(From the original readme)
Started originally as a speedmap for the 208th Speedmap Jam, themed after Caves, Canyons and Crevices. I interpreted this as an overgrown Knavian structure deep below the earth, with green highlights of vines and a more standard rock texture and softer lighting than what is usually paired with Knave. I think this turned out well, and while the gameplay is certainly a bit unforgiving in places, I'm happy with what I accomplished here.
(Retrospective)
In my opinion, this is where I found my style. Previous outings had me blatantly aping from Sock and Skacky, but here I tried my own thing and I believe these trap-style setup encounters with a tight control of player attention have become somewhat of a staple in my work now. This map has that, but my routing is much less tidy than it is nowadays. There's dual routes, and players can easily find themselves lost if they don't take a turn in a specific place, or miss a jump and fall a few levels down.
On that note, it doesn't help that the detailing work across the entire map is very uniform. Areas don't have a distinct identity and they can easily be mistaken for another.
Below, you can find an analysis video by Markie going over some of the strengths of this map in an eloquent way. Maybe worth a watch after playing if you're interested in that kind of design insight:
[Func_msgboard Forum Page]
[Quaddicted Archive page]
Started originally as a speedmap for the 208th Speedmap Jam, themed after Caves, Canyons and Crevices. I interpreted this as an overgrown Knavian structure deep below the earth, with green highlights of vines and a more standard rock texture and softer lighting than what is usually paired with Knave. I think this turned out well, and while the gameplay is certainly a bit unforgiving in places, I'm happy with what I accomplished here.
(Retrospective)
In my opinion, this is where I found my style. Previous outings had me blatantly aping from Sock and Skacky, but here I tried my own thing and I believe these trap-style setup encounters with a tight control of player attention have become somewhat of a staple in my work now. This map has that, but my routing is much less tidy than it is nowadays. There's dual routes, and players can easily find themselves lost if they don't take a turn in a specific place, or miss a jump and fall a few levels down.
On that note, it doesn't help that the detailing work across the entire map is very uniform. Areas don't have a distinct identity and they can easily be mistaken for another.
Below, you can find an analysis video by Markie going over some of the strengths of this map in an eloquent way. Maybe worth a watch after playing if you're interested in that kind of design insight:
[Func_msgboard Forum Page]
[Quaddicted Archive page]