Lockdown (by Domination) The maze map is a challenging genre of N, because the player can see the whole map one glance, thus the mapmaker must find some other way of keeping the player guessing. Domination has done this with looked doors and one-ways, constructing his map so that the player is often forced behind a one-way to open the door that, just a second ago, was a jump away. A relaxed atmosphere permeates the map, caused by Domination’s daring decision to include no enemies and few dead ends. Gold is plentiful, with four pieces to most switches, and seven to a few. Domination has created a rare thing it N: a maze that actually feels like a maze. He should be commended for it. REJECTED:001 (by sept) REJECTED:001 is a hard map to review, and an even harder map to categorize; it is a jumper puzzle, but it is also an N-Art. In this way it recalls Triumph by mrgy05, but the similarity is marginal. REJECTED’s tileset is shaped as a cartoonish stick figure, its face baring an openmouthed smile. The entire figure is tipped slightly, and is shaped a bit roughly to allow climbing. The bottom of the map is covered in a simple pattern of mines, but the walls are entirely unmarred, leading to easy, and possibly necessary, cheating. The figure bare, save for ninja, exit switch, exit, and a number of trapdoors contained in one spot. A wall of one-ways hangs near the left side of the face, setting the ninja up for the hardest jump of the level, which is just about the only challenge in it. REJECTED is an easy map, a pointless map, and deeply flawed. However, it is one I can not help but love, which is why it is in my favorites and why you are reading this review. Adolf What (by maestro) “I'm not good at this.” That is what graces the description of “Adolf What”, a map submitted to NUMA, most likely, only because of “the Mountain” creator and NUMA administrator maestro’s policy of submitting every map he makes, is a map that requires a lot be put in before it gives anything out. To the casual player, “Adolf” will seem rather bland and dull. To the highscorer, however, it offers a solid 30 minutes of playing at the very least, with its many different routes and seemingly endless opportunities for small run improvements. “Adolf” may only be a small map, very easy to complete and not that hard to all-gold, but it’s a great map for highscoring. The Velvet Undergrad (by krusch) You load the map, 124992. You notice a smell, what’s that smell? Oh, you realize, this map REEKS of freshness. You easily jump out of the opening segment onto a bounceblock, slightly to the right of a mine, embedded in a protrusion from the wall. You jump onto the hanging tiles, ignoring the safer lower way in your lust for gold. Yah! Gausses threaten your life while you try desperately to grab some gold. You ignore the other three caches of gold, having learned your lesson, and jump down to a bounceblock, slightly to the left of a mine, embedded in a protrusion from the wall; a mirror image, you realize. You slip into the leftmost segment. More launchpads! A gauss, directly above you. You soon realize that one false move will send you right back up to where you entered, if the gauss doesn’t get you first. Finally, you make it down and, oh no, you find only the exit switch! Oh, you recall now, the exit was back beneath the first bounceblock. Back you must go. You slip easily back up, now, and get out into the open. For more safety, you take the lower route, under the hanging tiles. You jump, flying, flying, and you’re safe in the exit! Safe in the exit! If you haven’t yet gathered from the length and effort put into this review, I like this map, it’s fun and novel and interesting and a good play, so play it! It's About a Desert Sandworm (by littleviking001) “It's About a Desert Sandworm” is not about warring pirates, unfortunately, but it is an awesome, unusual map. A sun-shaped orb hangs over “Sandworm,” almost radiating heat. The ninja starts off just above the ground on the left side of a pit containing the only gold in the map. This gold is very difficult to get and more trouble than it’s worth. On the opposite side of the pit are four rockets, arranged in a shape vaguely resembling a mountain range. Beneath them are five one-ways, spread out over two different levels. The lower and wider platform directly beneath the rockets holds the switch. On the floor are twenty-two mines arranged in the shape of curving spikes. On the right side are gausses in a mirror arrangement to the rockets. Eleven one-ways, holding nothing, are spread out over four different levels. On the floor is the exit. “Sandworm” is a strange map, first appearing to be random, but on second glance, patterns are revealed, in the rockets and gausses; in the one-ways; in the tiles, whose styles appear to warring. “Sandworm” is a very odd map, but for those with such tastes, it is very palatable.