form, if you really want to.
Attachments
Arborist's Notes.txt
16 completely new levels... unless you've been paying attention.
(24.68 KiB) Downloaded 200 times
The Arborist's Edition Chapter 1.txt
The original chapter of the Arborist's Edition, containing 25 episodic levels.
(42.22 KiB) Downloaded 236 times
Last edited by MattKestrel on 2009.06.07 (21:03), edited 38 times in total.
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Postby MattKestrel » 2008.12.11 (20:34)

Edition Page

This log contains the changes which were made to the maps in the original release, as well as links to each individual maps. Numbering will probably be subject to change in the actual txt document in realtion to the Epilogue, but not within itself.
I.e, on NUMA the Edition and Epilogue maps will be distinguishable between 00~0-04~4 and 05~0-09~04, but they won't be on the txt pack. For clatiry on NUMA and cohesion on the document.
00~0: Arbitrary Arboretum

> Exterior trees changed to a diverse variety, better than blatantly copying a template, at least for atmos.
> ALL switches have been removed, to make the map less linear and derivative.
> Bottom section has been completely revamped, using dronepaths and different gold/mine placement than the previous section. Hopefully a big improvement.
> This version will be resubbed because of the large amount of changes, and also to promote the pack.

00~1: Savannah Illusion

> Exterior tiles altered, just a tiny bit to make the map look better, imo.
> Mines redistributed, less pressure in certain areas and more routes opened up
> Laser no longer has access to one of the more enclosed passages (the one in the top left)
> One ways added to gauss section, making it more easy and enjoyable.

00~2: Welcome To The Avenue

No change!

00~3: Lollipop Culture

> ALL doors were removed, so that they did not impede the gameplay.
> Floorguard above the exit was deleted and replaced with a mine, and the one way in that section has been removed.

00~4: Only Forwards From Now On

No change!

01~0: Wait, Forgot Something

Also no change

01~1: Carnation Coronation

> Edited on NUMA.
> Gold in middle section lowered; not as frustrating and easier to collect in highscoring runs.

01~2: Three Blind Mice

> Some tile shapes joined together, to prevent the lasers from become too intense.
> Bottom right section revamped, more balanced with the laser set up imo.

01~3:Glitched... Again

No change!

01~4:The Square Side Of The Hypotenuse

> Some mines were removed.
> Tiles were changed in the bottom section to produce a smoother flow, hopefully less tedious.

02~0:Battlestar Battlefront

No change!

02~1:All Drones In Moderation

> Clutter tiles on the bottom right have been removed, unnecessary and unsightly.
> No longer cheatable in the thwump section

02~2:Static Slipstream

> Multiple exits removed, switch moved to top half whilst door remains on bottom. Should stop players from accidentally triggering the door at inappropriate times.

02~3:Northern Lights

No change!

02~4:In The Pipeline

> Seeker drone in right hand chamber was removed and replaced with gold :)
> Seekers in left hand chamber re-jigged for better flow, and to prevent trapping both drones at once (may be undone with sufficient demand)

03~0:A Bolder Alligator

> Another rocket added to the top section, to make an agd more fun and slightly more challenging.

03~1:Vault-Tec Fable

> Completely revamped. See NUMA for the new version.

03~2:Manichaeism

> Excess gold removed from clusters, to make the look cleaner and less noobish.
> 2/3 tiles have been removed from the bottom section of the map, to make the gauss section more flowy and less annoying.
> Exterior tiles altered for aesthetics, shouldn't affect gameplay.
> Extra gold cluster added above the exit.

03~3:Cactus Citadel

Worth mentioning that, although a lot of faults were found in the gameplay, I don't have the passion or drive to make a complete remake, so rather than half heartedly change more-or-less the whole map I thought I'd simply address some of the minor bugs that could be solved easily.
> Outer tiles circle removed, needless, unsightly clutter.
> Mine and gold re-jigged in bottom left section, now prevents a player from more-often-then-not accidentally triggering a mine, and looks slightly less messy.

03~4:Outpostal? Nah...

> Pointless launchpad removed, completely unnecessary.

04~0:Heliotype

> Gold tidied up, should look less messy and more refined now.
> Some unnecessary gold was removed from the central right section.
> Mine repositioned in far top right thwump section, less finicky and frustrating now, and offers two plausible paths.

04~1:Urban Chaos

> Tiles tidied up in the bottom left section (to prevent awkward jumping in an agd attempt) and the top left section (less awkward to get the gold, and invites the gauss in for another challenge)
> Rocket removed and chaingun added, hopefully less intrusive and more natural considering the set up.
> ALL normal doors have been removed from the gold channels.

04~2:Monism

No change!

04~3:Square Eyes

> Laser tunnel completely removed, just gimmicky and had some gameplay flaws too.
> Ninja start point moved, now no longer in immediate danger, and provides more options.

04~4:Damnation

> One ways removed from start position, more dynamic and less gimmicky imo

Last edited by MattKestrel on 2009.05.14 (18:29), edited 10 times in total.
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Postby MattKestrel » 2008.12.15 (20:23)

Arborist's Epilogue Page
This page contains details on the edits made to each map in the Epilogue before submission to the pack, which maps have been updated on NUMA as well, and links to the maps on NUMA in general
Links to the Maps on NUMA

Last edited by MattKestrel on 2009.05.14 (18:31), edited 2 times in total.
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Postby Brainwasher » 2008.12.17 (22:31)

The link for the last map in the spoiler doesn't work.
Now back from life.

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Postby a happy song » 2008.12.17 (23:09)

If you'd drop this obsession with my motifs and mechanics, you'd do a lot better.
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Postby MattKestrel » 2008.12.20 (12:52)

atob wrote:If you'd drop this obsession with my motifs and mechanics, you'd do a lot better.
Done and done; I've actually enjoyed making my latest few maps a lot more so thanks for the constructive criticism.
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Postby MattKestrel » 2009.01.03 (14:15)

Ignore this edited post. Wasnt a bump originally
Last edited by MattKestrel on 2009.01.03 (20:00), edited 6 times in total.
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Postby Pixon » 2009.01.03 (14:28)

I seriously cannot wait any longer for this.
spoiler

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Postby Lightning55 » 2009.01.03 (17:15)

Arborist means treehugger to me =/

No....sorry GHM. Yes, I refuse to call you GTM, you are, and always will be GHM (in my highly dogmatic opinion).

I really don't want to play this now, because you advertised a map pack, and they take long times to play through all the maps =/
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Postby MattKestrel » 2009.01.03 (17:21)

Lightning55 wrote:No....sorry GHM. Yes, I refuse to call you GTM, you are, and always will be GHM (in my highly dogmatic opinion).
:P

Also, don't feel under any pressure to have to play them all at once. Besides, have you seen the amount of advertising other map packs use? Logik comes to mind, a lot.
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Postby Lightning55 » 2009.01.03 (17:25)

I tend to not like to play map packs.

Which is why even though I created a series of 10 episodes, I still haven't compiled them and made the actual map pack.
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Postby MattKestrel » 2009.01.06 (18:02)

The map pack has finally be completed! See the first and second posts for details.
Last edited by MattKestrel on 2009.01.06 (20:55), edited 1 time in total.
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Postby Erik-Player » 2009.01.06 (20:46)

*Downloads*

This should be fun!
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Postby Pixon » 2009.01.06 (21:04)

Oh.My.God.

Its finally here. I can't believe it. *downloads*

EDIT: You're welcome, GTM.
spoiler

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Postby Hoohah2x2sday » 2009.01.06 (21:29)

haha, nice! i'll be sure to play this when i'm done with homework/other boring stuff =]
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Postby Lightning55 » 2009.01.06 (22:27)

Well, since you pmed me to see this, I guess I will :D
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Postby notsteve » 2009.01.06 (23:45)

the first episode is much too hard, especially for the first chapter
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Postby bufar » 2009.01.07 (00:32)

I downloaded it and gave it a quick run through. It's challenging and yet very fun. Maps like these make me glad to be an n player.
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Postby Hoohah2x2sday » 2009.01.07 (01:54)

After playing:

i like many of them, just a few were too hectic, like "welcome to the avenue", for me to play well. But i SUCK at n, so that doesnt mean much. I love the second map a lot, the laser was great =]
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Postby notsteve » 2009.01.08 (22:32)

i would like to post this demo of 1-0, because i am awesome
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Postby sheganican » 2009.01.08 (23:47)

hey, thanks for picking me over others :D

i'd like to make comments and stuff, but portfolios are due this next wednesday and im cramming my ass off!

once thats over, though, i'll be on this like a beaver on a tree.


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Postby LouDog004 » 2009.01.10 (01:38)

Just all-golded this pack. Fun stuff.

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Postby Riobe » 2009.01.10 (07:54)

00-0: 4. I liked the drone pathing, even if it was a bit generic.
00-1: 4. I enjoyed the placement overall, nothing really wrong with it.
00-2: 3.5. The center drone ruined the playing experience for me.
00-3: 4. I liked it, though it was a bit on the bland side.
00-4: 4. The laser placement was nice. Tiles were ok.

01-0: 4.5. I liked it better than the last version, less tedious, more fun, etc.
01-1: 3.5. First part was to annoying, the rest was fine.
01-2: 4. Quite fun, I liked the element of surprise in it.
01-3: 3. It was ok, didn't enjoy it much.
01-4: 4. Gauss part was tedious, but I enjoyed the rest of it.

02-0: 4. A little tedious and a bit on the hard side, but I enjoyed the drone pathing.
02-1: 4. It was nice, I liked the drone pathing and the tunnels.
02-2: 3. It was ok, I didn't like the rocket drone combo much though.
02-3: 3.5. Tedious, but I: liked some of the jumps.
02-4: 4. Pretty fun, I liked the drones (I almost always like the drones).

03-0: 4. Clean, fun action.
03-1: 4. I enjoyed the jump to the gauss section, and all that open space.
03-2: 4. I liked the jumps we had to do, although that drone really took me by surprise.
03-3: 4. Good drone pathing, etc.
03-4: 4. Nice drone paths.

04-0: 3. It was ok, just a little bland is all.
04-1: 4.5. There was a lot going on, but it had nice flow and good gameplay despite it being an action map.
04-2: 3.5. It was fairly nice, though the thwumps were a bit annoying.
04-3: 3. The gauss part was a bit bland, and I think the leftmost thwump was more annoying then fun to dodge.
04-4 4. Tiles were nice, gameplay was ok.

Overall, I think that this pack could have used a bit more variety in the levels, but I did like it, so good job on the pack! =D
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Postby MattKestrel » 2009.01.10 (10:31)

<3 Thanks Riobe. That was pretty helpful. Were the post-NUMA changes beneficial?
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Postby Cheez » 2009.01.10 (19:33)

GTM, this is one awesome pack. Seriously, there are some awesome levels in it. And they are the perfect difficulty for someone like me! I just am not good at the thwumpjumping to the exit in "All Drones In Moderation." But this has some awesome tilesets. I especiallyl ike the circle things on Damnation. But this pack has a great play to it.
My faves are:
00-0
03-3
04-0
04-4

All the levels are great though.
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