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  • #Spiritual Map submissions (ex room shaman)
« ‹ 11 / 38 › »
#Spiritual Map submissions (ex room shaman)
Nhokw
« Citoyen »
1479157020000
    • Nhokw#0095
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#201
  0
@4850383
Alsalam_alaikum
« Citoyen »
1479425220000
    • Alsalam_alaikum#5209
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#202
  0
@6936981
Mov
« Citoyen »
1479773460000
    • Mov#0000
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#203
  0
@6778526
Matheusferei
1480387620000
    • Matheusferei#0000
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#204
[Modéré par Kurt]
Anthonyjones
« Censeur »
1480633680000
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#205
  0
High Difficulty Maps (6-10):
Accepted:
Shanerulz: @6894678 - Difficulty 8
Plubio: @6898506 - Difficulty 8
Mastaoftime: @2317680 - Difficulty 8
Anthonyjones: @6898803 - Difficulty 8
Gekkeiju: @6920148 - Difficulty 9
Dukeonkled: @6879508 - Difficulty 7

Rejected:
Arnees: @6838490 - Even for a dynamic concept, this map is too simple, and the apples serve very little purpose in this design.

Shanerulz: @2791254 - This is just too cramped to be enjoyable, and there is nothing particularly engaging to lure the player into the concept anyway. Also the last challenge in getting the mice to the hole feels quite out of place.

Makudomakudo: @6891829 - The gameplay is very unbalanced in this map since it’s way easier to do a swing for the hole in the right side than any other solution. The other hole near the mice spawn is useless since it’s much harder to build to than the one by shaman.

Plubio: @6884429 - This multi-concept idea seems fine, but it still has room for improvement and could be used in a better way. Right now it’s just experimental, but we look forward to seeing this evolve into something great later on.

Anthonyjones: @6915494 - The map has room for dynamic solutions but unfortunately because of the wind they seem less comfortable to do than a swing and that makes the map feel a little unbalanced.

Mariluiss: @6915728 - The edits for this map weren't enough for it to be added, we'll try out something different for next month.

Gekkeiju: @6920141 - Dynamic builds are a fruitless endeavor on this map, and due to the big ground being ice, the solutions are frustrating to execute.

Gekkeiju: @6920151 - The temporary timed ground that looks like an anticloud is confusing since you can actually build on it. Also nothing about building on this map feels amazing, it just involves you with a single ground - and once you finish stabilizing your solution, you’re pretty much done save for a few planks.

Gekkeiju: @6920160 - The aim of the map is to catch a dynamic build with your body so mice can safely go for cheese and hole, however there is a solution that is much easier to do with runes, making the gameplay of the map unbalanced. Also because of the huge grounds - especially the one on the right side, a lot of space goes to waste using this design.

Low Difficulty Maps (1-5):
Accepted:
Garyarcanine: @6908494 - Difficulty 3
Garyarcanine: @3623406 - Difficulty 4

Rejected:

Mquk: @6701363 - The design of the map is really weird, it just feels like nothing belongs in there. Also the nature of the mechanism would just confuse beginners too much to make this a fun idea.

Anthonyjones: @6904013 - Building on this map isn’t bad, but the design could use more work, especially since it’s symmetrical. This also isn’t monosolution but we’d like to see more possibilities that can proliferate from this concept.

Garyarcanine: @916285 - There isn’t anything truly bad in this map, but there isn’t anything very good either. The anticloud grounds aren’t used in any meaningful way since they don’t serve as an obstacle or a way to help the shaman.

Garyarcanine: @1224321 - This is a pretty standard map, but it’s not amazing as so much a hybrid of a couple of existing maps in rotation. Not much reason to accept this, really.

Difficulty Change:
Diff 9 to 8 Kurtwild: @3588380

Dernière modification le 1605038040000
Plubio
« Censeur »
1480655760000
    • Plubio#0010
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#206
  0
@6708917
@6958012

Dernière modification le 1480980480000
Arnees
« Citoyen »
1480860360000
    • Arnees#0000
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#207
  0
@6838490
@6812568
@6818053
Dukeonkled
« Citoyen »
1480981800000
    • Dukeonkled#0000
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#208
  0
Checkpoint!

December 2016:
Anthonyjones: @1902173 - Portal maps that are too irrelevant to the concept are not allowed.

Dernière modification le 1483732980000
Arnees
« Citoyen »
1481151960000
    • Arnees#0000
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#209
  0
@6959864
@6935033
@6884273

Dernière modification le 1481152140000
Spiritualfix
« Citoyen »
1481412600000
    • Spiritualfix#0000
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#210
  0
Submitting @6963896, an improved version of Efendiadam - @717568.
Shanerulz
« Citoyen »
1481586180000
    • Shanerulz#0000
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#211
  0
@6958166
Gekkeiju
« Citoyen »
1482313440000
    • Gekkeiju#0000
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#212
  0
reporting maps

a dit :
@248286
- hole is soloable but it's not apparent especially for newbie mice. maps must not assign such a dangerous and unnecessary task to mice.

@2459719
- hole is soloable for pro mice while it's not apparent and actually hard for normal mice.
with pro mice, this map is ridiculously easier as shown in http://i.imgur.com/3vFiM6e.png
- inappropriate expression of noB.
a black circle is put under the red anchor at (0,0) but it's generally used to indicate that any black area on the map is no-anchor zone: shaman objects nailed to the area go to (0,0). needless to say the black grounds on this map are not no-anchor zone.

@6381067
- poorly-made timer mechanism.
In general there are two major requirements for a timer.
1. players can guess the time remaining before some event happen.
2. players can understand what event will happen.
In this map, the low-quality timer does not sufficielntly satisfies the requirement 2.

@6322723
- inappropriate expression of noB
a wood ground is put under the red anchor at (0,0) (http://i.imgur.com/ygWuSKx.png). this expression is supposed to be used to indicate that the all wood grounds on the map are no-anchor zones: shaman objects nailed there are brought to (0,0). obviously the wood square is unnecessary.

@6272347
- Although the three fences are designed the same, only one of them disappears when the lava is hit.

@6129148
- offscreen advantage.
It's harder for normal screen players to predict the length of the ice.

@5650770
- concept easily broken.
it's very easy to escape from the shaman cage.
- ice blow too strong. mice's effort not to blown off is required too much.

@5510978
- this map is easily broken. mice and shaman are brought to (0,0) only if shaman hit the bottom wood of the cage by down cannon.

@5509042 - broken. lava doesnt work.
@5366264
- very poorly-made timer gimmick. new shamans are confused.

@5336603
- poorly-made timer and poor concept. what is the timer for?

@5017126 - Very confusing expression of anticlouds. maybe this map was added by mistake.

@5185139
- inappropriate expression of noB. it gives a wrong impression that all the ice grounds are no-anchor zone.

@4901211
- fake grounds. the lower ice square has friction. it's even more confusing because the top ice square has no friction.
- this map encourages shamans to build things which require mice's effort and skill of WJ rather than shaman technique. http://i.imgur.com/11bbPwQ.png

@4895420
very poorly-made timer mechanism. very confusing and hard to understand what to do.

@4895416
- hidden grounds.
the key grounds are hidden as shown in the picture http://i.imgur.com/aWQj1tE.png
they are information necessary for players to solve this map logically. with the structure hidden, players are forced to wander around unable to find how the ice works. gameplay on this map is highly based on luck and unnecessary trial and error.

@4895318
- useless trampoline encouraging mice to try bootcamp.

@731853
- hidden ground
The key ground, the most important ground used in the solutions, is hidden in the bottom offscreen. out of the question.
- inappropriate appearance of noB/no-moter
a stone ground is at (0,0) with no purpose.

@2331792
- confusing appearance
everything is colored regardless of their collision types. what is more, the white grounds have friction to mice while the black ones doesn't, which is ridiculous considering white grounds are commonly used to substitute ice grounds.
- inappropriate expression of noB
a black circle is put at (0,0) with no purpose.

@265010
- hidden/fake ground (anticloud).
This is one of the worst maps I've ever seen. I'm surprized at three facts about the map.
1. The hidden ground is made of a color ground without a color code in its XML tag, which is an advanced map making technique to make an invisible ground. I'm overwhelmed by the author's strong will to decieve players.
2. this map was accepted by the Spiritual staff
3. none of the Spiritual regular players have reported this map.
Some people may say "You can find an invisible anticloud there if only you test it". yes i could but why should I test it? Players need to test something on a map if they are not very sure how it works, like when they cannot determine a color ground's collision type. But in this case there's obviously nothing on the top center, because the map maker made his/her best effort to deceive players, so players are not blamed for not testing it.

They are just the tip of the iceberg tho.


additional report on 30/12/2016
a dit :
@280839
it's to hard to notice that the wood under mice spawn is dynamic especially for people with the normal size screen because they can't see the structure in left offscreen, which can be a hint. Even if they find it dynamic, they can't predict the length of it.

@6898506
incompatible design. There's an anchor on a no-anchor cloud. There's a B nail on a noB map.

@6898803
- roof too thin. shaman can use offscreen to stabilize builds. http://i.imgur.com/0Ztg5mZ.png
- the same color black is used for different collision types: the normal collision type and anticloud.
- anchoring a shaman object just on the blue nail causes a triple-layer glitch http://i.imgur.com/hAmaiV7.png , which can't be expected.

@6879508
- inappropriate coloring. some yellow grounds are dynamic while some others are static.

- some information is hidden making it much harder to solve the map on the first try. The hardness comes of concealment of the information peculiar to the map and is irrelevant to shamman skill or experience.
-- it's impossible to predict that there's an upper limit in the rise of the blue bars and the right bar stops rising overlapping the cheese.
-- players, especially who don't have a large screen, don't expect the blue bars have the bottom end on sight. So theoretically http://imgur.com/a/hZIA1 is the solution players plan to make in the beginning. and they notice that the blue bars have bottom end at this point http://i.imgur.com/Y4OYGw2.png . If only they knew it at the beginning, they could choose this easier way http://imgur.com/a/S1WYm

@3348886
- very confusing design and mechanism.
Although the 3 dynamic woods are seemingly separated, the lower two are actually connected.
The mechanism is very unnatural and it's impossible to predict that the lower two blocks fall right after the upper one slides off the ice.


@3420904
- hidden grounds / inappropriate design of anchorable area.
we can anchor shaman objects on dynamic grounds, but not on nails. nails are not what we can attach objects to. the dynamic grounds behind the nails must not be hidden.

@2310061
- fake grounds
the roof and top left ground have no friction although they are stone. what is worse, other stone grounds have friction (actually all the other grounds including the anticlouds have friction).
it's a fatal defect because shaman may build expecting mice can WJ on the top left ground.

@779801
encourages offscreen gameplay.
there exists a simple, regular, practical and stable swing solution using offscreen. http://imgur.com/a/MRoKJ

@208640
- cheese part is soloable for pro mice. http://i.imgur.com/a7t1JNW.png

@2799635
- fake grounds
the stone grounds around the dynamic ice have 30 friction and the dynamic ice has 0.5 friction.
what is worse, the other stone grounds and ice ground in the map have normal friction of them. nothing but scam.

@3901175
- fake grounds / incompatible expression
http://i.imgur.com/r0O7yJW.png
the right part has 10 friction although it's ice. what is worse, the left part has no friction.

@3522274
- inappropriate appearance of noB.
the red nail at (0,0) is on a stone ground and a blue ground, which means the stone ground and black ground are dynamic grounds anchorable. but none of the other stone/black grounds in the map is dynamic.

@391241 - the same as above.

@503546
- fake grounds. the wood grounds have no friction.
- geometrically unaligned. grounds' coordinates are off.

@1701589
- hidden grounds. a circle is hidden behind the octagon annoying the shaman.
- inappropriate expression of noB. a black circle is behind the red nail at (0,0), which gives a wrong impression that black things on the map are anchorable.


@476209
- offscreen shortcut. http://i.imgur.com/NaB73p1.png

@515899
- encourages offscreen gameplay. http://i.imgur.com/XrFGvOJ.png
no need to protrude the top corner of the cloud from the screen.

Dernière modification le 1483073580000
Dukeonkled
« Citoyen »
1483254000000
    • Dukeonkled#0000
    • Profil
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    • Tribu
#213
  0
High Difficulty Maps (6-10):
Accepted:
Arnees: @6812568 - Difficulty 7
Arnees: @6818053 - Difficulty 7

Rejected:
Plubio: @6708917 - Despite being improved and way less glitchy than last time, the concept itself still feels too monosolution to be acceptable.

Arnees: @6838490 - The apple concept seems decent here and there is some room for innovation on this map, but the design feels a little too simple. Unfortunately, most of the ways that you’ll think of using to complete this map feel too elementary for this to be any fun. Although this is an improvement over the last version, we feel like this still needs more work and it could be implemented in a better way.

Low Difficulty Maps (1-5):
None Accepted

Rejected:

Nhokw: @4850383 - The map seems pretty simple, but the design is unbalanced according to a few voters. This map has potential to be a great map for beginners if it’s improved.

Fuzzyfirsdog: @6936981 - The map design is interesting for building on, but the gameplay is a little unbalanced for this to be accepted. We encourage the mapmaker to play around with the map layout and see what works best for next time.

Mov: @6778526 - The concept in theory could work - but it’s not made in a good design, it feels so vanilla. Also, two anticlouds on this map have the appearance of normal grounds, so that should be changed.

Plubio: @6958012 - The spacing for the concept is too tight to make this any fun for building. There is little incentive for innovation on this map since it’s made in a poor design.

Removed Maps:
Eili: @588036 - Since this map was completely edited for bootcamp, it has been auto removed from rotation. For anyone wondering, the actual map looked like this: @6938016.

Difficulty Changes:
Diff 10 to 9 Dratty: @3588380
Diff 10 to 8 Avver: @514036
Diff 10 to 9 Quintessence: @309436
Diff 10 to 9 Dratty: @234917
Diff 10 to 9 Eliosa: @367050
Diff 10 to 9 Ssk: @476207
Diff 10 to 9 Ffrr: @1446346
Diff 10 to 9 Bigynooby: @203108
Diff 10 to 9 Arnees: @3181150

Dernière modification le 1605037440000
Tryhardracer
« Citoyen »
1483320960000
    • Tryhardracer#5333
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#214
  0
@6178262
@6178452

Dernière modification le 1483321680000
Molotovakola
« Citoyen »
1483428300000
    • Molotovakola#0000
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    • Tribu
#215
  0
@6931985
Dukeonkled
« Citoyen »
1483699800000
    • Dukeonkled#0000
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#216
  0
Checkpoint!

January 2017:
No maps have been prerejected.

Dernière modification le 1483733820000
Plubio
« Censeur »
1484776920000
    • Plubio#0010
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#217
  0
@6966893
Dukeonkled
« Citoyen »
1484777040000
    • Dukeonkled#0000
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#218
  0
@7006865
Plubio
« Censeur »
1484799900000
    • Plubio#0010
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#219
  0
Before what I will say here, I want to say thanks to Gekkeiju for the reports, they make us be more centered on what to change of #Spiritual, but unfortunately I will disagree with some of the reasons mentioned for the reports. Also have in mind that this is mostly only my opinion and if you would want to, we could discuss this stuff further with all the team.

gekkeiju a dit :
reporting maps

gekkeiju a dit :
@248286
- hole is soloable but it's not apparent especially for newbie mice. maps must not assign such a dangerous and unnecessary task to mice.

Editing map into @7016803.

gekkeiju a dit :
@2459719
- hole is soloable for pro mice while it's not apparent and actually hard for normal mice.
with pro mice, this map is ridiculously easier as shown in http://i.imgur.com/3vFiM6e.png
- inappropriate expression of noB.
a black circle is put under the red anchor at (0,0) but it's generally used to indicate that any black area on the map is no-anchor zone: shaman objects nailed to the area go to (0,0). needless to say the black grounds on this map are not no-anchor zone.

You have to take the risk of cannoning yourself in that image, but I understand what you are trying to say. However easier solutions don't make a map less harder that in it, only if they are more than one. For the soloable part nobody ever does it, we don't think that it is an important thing.

gekkeiju a dit :
@6381067
- poorly-made timer mechanism.
In general there are two major requirements for a timer.
1. players can guess the time remaining before some event happen.
2. players can understand what event will happen.
In this map, the low-quality timer does not sufficielntly satisfies the requirement 2.

Editing into @7016838.

gekkeiju a dit :
@6322723
- inappropriate expression of noB
a wood ground is put under the red anchor at (0,0) (http://i.imgur.com/ygWuSKx.png). this expression is supposed to be used to indicate that the all wood grounds on the map are no-anchor zones: shaman objects nailed there are brought to (0,0). obviously the wood square is unnecessary.

It's just decoration, it's not necessary but it doesn't hurt anyone.

gekkeiju a dit :
@6272347
- Although the three fences are designed the same, only one of them disappears when the lava is hit.

The other ones don't need to disappear, it doesn't matter.

gekkeiju a dit :
@6129148
- offscreen advantage.
It's harder for normal screen players to predict the length of the ice.

The cloud ground is there only for one reason; to prevent the ice ground of falling. So you can imagine the height of the ground.

gekkeiju a dit :
@5650770
- concept easily broken.
it's very easy to escape from the shaman cage.
- ice blow too strong. mice's effort not to blown off is required too much.

I discussed this map with the team, we agreed that the change it's not necessary or in that case the map would be very monosolution/boring. (You have the edit that fixes everything here: @6998608)

gekkeiju a dit :
@5510978
- this map is easily broken. mice and shaman are brought to (0,0) only if shaman hit the bottom wood of the cage by down cannon.

The point of the map is to hit the lava so mice can be free, in this case cannoning yourself would be a cheat, that's why it is done that way.

gekkeiju a dit :
@5509042
- broken. lava doesnt work.

You need to anchor one thing to the lava. If we made the lava collisionable with objects then your build could ruin it.

gekkeiju a dit :
@5366264
- very poorly-made timer gimmick. new shamans are confused.

This map isn't in rotation, we updated it with a different timer. (@514457)

gekkeiju a dit :
@5336603
- poorly-made timer and poor concept. what is the timer for?

Again not a problem, you only need to build fast before the every ground disappears.

gekkeiju a dit :
@5017126
- Very confusing expression of anticlouds. maybe this map was added by mistake.

The balloon shows you that objects can pass, you only need to walljump a little to know taht you can't. It's not a problem for me.

gekkeiju a dit :
@5185139
- inappropriate expression of noB. it gives a wrong impression that all the ice grounds are no-anchor zone.

It's just decorative, if that was the case the grounds should have a b anchor on them.

gekkeiju a dit :
@4901211
- fake grounds. the lower ice square has friction. it's even more confusing because the top ice square has no friction.
- this map encourages shamans to build things which require mice's effort and skill of WJ rather than shaman technique. http://i.imgur.com/11bbPwQ.png

The map is done for that, people who can't walljump would need a help from the shaman. If the spawn was ice then the map would just be horrible with afk death, it's ok in this way.

gekkeiju a dit :
@4895420
very poorly-made timer mechanism. very confusing and hard to understand what to do.

Mice used to rush a lot, we added this becasue of that, you just need to wait, that's all.

gekkeiju a dit :
@4895416
- hidden grounds.
the key grounds are hidden as shown in the picture http://i.imgur.com/aWQj1tE.png
they are information necessary for players to solve this map logically. with the structure hidden, players are forced to wander around unable to find how the ice works. gameplay on this map is highly based on luck and unnecessary trial and error.

Editing into @7016958.

gekkeiju a dit :
@4895318
- useless trampoline encouraging mice to try bootcamp.

Editing into @7016960.

gekkeiju a dit :
@731853
- hidden ground
The key ground, the most important ground used in the solutions, is hidden in the bottom offscreen. out of the question.
- inappropriate appearance of noB/no-moter
a stone ground is at (0,0) with no purpose.

Editing into @7016966. The no-b it's fine, explained above.

gekkeiju a dit :
@2331792
- confusing appearance
everything is colored regardless of their collision types. what is more, the white grounds have friction to mice while the black ones doesn't, which is ridiculous considering white grounds are commonly used to substitute ice grounds.
- inappropriate expression of noB
a black circle is put at (0,0) with no purpose.

Editing into @7016970. The no-b it's fine, explained above.

gekkeiju a dit :
@265010
- hidden/fake ground (anticloud).
This is one of the worst maps I've ever seen. I'm surprized at three facts about the map.
1. The hidden ground is made of a color ground without a color code in its XML tag, which is an advanced map making technique to make an invisible ground. I'm overwhelmed by the author's strong will to decieve players.
2. this map was accepted by the Spiritual staff
3. none of the Spiritual regular players have reported this map.
Some people may say "You can find an invisible anticloud there if only you test it". yes i could but why should I test it? Players need to test something on a map if they are not very sure how it works, like when they cannot determine a color ground's collision type. But in this case there's obviously nothing on the top center, because the map maker made his/her best effort to deceive players, so players are not blamed for not testing it.

The anticloud ground is now a normal visible ground, the spawn ground is now wood.

gekkeiju a dit :
@280839
it's to hard to notice that the wood under mice spawn is dynamic especially for people with the normal size screen because they can't see the structure in left offscreen, which can be a hint. Even if they find it dynamic, they can't predict the length of it.

Changed.

gekkeiju a dit :
@6898506
incompatible design. There's an anchor on a no-anchor cloud. There's a B nail on a noB map.

That's the point, so you know you can't anchor anything in there.

gekkeiju a dit :
@6898803
- roof too thin. shaman can use offscreen to stabilize builds. http://i.imgur.com/0Ztg5mZ.png
- the same color black is used for different collision types: the normal collision type and anticloud.
- anchoring a shaman object just on the blue nail causes a triple-layer glitch http://i.imgur.com/hAmaiV7.png , which can't be expected.

We don't care too much about offscreen builds, you can totally stabilize the build without it. Also that glitch is just visual.

gekkeiju a dit :
@6879508
- inappropriate coloring. some yellow grounds are dynamic while some others are static.
- some information is hidden making it much harder to solve the map on the first try. The hardness comes of concealment of the information peculiar to the map and is irrelevant to shamman skill or experience.
-- it's impossible to predict that there's an upper limit in the rise of the blue bars and the right bar stops rising overlapping the cheese.
-- players, especially who don't have a large screen, don't expect the blue bars have the bottom end on sight. So theoretically http://imgur.com/a/hZIA1 is the solution players plan to make in the beginning. and they notice that the blue bars have bottom end at this point http://i.imgur.com/Y4OYGw2.png . If only they knew it at the beginning, they could choose this easier way http://imgur.com/a/S1WYm

The colors were changed, the other concern about this map is ok, some maps need a few plays to understand them.

gekkeiju a dit :
@3348886
- very confusing design and mechanism.
Although the 3 dynamic woods are seemingly separated, the lower two are actually connected.
The mechanism is very unnatural and it's impossible to predict that the lower two blocks fall right after the upper one slides off the ice.

Editing into @7017025.

gekkeiju a dit :
@3420904
- hidden grounds / inappropriate design of anchorable area.
we can anchor shaman objects on dynamic grounds, but not on nails. nails are not what we can attach objects to. the dynamic grounds behind the nails must not be hidden.

Editing into @7017032.

gekkeiju a dit :
@2310061
- fake grounds
the roof and top left ground have no friction although they are stone. what is worse, other stone grounds have friction (actually all the other grounds including the anticlouds have friction).
it's a fatal defect because shaman may build expecting mice can WJ on the top left ground.

Editing into @7017033.

gekkeiju a dit :
@779801
encourages offscreen gameplay.
there exists a simple, regular, practical and stable swing solution using offscreen. http://imgur.com/a/MRoKJ

Editing into @7017037.

gekkeiju a dit :
@208640
- cheese part is soloable for pro mice. http://i.imgur.com/a7t1JNW.png

It doesn't matter, it's not a big problem.

gekkeiju a dit :
@2799635
- fake grounds
the stone grounds around the dynamic ice have 30 friction and the dynamic ice has 0.5 friction.
what is worse, the other stone grounds and ice ground in the map have normal friction of them. nothing but scam.

It's not a big problem, it was to provent some solutions before but now it doesn't matter.

gekkeiju a dit :
@3901175
- fake grounds / incompatible expression
http://i.imgur.com/r0O7yJW.png
the right part has 10 friction although it's ice. what is worse, the left part has no friction.

It's to prevent the rush (cj).

gekkeiju a dit :
@3522274
- inappropriate appearance of noB.
the red nail at (0,0) is on a stone ground and a blue ground, which means the stone ground and black ground are dynamic grounds anchorable. but none of the other stone/black grounds in the map is dynamic.

Not a problem, explained above.

gekkeiju a dit :
@391241
- the same as above.

Same as above.

gekkeiju a dit :
@503546
- fake grounds. the wood grounds have no friction.
- geometrically unaligned. grounds' coordinates are off.

It's not a problem for me, that map is old enough to be known that the wood grounds are ice.

gekkeiju a dit :
@1701589
- hidden grounds. a circle is hidden behind the octagon annoying the shaman.
- inappropriate expression of noB. a black circle is behind the red nail at (0,0), which gives a wrong impression that black things on the map are anchorable.

The map looks weird if not is like this, the edit was ok. The no-b was explained above.

gekkeiju a dit :
@476209
- offscreen shortcut. http://i.imgur.com/NaB73p1.png

Editing into @7017054.

gekkeiju a dit :
@515899
- encourages offscreen gameplay. http://i.imgur.com/XrFGvOJ.png
no need to protrude the top corner of the cloud from the screen.

Probably it's the easiest solution, but you are not forced to use it, at all.

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