Rotação Oficial - P10 - Survivorالدوران الرسمي - P10 -السورفايفر 公式カテゴリー - P10 - サバイバー Official Rotation - P10 - SurvivorRotazione Ufficiale - P10 - SurvivorRotation Officielle - P10 - SurvivorOficjalna Rotacja - P10 - SurvivorPálya Körforgás - P10 - TúlélőRotația Oficială - P10 - SurvivorRotación Oficial - P10 - SurvivorResmi Rotasyon - P10 - SurvivorOfficiële Rotatie - P10 - Survivor |
Tioeter « Citoyen » 1492627440000
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@7113841 @7113888 @7120906 |
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@4055883 |
Quinckas « Citoyen » 1492743660000
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@6883670 |
Draceus « Citoyen » 1492816080000
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@7123068 @7123741 Dernière modification le 1492872240000 |
Kimsterjay « Consul » 1492837740000
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@7123317 |
Acemicemans « Citoyen » 1492839360000
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@838838 Edited the map. |
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@7123331 2 mice spawn. Mice can climb the circle. There are two different ways to play this map: using the plataforms on the extrems; or if the shaman push the cicle to one side giving the map a new perspective |
Silvyna « Censeur » 1492872180000
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Left as is: @7114730 - Halfeye - Shaman spawns off-screen which can often lead to him spawning cannons off-screen and it's also a bit confusing that we can't see the ground that he's standing on. The rotated ice grounds won't work, as the mice can just run continuously from one side of the structure of grounds to another continuously. The bottom grounds from the sides are partly off-screen and won't work, as the mice get propelled upwards whenever a cannon pushes them against the ramp. @7115537 - Edgaruu - There are 2 things that make the map too easy for the mice: the small distance between 3 grounds with the same Y coordinates at the bottom that would make it possible for mice to run continuously between them, and the water that also gives mice too much mobility, making it possible for players to reach even more grounds. @7116112 - Fuzzyfirsdog - The 4 grounds seem so cramped, while the map in its entirety seems quite empty. The small distance between each 2 grounds makes it, on one hand, annoying for the mice if they are caught in that small space where a ground is above another, as they can't jump properly there, and, on the other hand, annoying for the shaman, as the mice can just abuse this small distance to run continuously between the grounds and/or abuse the wall to always be saved. @6322981 - Jotatavo - Too similar to a map currently in rotation and the triangle-shaped ground won't work, as the mice can either run between its sides continuously or use its ramps to reach the bottom wood grounds from the sides and run between those 3 grounds. @6798653 - Mquk - That is quite an original warning that the grounds will disappear. The coloured grounds have ice-properties and that should be marked by changing the colour to the colour of ice. Before the first wall despawns, the mice's possibilities in terms of moving around are quite limited, and, as more and more grounds disappear, you realise that the map feels a bit empty, as the grounds are quite isolated and far away from other grounds. @6389995 - Grimmaro - In my opinion a shaman that is awake from the start and that is fast can clear the map quite quickly if he's careful not to let mice spread on the lower grounds, and, at their spawn, the mice don't really have any grounds to their left to help them. Also, a bit annoying for the shaman to spawn above a place where mice can get quite easily, therefore not being able to aim properly at them. I suggest changing the spawn point of the shaman to the middle right wood. @7116805 - Sirakaba - Shaman spawning above the mice is a bit annoying as he can't aim them properly. The ramps that the mice can abuse to always get propelled upwards whenever a cannon pushes them against the ramp and all the surface that the mice have to survive make the map too easy for them. @6999980 - Tohpy - Mice are quite vulnerable on all grounds as they aren't helped by other grounds and the movement around the map is fairly limited, not that different from maps already in rotation either. @6999984 - Tohpy - Apart from the possible continuous running between the 2 bottom grounds that is an annoying advantage for the mice, the mice don't really have many opportunities to move around the map/reach other grounds/be helped by other grounds. @6999957 - Tohpy - The structure of grounds in the middle bottom makes it possible for mice to run continuously between the 2 middle-to-bottom grounds and the mice are fairly hard to eliminate on that wall in the middle bottom itself, as they are stopped from falling by the walls of the middle-to-bottom grounds. @7090496 - Raiioteck - So many grounds close to each other with the same Y coordinates will make it easy for mice to just run continuously between them and/or to be able to survive cannons without even jumping as they are propelled upwards whenever a cannon pushes them against the corner of the ground next to them. A bit annoying for the shaman to spawn above the mice and therefore not be able to get good angles on them. @7088577 - Raiioteck - Quite similar to a recently discussed map if you ask me, but this one should be cleared easily by a fast shaman, as the mice don't have many opportunities to move around and/or reach other grounds. @6496404 - Uhuge - Wrong category, no holes in P10 maps. @6498550 - Uhuge - A bit annoying how the mice can't really reach other grounds without the shaman's involvement and it gets a bit boring/hard to play on a limited number of grounds. @2933098 - Zealmice - The chocolate being where it is often leads to mice being stopped from falling to the right, and they can survive without even jumping as the chocolate will stop them. If the chocolate is removed and the mice stay at their spawn, I'd say that the map would be easy for the shaman, as there aren't really grounds to help the mice to their right. If the mice decide to go on the higher wall to the left, they can just run continuously between that wood and the ground they spawn on. @6582859 - Zealmice - Squares that don't have collision with objects are quite a big disadvantage for the shaman, as the mice can just abuse this lack of collision to keep wall-jumping at its inside and/or its corner. The mice can also run continuously between the 3 wood grounds with no ice at their sides as they are so close to each other, which makes it feel cramped as well. @6716942 - Zealmice - It is easy for mice to survive because, firstly, they can run continuously between the wall to their left and the ground they spawn on, and, secondly, if they jump in time. the mice can be stopped from falling by the ice wall to their right; at times, though, the ice wall can be annoying for the mice, as it propels them too high up or downwards instantly. @1380881 - Bemmh - With the mice/shaman spawns being where they are, a shaman that is awake from the start of the round can be able to wipe out most of the mice as soon as the round starts, as the spawn point of the mice is way too vulnerable, with no ground to their right to help, and the shaman is close to them. However if the shaman isn't careful the map becomes way too hard for him once the mice reach the ground underneath him, as, firstly, it is annoying for the shaman to spawn cannons from above, and the cramped space between those 2 grounds makes it easy for mice to climb up and hug him, on the other hand they don't have much space there to jump properly and dodge cannons. So many grounds close to each other with the same Y coordinates mean a lot of possible continuous running. @6123069 - Bemmh - Quite easy for the shaman I'd say, as the mice's opportunities to be helped by other grounds/to reach other grounds/to move around are fairly limited. @4976750 - Danielmago - Just too many little grounds so close to each other that make the map feel cramped and that make me feel like mice can reach too many grounds too easily. A bit annoying how the shaman has to come down to be able to reach the mice who are on the bottom right ground as well, as, from his spawn, he can't, as that ground is covered by another wood above. @5524350 - Danielmago - The left part feels cramped with those 2 grounds being so close to each other that wouldn't let mice dodge cannons properly and that, on the other hand, makes it easy for them to reach the shaman and hug him. In the right part of the map, the mice can hide from the shaman on the wood on the far right, as they are covered by the ground they had spawned on, and, with those 2 grounds being so close to each other, the mice can just run continuously between them if the shaman comes down to solve the previous problem. @7117722 - Shulenthao - Such long ground with no collision with objects make the mice who stay on them very hard to knock off of, as the cannons go through the ground. The other very big advantage of the shaman is the small distance between the bottom grounds that makes it possible for mice to run continuously between them. @7117762 - Kdalfish - Just too many grounds so close to each other make it too easy for mice to just move around and run between them continuously and/or abuse the fact that they can get propelled upwards whenever a cannon pushes them against the corner of the ground next to them. @7118670 - Kdalfish - Very annoying for the shaman to have the wall there, as he will have to focus on the mice who are continuously climbing up on it, also the mice can just run continuously between the wall and the ground they spawn on. Same situation - in some parts of the map (upper left and lower right), many ground being so close to each other make it possible for mice to run around too much and/or abuse the corner to always get propelled upwards whenever a cannons pushes them against it. @7119342 - Kdalfish - The mice are too vulnerable at their spawn, with the slight rotation of the grounds being an advantage for the shaman, but they can use the ice to run continuously between those 2 grounds at the bottom and/or the 2 sides of that ice grounds, making it annoying for the shaman. Also, small distance between the upper grounds often helps the mice too much at the point when the wall of the highest grounds stop the mice from falling. @7099889 - Pjfsamora - The mice are too vulnerable at their spawn point, with no ground to their right to help them in case the shaman is awake from the beginning of the round. The trampolines are way too powerful and cannons that get reflected 2 times get a bit annoying and unpredictable to dodge. Just combining normal shots with strong, unpredictable trampoline shots, the map should be pretty easy for a fast shaman. @7099970 - Pjfsamora - Concept won't work as the mice can survive easily without even jumping as they get propelled upwards whenever a cannon pushes them against the ramps. @7118346 - Rlufus - In my opinion the rotation is over-saturated with maps where the map's concept is based entirely on a race between the mice and the shaman from the start of the round to reach the better ground, which in this situation is the middle ground. Also, grounds close to each other with the same Y coordinates mean possible continuous running between them and/or abusing the corner of the nearby ground to always get propelled upwards whenever a cannon pushes mice against it. @7118354 - Rlufus - Same spawn point of the shaman as the mice that makes it way too easy for mice to just hug him. After the despawns the map seems very similar to maps already in rotation and it is a bit annoying how the mice are pushed, forced to go to either of the grounds from the sides that are vulnerable as their main place despawns. Grounds close to each other with the same Y coordinates mean possible continuous running between them and/or abusing corner of the nearby ground to always get propelled upwards whenever a cannon pushes mice against it. @7118361 - Rlufus - Looks a bit easy for mice as, at their spawn, they have multiple grounds to help them no matter which direction they're shot towards. @7118422 - V_Ntage - With so many grounds close to each other, it will be easy for mice, as they can just run continuously between them and move around. The clouds are rather unneeded for this reason and the trapolines are way too powerful and not very well-placed either, as I couldn't really get good, stable angles from it. @7055106 - Krato - I feel like a shaman that is fast and awake from the beginning of the round should be able to keep the mice from reaching the middle ground and therefore clear the map quite quickly, as the mice are vulnerable at their spawn, with no ground to their right to help them. The middle bottom ground doesn't look very safe either considering that the ice makes mice die instantly if they are pushed against it. @6749884 - Krato - The middle ground is quite far away from others and is quite small so I don't like it how the mice can be so easily pushed to the grounds to the far left because being so close to the map limit with no ground to the left to help you just screams vulnerability to me, and also having such small grounds doesn't really offer much surface for the mice to be stable on dodging cannons. The only place where I think mice aren't so vulnerable is the middle bottom ground that is a bit longer and where the mice can often be stopped from falling by the walls of the grounds from the sides, which, in my opinion, is a bit annoying for the shaman. @6885056 - Krato - The 2 ramps to the left are blind spots for the shaman where mice can hide, as his cannons can't reach them from his spawn, and, if the shaman goes to the middle wood, it is still a bit hard to aim properly at the mice who can hide on the ramp to the left; if the shaman tries to go closer to them, they can just go to the middle ramp. @7119397 - Sahuru - Kind of boring considering that most/all of the gameplay happens on 1 or 2 grounds, also, since there aren't many grounds, the mice's possibilities in terms of moving around and reaching other grounds are reduced, making the map easy for shamans. Cheese is unneeded considering that if the mice reach that place they will die anyways. @7120083 - Sahuru - Kind of boring considering that most/all of the gameplay happens on 1 or 2 grounds, also, since there aren't many grounds, the mice's possibilities in terms of moving around and reaching other grounds are reduced, making the map easy for shamans. @7120093 - Sahuru - The spawn point of the mice is a bit isolated in my opinion if the shaman is careful, as there isn't any ground to their left to help them if they're pushed towards that direction. I don't think the right part of the map will be used much as the wall is very high, but if it is, the mice still don't have many possibilities to move around there once they fall on the lower right ground. @7117198 - Imortaliss - The gameplay happens on 1 ground or 2 at most, therefore I have to say it's boring and doesn't offer many possibilities for mice to move around/reach other grounds/be helped by other grounds. @7117202 - Imortaliss - Still a vulnerable spawn point of the mice as they don't have a ground to their left to help them if the shaman is awake from the start of the round. To be fair, in my opinion, all of the grounds are a bit vulnerable, the ground the mice spawn point for reasons already mentioned and the lower grounds because a shaman that is careful not to let mice back up should be able to clear such isolated places; the only advantage that the mice have in this map in my opinion is the small distance between the 2 lower groundsm but those grounds aren't close enough to the point when that advantage becomes so helpful for the mice. By the way, I like that design of the grounds. @7119467 - Imortaliss - The mice can often survive without even jumping as the bigger grounds to their left and right stop them from falling. Also, I'd change the spawn point of the shaman as it's quite annoying for him to spawn above the mice, often not getting the right angles. @7120318 - Poteerfotter - Feels quite easy for the shaman as the mice can't move anywhere else without the shaman's involvement and therefore their possibilities get fairly reduced, also the fact that there aren't any grounds to their right to help them is another things that makes this map easy for the shaman to clear. @7120460 - Ieaso - Vulnerable spawn point of the mice with no ground to their left to help them but once they reach the water they are given way too much mobility and can run a lot around the middle ground(s). @7120477 - Ieaso - Way too much water gives mice way too much mobility and all this possible moving around makes the map too easy for the mice to survive. @5708173 - Dragonitto - Quite vulnerable spawn point of the mice if you ask me, considering that they don't have any ground to their left to help if the shaman is awake from the start of the round. The mice can survive easily with the help of the bottom left circle as it either stops them from falling or makes them get propelled upwards whenever a cannon pushes the mice against it. The water is rather thin and won't be very safe for the mice as their possibility to jump in it is reduced. I like the design though. @7113841 - Tioeter - A shaman that is fast should be able to clear the map quite quickly in my opinion, as the movement between grounds is quite limited apart from the part where the mice spawn; I highly doubt that the lower right ground will be used much but mice can abuse that small distance between it and the wood next to it to run continuously between them. @7113888 - Tioeter - So many grounds close to each other mean a lot of possible continuous running between grounds. The cloud is better however I'd say a 0.8 restitution would maybe work better and it is also a bit annoying how the shaman can only get good angles of the reflected cannon only by aiming for the right edge of the cloud (if the shaman is trying to attack the mice on the bottom left ground). @7120906 - Tioeter - That water under the upper grounds will be very annoying for the shaman who will have to unsuccessfully attack mice who are hiding there and if he comes closer the mice can just climb back up and hug him. @4055883 - Zlogg - Quite vulnerable spawn point for the mice considering the small surface that they can survive on and the fact that there isn't any ground next to them to help them. The only grounds that are semi-protected are the higher walls where the mice can be saved by the wood grounds from their sides; on the other hand, it is a bit annoying for the shaman to have those walls so close to the bottom grounds from the sides, as there can be continuous running between them. @6883670 - Quinzinhojr - I like the design; however feels a bit easy for the shaman overall as the surface that the mice can survive on is quite limited and the movement between grounds could be better as well. @7123068 - Draceus - Kind of boring and unoriginal for the gameplay to happen on such long grounds that offer way too much surface for mice to survive on, where headsurfs are a problem as wel. The water that gives mice more mobility is quite unneeded and makes this already easy map even easier for the mice to survive. @7123741 - Draceus - The cobwebs aren't really a good addition since the mice are unable to move properly there and therefore aren't really fun. It is possible for mice to often survive without even jumping as they get propelled upwards whenever cannons push them against the ramps. Will be hard for the shaman to push the mice off of the middle structure of grounds for the same reason. @7123317 - Kimsterjay - Will be easy for mice to survive just running around between the 4 lower structures and/or abusing the corner of nearby structures to always get propelled upwards whenever a cannon pushes them against it. @838838 - Acemicemans - The mice can't really reach other convenient grounds from their spawn without the shaman's involvement and there isn't any ground to their left to help them if the shaman is awake from the beginning of the round. The middle bottom wall is too isolated and doesn't really give enough surface for mice to dodge cannons on, therefore it doesn't really help the mice much. @7123331 - Xxwodsxx - If the shaman doesn't try to push the circles, the mice are way too easy to eliminate, considering that they only have 1 ground to survive on. If the shaman pushes the circle (with cannons, since it is too heavy to be pushed traditionally) in either direction, the mice who spawned next to it will become extremely hard to kill, as they always get propelled upwards whenever a cannon pushes them against the circular surface; the mice who are far away from the circle's situation doesn't change. Will be discussed: None Ignored: None Dernière modification le 1492890720000 |
Vantyr « Citoyen » 1492894380000
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@7121286 pls |
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@7120312 |
Koulouh « Citoyen » 1492899420000
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@5708173 @5434062 Dernière modification le 1493050440000 |
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@7028512 |
Milky_mints « Censeur » 1492953300000
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@7125048 |
Dsquared2 « Citoyen » 1492959240000
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@7125187 just trying out a new concept. water and tramp underneath map. |
Grimmaro « Consul » 1493037600000
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@6389995 @7141622 @6656591 Dernière modification le 1494424260000 |
Draceus « Citoyen » 1493072160000
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@6663289 |
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@7126707 @6995798 @7126712 |
Imortaliss « Citoyen » 1493108100000
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@7124859 @7124867 @7124872 |
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@7126853 just trying something new |
Koulouh « Citoyen » 1493135100000
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@5708173 |