Rotação Oficial - P18 - Defilanteالدوران الرسمي - P18 - الديفلانت 公式カテゴリー - P18 - ディフィランテ Official Rotation - P18 - DefilanteRotazione Ufficiale - P18 - DefilanteRotation Officielle - P18 - DéfilanteOficjalna Rotacja - P18 - DefilantePálya Körforgás - P18 - GördülőRotația Oficială - P18 - DefilanteRotación Oficial - P18 - DefilanteResmi Rotasyon - P18 - DefilanteOfficiële Rotatie - P18 - Defilante |
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Will be discussed: @7905133 Ignored: None |
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@7943248 |
Benevolente « Citoyen » 1704771840000
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@7947484 |
Eremia « Censeur » 1706571480000
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Left as is: @7943248 - Shen#3315 - Large maps are okay in defilante, but only when there's a need for it. This map is unnecessarily tall, making the already tedious walking/climbing obstacles even slower. There is mostly one path, which is detrimental to a defilante map, and the height often leads to mass death as players cannot see the skull tokens in the depth. Lastly, the obstacles used aren't very interesting, bringing little innovation. Will be discussed: @7947484 - Benevolente#3520 - Lovely use of mechanism and using a monster as the death border is a smart idea. We'll have to change the visuals to avoid the fake grounds, and possibly remove some skull tokens, but the map has potential. Ignored: None |
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@7947716 |
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Left as is: None Will be discussed: @7947716 - Zeus#6550 - Ignored: None |
Zeus 1714733760000
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[Modéré par Eremia, raison : Deleted] Dernière modification le 1714734060000 |
Nadanando « Citoyen » 1715454600000
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@5102636 @5068040 Dernière modification le 1716062460000 |
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@7941062 @7954102 @7885621 | Re-edited ? @7949252 Dernière modification le 1725435420000 |
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@7958804 - This map is special because it will be the first map with this kind of concept. I explain it : Firstly, if you touch grey floors, you'll get a collision effect with mice, but it's mentioned in defilante map submissions that it's not recommended to put collision functions in defilante maps. But this one is different because the collision effect isn't permanent, so there is no problem with that. Secondly, you might think that this map is completely linear, but no. As I mentioned previously, the grey floors gave a collision effect between mice, so you can reach some places that you can't reach quickly and you can also collect +1 tokens scattered everywhere, so you have to be helped by another player. You need at least 10 players for the gameplay to go as planned. Thirdly, this is a chaotic map, and I see very few maps already in rotation with chaotic concepts. Chaotic maps are mainly based on luck, so you have to be lucky to get there to the end and collect the +1 tokens. And Lastly, I gave all these arguments so that you understand the concept of this map. You have to test it at least 3 or 4 times with at least 10 mice for the map to work well. It's a fun map ! |
Kiky0542 « Citoyen » 1725635940000
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@7959138-halloween^^ |
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Left as is: @5068040 - Nadanando#5729 - Aesthetically very appealing, but I think the starting gameplay should be revamped. It feels like the water doesn't fit well with the gameplay, and it should be more obvious which path is harder and which is easier. This way, players can choose between the high-risk path with death tokens further ahead or the easier path below. @7954102 - Zeus#6550 - The randomness of this map feels off, with platforms awkwardly positioned throughout. This creates a strange pace, forcing players to move back and forth repeatedly to collect points. Overall, the gameplay and platform placements don't seem well-connected @7949252 - Zeus#6550 - First of all, the map needs a roof, some players were able to play offscreen at the top in the trampoline part. Secondly, the top route at the start is too precise, and many players are dying while trying it. I understand that high-risk routes often come with better rewards, but the current gameplay is problematic as the top route skips several defilante points. @7959138 - Kiky0542#1064 - The map is cute, but the gameplay is very tricky and linear. Additionally, the lack of cheese in the bottom part makes the gameplay a bit frustrating. Will be discussed: @5102636 - Nadanando#5729 - The pace is fine, and both routes are balanced. Players who are eager for more points have plenty of time to collect them. I usually don't like Defilante maps with routes that players have to go in the opposite direction to collect more points, but here it's harmless. @7941062 - Zeus#6550 - The layout is simple, but the use of the honey ground to continuously move between paths is interesting. @7885621 - Zeus#6550 - We don't have many anti-gravity maps in the rotation, so this one would be a harmless addition. Some paths are a bit tricky since the map doesn't have a roof everywhere, but that's part of the gameplay, so it's alright. @7958804 - Zeus#6550 - I found the top path a little unbalanced, but if I understand the concept correctly, it's intended for players who want to avoid collision areas and make the pace less chaotic. Overall, it's a fine map and would be a nice addition to the rotation. Ignored: None Dernière modification le 1725985620000 |
Katwyn « Citoyen » 1726191960000
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@7944435 |
Kiky0542 « Citoyen » 1727001300000
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ty *^* |
Stovedove « Citoyen » 1727378220000
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@7959562 |
Eremia « Censeur » 1727471160000
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@7959764 |
Nadanando « Citoyen » 1727478120000
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@4102425 @4855528 Dernière modification le 1727749560000 |
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@7959775 |
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Left as is: None Will be discussed: @7944435 - Katwyn#1614 - - @7959562 - Stovedove#0000 - - @7959764 - Eremia#0020 - - @4102425 - Nadanando#5729 - - @4855528 - Nadanando#5729 - - @7959775 - Zeus#6550 - - Ignored: None Dernière modification le 1728079440000 |