Rotação Oficial - P4 - Shamanالدوران الرسمي - P4 - الشامان 公式カテゴリー - P4 - シャーマン Official Rotation - P4 - ShamanRotazione Ufficiale - P4 - SciamanoRotation Officielle - P4 - ChamaneOficjalna Rotacja - P4 - SzamanPálya Körforgás - P4 - SámánRotația Oficială - P4 - ȘamanRotación Oficial - P4 - ChamánResmi Rotasyon - P4 - ŞamanOfficiële Rotatie - P4 - Sjamaan |
Bautipro « Censeur » 1696369860000
| 0 | ||
@7730678 @7798217 @7942931 Dernière modification le 1696713900000 |
0 | ||
@7943395 |
Relaia « Citoyen » 1698096240000
| 0 | ||
@7943779 @7943783 @7943807 @7943812 |
Kevin22 « Citoyen » 1698531060000
| 0 | ||
@7943977 |
0 | ||
@857440 |
0 | ||
@806028 |
Mapcrew « Consul » 1698855960000
| 0 | ||
Left as is: @7811819 - Xaxadoooooo#0000 - When shamans attempt to hanle with the dynamic acid ground, it seems to create more trouble and difficulty in building rather than offering an engaging challenge, which means it's better to just ignore the ground. Additionally, the use of plane consumables by some mice contributes to a worse map experience. The map also feels a bit cramped and not interesting to build on. @7811350 - Xaxadoooooo#0000 - The map seems excessively challenging for an anti-gravity, primarily due to the acid's use. It can mess with solutions rather easily, particularly for less experienced shamans. It's extremely recommended that ani-gravity maps have the simplest possible layout because it's something not very common in shaman maps. @7941527 - Ifo#4275 - The concept is interesting, but the execution falls short. Mice often rush to the cheese due to their close proximity to the spawn point when it appears. As a result, they rely on consumables or die. Additionally, some shamans struggle with the map's speed, which just increases the overall frustration during gameplay. The gameplay could me more engaging and interesting. @7903423 - Ifo#4275 - When shamans try to stop the movement of the ground, planks get bouncing and can mess with shaman's buiding, which can be a bit frustrating to play on. The map's layout is overly simplistic and lacks interesting elements @7864385 - Ifo#4275 - While the abundance of support for shamans to build is helpful, the map might still be somewhat hard for newer shamans. Building on the shaman's side is a bit tedious. Additionally, the increased gravity makes mice to rush trying to reach for the cheese, leading to potential deaths, which can be frustrating for the shaman. @7903426 - Ifo#4275 - The map's generic and unnecessarily large., which means that the use of the scrolling feature isn't cool because it doesn't change the gameplay too much. Portals aren't utilized in an interesting way, and the 'mgoc' feature is quite dull. Overall, it lacks any special or enjoyable elements. @7896668 - Wiannix#7716 - This map was rejected before mainly because the gameplay was too simple and not engaging enough. The 'camera' looks different, but I think the previous version, maybe with slightly faster changes in the area, would be better. The main change we're aiming for is an improved gameplay experience in this concept. The layout inside it isn't particularly interesting. The cloud looks unnecessary, the gameplay is a simple bridge. @7896669 - Wiannix#7716 - The layout is exactly the same of the map we rejected. What has been said for your prevous submission should be considered for this map as well. @7626667 - Weien#6059 - The increased gravity doesn't contribute much to the gameplay. The use of planks (central element of the map) lacks interest, as it's easier for shamans to just bypass them and utilize them solely as structural support, resulting in a somewhat tedious experience for a high perm value. @5745495 - Weien#6059 - It's too much buiding (vertical) for a single shaman, and some mice die trying to wall jump in the rectangle wall. The elements of this map seem randomly chosen, the attachable wall isn't very interesting, it's not even very much clear that it's attachable. Acid is a boring and frustrating obstacle in this map, especially the top one. @5681028 - Weien#6059 - The utilization of acid grounds isn't particularly engaging. If shamans attempt to build a pathway through the middle, it can easily lead to unnecessary deaths, for example, if building glitches or someone spawns consumables. Minor errors can result in potential deaths. If the shaman opts to build through the top, it becomes a monotonous map. Overall, the central obstacle seems poorly executed, and the map, being quite lengthy for a single shaman, lacks interest. @7942319 - Zeus#6550 - I dislike how the map space is being used. The large grounds create a feeling of cramped space. The bottom-left area is entirely ignored because shamans can place a portal next to the hole, leading to a poorly executed experience in that side. The distance between the anti-clouds and the normal grounds is slightly too great, which might confuse newer shamans. Overall, the portal concept isn't very interesting. @7944098 - Zeus#6550 - The feeling while passing through the water feels a bit odd. The map can be somewhat frustrating and too difficulty for a single shaman. The platforms placed in the middle of the water forces the shamans to use them as support, which them to build through the water, leading to occasional glitches with their solutions. @5441504 - Unknown#3300 - The cloud obstacle isn't interesting enough as it's easy to bypass or simply build near it. While the left side of the map seems acceptable, the main issue is the lack of originality or excitement, despite its smooth play. That makes me feel like it doesn't have high perm value nowadays. Also, I feel like it's too much building for a single shaman and some shamans can't see the box in the mice spawn because mice manage to push it too quickly. @5445893 - Unknown#3300 - The wind is way too strong in a way that mice can't go back to the hole when they get the cheese. Also, the use of consumables in the map makes everything even more frustrating for the shaman. @5449185 - Unknown#3300 - The concept is interesting, but the map presents some issues affecting gameplay. Placing both mice and shaman spawns near the water to familiarize players with its properties is a positive aspect. However, the map can be confusing for shamans attempting to build in the water due to difficulty with buiding using inclined planks on water. People get stuck on the planks and just can't walk. This issue is even worse because of the high gravity, causing frustration for both newer and experienced shamans less familiar with this combination of water and high gravity. It's a challenging and potentially problematic aspect of the map. @5451635 - Unknown#3300 - The primary issue with this map is its gameplay, primarily focused on building to the top exclusively, which is rather boring. Moreover, the water grounds, while attachable with shaman objects, don't contribute significantly to the gameplay. They serve as rather unexciting obstacles, and the map's symmetrical nature just make it even more boring because the same buidings and stuff needs to be done twice. Although the map offers different ideas all together, they don't collectively make it more engaging or interesting. @7480806 - Jota#0676 - Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. @7942658 - Finny0#6673 - The completion of this map without a shaman indicates that it doesn't follow the P4 guidelines.This layout doesn't align well with the standards we expect for the shaman category. I suggest taking a look in the P4 rotation and checking other maps submitted during this review or discussed in previous reviews. This could help provide an understanding of the kind of maps the mapcrew aims to include in the rotation. @7942600 - Finny0#6673 - This layout doesn't align well with the standards we expect for the shaman category. I suggest taking a look in the P4 rotation and checking other maps submitted during this review or discussed in previous reviews. This could help provide an understanding of the kind of maps the mapcrew aims to include in the rotation. @7942778 - Ghost#6398 - Touching the water instantly kills mice or will mess with shaman buildings in a too frustrating way. This layout doesn't align well with the standards we expect for the shaman category. I suggest taking a look in the P4 rotation and checking other maps submitted during this review or discussed in previous reviews. This could help provide an understanding of the kind of maps the mapcrew aims to include in the rotation. @7942780 - Ghost#6398 - This layout doesn't align well with the standards we expect for the shaman category. I suggest taking a look in the P4 rotation and checking other maps submitted during this review or discussed in previous reviews. This could help provide an understanding of the kind of maps the mapcrew aims to include in the rotation. @7730678 - Bautipro#5357 - The use of the left wood bridge doesn't significantly impact the gameplay, making its presence rather indifferent. While the other bridge serves a purpose, it doesn't contribute to an engaging or very interesting concept for the map. @7798217 - Bautipro#5357 - Primarily, the map lacks aesthetic appeal. The use of acid in almost all grounds just as design makes it visually unattractive and potentially confusing, especially for newer shamans trying to understand the map's concept. Honestly, without acid this map would be better. The implementation of the green rectangle dynamic grounds feels too forced; its only purpose seems to be to force mice to reach the cheese from the bottom side and the hole from the upper side, which I find uninteresting. @7942931 - Bautipro#5357 - Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. The bottom of the map is not well utilized, overall it's just generic. @7943395 - Ash#6777 - This layout doesn't align well with the standards we expect for the shaman category. I suggest taking a look in the P4 rotation and checking other maps submitted during this review or discussed in previous reviews. This could help provide an understanding of the kind of maps the mapcrew aims to include in the rotation. @7943779 - Relaia#7851 - Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. @7943783 - Relaia#7851 - The entire map space is used for buiding a large bridge from one side to the other, which lacks anything interesting.What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. @7943807 - Relaia#7851 - The map primarily involves building a large bridge from one side to another, which lacks excitement in gameplay. While the use of acid might be somewhat intriguing as an obstacle to avoid during divine mode, this is not the primary focus of the shaman category. Therefore, including this map in the rotation may not offer anything particularly interesting due to the lack of innovative or engaging elements. @7943812 - Relaia#7851 - This map is yet another in the build-a-bridge style and doesn't offer much excitement. There are already too many straightforward maps like this. The addition of acid doesn't add much to the map because it wouldn't make a big difference in difficulty if another ground, like a rectangle or even wood, was used instead. Overall, the concept lacks excitement or anything interesting. @7943977 - Kevin22#1272 - This layout doesn't align well with the standards we expect for the shaman category. I suggest taking a look in the P4 rotation and checking other maps submitted during this review or discussed in previous reviews. This could help provide an understanding of the kind of maps the mapcrew aims to include in the rotation. @857440 - Partyfool#0095 - This layout is very simple and lacks any exciting or intriguing elements, particularly considering the big number of over a thousand maps in the shaman category. Overall, it's a generic grass map with a single solution. Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. @806028 - Partyfool#0095 - This map is basic and uses acid grounds in a too simple way. We already have many maps like this. Adding this map to the rotation would not offer anything particularly interesting because we already have enough maps with such basic layout and gameplay. What we are looking for are maps that offer unique obstacles and challenges that allow shamans to come up with creative solutions, which may not necessarily be multiple, but in someway different from what has been extremely overused in the P4 category. P1'ed: @7837225 - Xaxadoooooo#0000 - P1 for the same reasons of the map below. Also, the skull tokens aren't very necessary. @7812020 - Xaxadoooooo#0000 - The map plays fine, but it doesn't have a high perm value because handling with the dynamic acid is pretty much the same way every time the map plays and most of shamans already have some skills to just delete the ground. P1 will be fine. Will be discussed: None Ignored: None Dernière modification le 1698951240000 |
Deryanil « Citoyen » 1698954120000
| 0 | ||
@7944103 Benim haritam bu ne zaman onaylanacak hiç bir bilgim yok |
Unknown « Censeur » 1699060500000
| 0 | ||
@5449185 - Edited |
0 | ||
@1302310 |
Awesync « Censeur » 1699831800000
| 0 | ||
@6123313 @7945541 Dernière modification le 1701706860000 |
0 | ||
@7852642 |
0 | ||
@7626667 @5476796 Dernière modification le 1702812300000 |
Katwyn « Citoyen » 1702333020000
| 0 | ||
@7944437 |
Eremia « Censeur » 1703014080000
| 1 | ||
Left as is: @7944103 - Deryanil#0000 - Considering that the layout is very simple, there is little room for an original and exciting build. The gameplay is generic and there is also only one solution, meaning the map will quickly no longer be enjoyable as a P4. @5449185 - Unknown#3300 - The concept is relly interesting, but it doesn't do much in the current layout. The map is too easy to complete with water being anchorable, but it would still not be difficult enough if that wasn't the case. The build is also fairly short and basic. @1302310 - Partyfool#0095 - It's quite difficult to get the cheese because of the anti-gravity. It is also easy to get stuck on the build given that players cannot jump. Taking into consideration the simplicity of the map and the lack of alternative paths, the map would not work in P4. @7626667 - Weien#6059 - Interesting idea. The reason it will not work in its current state is because one path (in the direction of the wind through the top) plays nicely and easily, while the opposite path is slower and more difficult. I would suggest reworking the cheese/hole positions and the platforms so both paths are enjoyable. @5476796 - Weien#6059 - The top left platforms does not move as intended. However, if that was to be fixed, the map would have the same issues. There is a lack of path variety, the build is a bit generic. Moreover, the mechanism does not directly add to the gameplay. The build would be practically the same had it not been there. @7944437 - Katwyn#1614 - I love the idea and the way it impacts the gameplay, but it does not work as well as it could. The build required from the shaman is minimal, allowing for most of the map to be soloable. P1'ed: @6123313 - Awesync#8255 - Very nicely used modified water here, but sadly the layout limits its full potential. The build is a generic bridge + ramp and there is practically only one way to complete the map, which will make it quite boring over time. @7945541 - Awesync#8255 - Another great concept, with a similar issue as your previous map. There is only one solution, so the gameplay is restricted. Try to open up the map to allow for diverse pathways. Will be discussed: @7852642 - Obsyt#0000 - The mechanism adds a lot of replay value to the map and enables it to play in a sort of racing style. Experienced players will get the upper cheese in time and rush to the hole. The building aspect can be short and a bit too basic, so I'll also leave the possibility of P9 open for discussion. Ignored: None Dernière modification le 1703187480000 |
Katwyn « Citoyen » 1703198280000
| 0 | ||
@7944437 Edited |
Velozinhokrl « Citoyen » 1703216760000
| 0 | ||
@7946651 |
0 | ||
@7941099 @7948850 @7949252 Dernière modification le 1707573000000 |
0 | ||
@7946925 |