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Map Assistance Team
Dddin
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#221
  0
Yet again I ask, can none map assistance team leave comments here
Shadowwinter
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#222
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Dddin a dit :
Yet again I ask, can none map assistance team leave comments here

Define comments, if you mean about a persons map this isn't the place to discuss such things, unless you have permission from a group member (of the specific category) to do so. At least in my opinion.

Other wise, I'd check to see if they have a map thread.

Edit: Or much rather permission from the user.
Dddin
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#223
  0
Ok. @2897599 - P7
Dunald
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#224
  0
Dddin a dit :
Yet again I ask, can none map assistance team leave comments here

If you want to add something onto a map review, you could always contact the reviewer (through pm), and ask him to add that to the review or something.
Todorovski
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#225
  0
I can't wait till CtG check my application again. *-*
Doomester
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1347641160000
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#226
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Mechanism : <C><P /><Z><S><S X="533" H="50" Y="123" T="1" P="1,0,0,0.2,0,1,0,0" L="50" /><S X="532" H="45" Y="281" T="1" P="1,0,0,0.2,0,1,0,0" L="210" /><S X="396" H="10" Y="168" T="0" P="0,0,0.3,0.2,0,0,0,0" L="700" /><S X="533" H="171" Y="202" T="12" o="6a7495" P="1,0,0.3,0.2,90,1,0,0" c="4" L="10" /><S X="36" H="375" Y="500" T="0" P="0,0,0.3,0.2,0,0,0,0" L="67" /><S X="766" H="375" Y="500" T="0" P="0,0,0.3,0.2,0,0,0,0" L="67" /><S X="766" H="53" Y="164" T="0" P="0,0,0.3,0.2,0,0,0,0" L="59" /><S X="36" H="53" Y="165" T="0" P="0,0,0.3,0.2,0,0,0,0" L="59" /></S><D><T Y="315" X="22" /><T Y="139" X="38" /><F Y="132" X="765" /><DS Y="224" X="36" /><DC Y="96" X="41" /></D><O><O X="533" P="0" C="14" Y="122" /><O P="0" C="14" X="534" Y="282" /></O></Z></C> : block need
Dunald
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#227
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Ummii a dit :
Mechanism : &lt;C&gt;&lt;P /&gt;&lt;Z&gt;&lt;S&gt;&lt;S X="533" H="50" Y="123" T="1" P="1,0,0,0.2,0,1,0,0" L="50" /&gt;&lt;S X="532" H="45" Y="281" T="1" P="1,0,0,0.2,0,1,0,0" L="210" /&gt;&lt;S X="396" H="10" Y="168" T="0" P="0,0,0.3,0.2,0,0,0,0" L="700" /&gt;&lt;S X="533" H="171" Y="202" T="12" o="6a7495" P="1,0,0.3,0.2,90,1,0,0" c="4" L="10" /&gt;&lt;S X="36" H="375" Y="500" T="0" P="0,0,0.3,0.2,0,0,0,0" L="67" /&gt;&lt;S X="766" H="375" Y="500" T="0" P="0,0,0.3,0.2,0,0,0,0" L="67" /&gt;&lt;S X="766" H="53" Y="164" T="0" P="0,0,0.3,0.2,0,0,0,0" L="59" /&gt;&lt;S X="36" H="53" Y="165" T="0" P="0,0,0.3,0.2,0,0,0,0" L="59" /&gt;&lt;/S&gt;&lt;D&gt;&lt;T Y="315" X="22" /&gt;&lt;T Y="139" X="38" /&gt;&lt;F Y="132" X="765" /&gt;&lt;DS Y="224" X="36" /&gt;&lt;DC Y="96" X="41" /&gt;&lt;/D&gt;&lt;O&gt;&lt;O X="533" P="0" C="14" Y="122" /&gt;&lt;O P="0" C="14" X="534" Y="282" /&gt;&lt;/O&gt;&lt;/Z&gt;&lt;/C&gt; : block need

What is this?
:C

Todorovski a dit :
I can't wait till CtG check my application again. *-*

Seete has already seen your application.
And all applications are beeing voted on by the entire team.
C:
Seeteegee
« Citoyen »
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#228
  0
FINALLY got some time...

@2878628 by Physcolo

http://i.imgur.com/G5k18.png
Another nice map with many options for the shaman, not bad replayability. I like how you made the grounds of equal thickness, and I also like the shaman and mice placements for this map. It really makes use of all the grounds you put, well-done.

There are two things that I recommend on the map.


http://i.imgur.com/IuXrv.png
The orange circles show how the ice grounds *look* as if they're misaligned, even though they're not. This is of course due to the drawings of Meli or something like that. I would recommend that you cut short the grass ground in that circle and replace it with ice to make it less prone to wall-jump solutions. I also think the grass ground should have a higher Z value than the ice since grass over ice doesn't look as bad as ice over grass.

The other thing is to move the cheese a bit up, maybe 20 or so pixels so the map is really centered.

@2877342 by Physcolo

http://i.imgur.com/U62Ms.png
Nice map. I love the "roomy" theme of your maps. The shaman has an easy time building around stuff, even on hard mode. Now my comments:


http://i.imgur.com/T3lsi.png
My assumptions for this are that the shamans spawn on your L figures. I hope I'm correct. o.o

The white arrows show that the top shaman will likely build to the mice and the bottom shaman will build to the hole. Due to the nature of P8 maps where the shamans don't talk to each other and plan before the map, very rarely will the space highlighted by the orange triangle be used in gameplay. Due to the placement of the cheese, it's also unlikely that the space under the green triangle will be used in gameplay. Finally, the blue circle shows that the lateral space between the top L and the bottom L may be narrow make ramping up potentially troublesome for newer or careless shamans.

I suggest that first, interchange the positions of the cheese and hole. This will force the top shaman to not block the way of the bottom shaman to the cheese, as well as allow more flexibility on the map. Next, I want you to move the ice ground circled red so that its bottom is aligned with the bottom of the grass ground. The way it is now ruins the consistency of your maps with the ice grounds being beside the grass, not on them.

The grounds and cheese/hole in the yellow circle might be better if moved a little to the left if the grounds in the purple circle were aligned as I did on the image. That is your call, though. as my suggestions involve changing the gameplay, and therefore the identity of the map.
Zarner
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#229
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@2882900 by Monsterss

You should improve this map I have some suggestions:

First the green arrows I want that grounds to have 160 L points.

The red arrows I want to remove the ice.

The red rectangle I want to remove that grounds and let just 1 stone ground.

The blue arrows shows you the places I want you to put the cheese and the hole . Move the cheese upper.

Remove all the decorations , they are creepy.

Add a roof so you can't pass the up way to the hole.


http://i.imgur.com/kHDFq.jpg
Shadowwinter
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#230
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Dddin a dit :
Ok. @2897599 - P7

I really don't have much to say about this.. It's already a good map that doesn't need improving, but..

http://i756.photobucket.com/albums/xx210/timmey13/Mapreviews/mapz.png
I think you should remove that ice there. I know it's to make the map longer but I didn't really find that of use. I was also confused of what to do at first.
Seeteegee
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#231
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@2778606 by Zakros

Interesting concept. It seems like some sort of puzzle map.

Perhaps the worst thing about the gameplay is that the order of the colors doesn't even need to be followed to solve the map. The player can actually solve the map by dropping the yellow ball first. Here are my other comments summarized into two main points:


http://i.imgur.com/TpEaH.png
I'm pretty sure I've mentioned this to you before, but 10 width grounds are something that can destroy a map aesthetically. This is used quite pervasively throughout the map. But I'd like to point out in particular its use in the two wood grounds in the orange circle. These are dynamic grounds so there's a possibility that the mice would glitch through them since they're so thin. This even affects gameplay, y'know? The reason why dropping the yellow first works is because the wood ground in the yellow circle is too thin and light. Maybe at least make them 15pixels in thickness so they won't look so ugly?

The other thing I want you to improve is the alignment of your grounds. the green circled areas show where the overlapping of the grounds looks like it was done in a hurry. I think the problem here is that there is no consistent pattern of overlapping of the grounds. On the left green circle, for example, the diagonal wood ground is placed over the horizontal, and then another horizontal was placed over the bottom of the diagonal ground. I think it would make your map look more consistent and coherent if there were a basic rule like "horizontal grounds must always be on top in overlaps" or something. Speaking of top, the little dynamic wood in the pink circle is seen floating over the larger wood. I think it'd look better if you gave the bigger wood a higher Z value and as a foreground so the little wood would be hidden.

Oh, this isn't in the two top summarized points I mentioned earlier, but PLEASE align that hole in the white circle by raising it a few pixels.
Hidudelol
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#232
  0
ME SAD :[ ALL IGNORING ME
Seeteegee
« Citoyen »
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#233
  0
UPDATE ON APPLICATIONS
Hristo - 0 yes, 5 no
Monsterrs - 1 yes, 2 abstain, 2 no
Dddin - 4 yes, 1 no [ACCEPTED]
Todorovski(2) - 0 yes, 6 no
Fatsexybeast - 0 yes, 1 abstain, 5 no
Snickerbear - 0 yes, 6 no
Bethdacat - 0 yes, 4 no, 2 very no

Congratulations to Dddin for her successful application into the team! Effective immediately, she is to help review P3/P13, P7, and shaman room maps!

_____

Hidudelol a dit :
ME SAD :[ ALL IGNORING ME

Sorry, I haven't gotten to your map yet. The P5 reviewers said it was more of P6 so I'll check it out later once I finish the other maps ahead on the queue.
Dunald
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#234
  0
Yay for Ddin!
#Awesomeapplications
Hidudelol
« Citoyen »
1347656520000
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#235
  0
@2905082
Dunald
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1347656700000
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#236
  0
Hidudelol a dit :
@2905082

Please submit maps like this :
@code
Category [P3, P4, P5, P6, P7, P8, P9, P10, P13, P22, theme room (Please specify)]
Fatsexybeast
« Citoyen »
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#237
  0
@2886498 - P9
Mice start under sham, bit to the left
Hidudelol
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#238
  0
@2905082 - P5, need help on gameplay.
Matsumori
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#239
  0
@2883048 - P9
Pedrohenriko
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#240
  0
@2905439 - Mechanism
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