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Tópico Oficial de Denúncias de Mapas P3+موضوع الإبلاغ عن خرائط P3+ الرسميOfficial P3+ Maps Report ThreadOficjalny Temat Zgłoszeń Map P3+Hivatalos P3+ Pálya Jelentés TémaDiscuția oficială pentru raportarea hărților P3+Hilo oficial de reportes de mapas P3+
Danila2007
« Citoyen »
1606660560000
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#2801
  1
Invisible stuff that confuse and affect gameplay in minimalist mode
All maps are P5

5505200
https://i.imgur.com/y3umbQz.png

7238272
https://i.imgur.com/aOCdb6X.png

1383353
https://i.imgur.com/WPUjLoS.png

5505272
https://i.imgur.com/udf7D2a.png

6265981
https://i.imgur.com/Dw1ScKH.png

Dernière modification le 1606660860000
Marllonsilva
« Citoyen »
1606954740000
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#2802
  0
@5029568 - The time of map is horrible, and can shortcut easy
Bravefriends
« Citoyen »
1606988880000
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#2803
  0
@690876 P6 kinda weird, you cant see the cheese but idk
Sherr
« Censeur »
1607026020000
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#2804
  0
@1960596 - P5 - Ground properties are unclear, very minimum gameplay
Mousechris
« Censeur »
1607469780000
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#2805
  0
@1602587 P7 this map has offscreen gameplay on the left, required to get to the cheese too.
@635 P6 this map is just all around really bad, there's nothing special about it, it looks terrible, it has offscreen advantages, etc etc. It's extremely obvious the only reason it's P6 is the code is old. That isn't a reason to perm a map, and that's really shameful if that's the real reason, if it's not the real reason, than how low the standards of the mapcrew have fell is what's truly shameful, this map shouldn't even be a contender for P1, straight up.

Dernière modification le 1608202440000
Stovedove
« Citoyen »
1608357120000
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#2806
  0
@136276 P8???????????????????
Mapcrew
« Consul »
1608396060000
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#2807
  0
Left as is:
@341429 - If you are referring to the small diamond grounds, it is not really a big problem considering it is very easy to remember their positions after you try each obstacle for the first time.
@5029568 - There aren't many maps like this in rotation, the concept may be somewhat broken because of the shortcut that some people may remember after having seen the map once before but that's not a huge deal.
@690876 - That's the point. It is clear that there is a button that you must push in order to play the map, so that's fine.
@1960596 - Was just a temporary perm for the Halloween theme.



Will be discussed / Fixed:
@7238272 - Will look into adding something that indicates there is a trampoline at that spot. The rest of the maps that you reported were depermed as they were only added to rotation temporarily for the Halloween theme.
@1602587 - Not a major issue considering it's only slightly offscreen, will look into a fix regardless.
@635 - This is not something that we would perm at all. It will be put up for deperming.
@136276 - Will look into deperming.
@7617730 / @2931068 / @490248 / @6746968 - Will be forwarded to survivor crew.
Refused
« Censeur »
1608399540000
    • Refused#0095
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#2808
  1
Noobcrew a dit :
@341429 - If you are referring to the small diamond grounds, it is not really a big problem considering it is very easy to remember their positions after you try each obstacle for the first time.

with the grounds hidden in this way the players misunderstand the obstacle and may not even notice the grounds, this happens mainly on cheese, in this part the player see only ice and then doesnt realize that its the correct path, deducing that the right would be jumped on wood or choc using the ice ground to the left of the cheese with speed, which causes players to give up after making mistakes. This situation happened several times with me and with other players in a room and only after a carelessness at the end of the round did we notice the grounds. No one completed the map.

[Mapcrew] It will be discussed to make the diamonds more visible.
[Refused] Just increase the Z of the grounds my friend, no one will die.

Dernière modification le 1609038120000
Reshman
« Consul »
1608420300000
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#2809
  1
Trexexjc a dit :
@7617730 - p11: The left side of the map presents off-screen gameplay which is not allowed in this gamemode. A simple invisible ice wall would solve the issue. Apart from that, I would add an invisible ice wall on the right side too just to keep it consistent.

Added a small wall top left of the map to prevent mice from staying offscreen there. The rest of the parts of the map the mice aren't able to stay offscreen much longer than a brief moment while falling/jumping so it's fine as it is. Simply adding walls and cutting it off entirely would have a big change in the flow of mice on this map which is undesirable.

Trexexjc a dit :
@2931068 - p24: Mice only spawn on the right side, and according to the XML of the map, they should spawn on both sides. Apart from that, if they only spawn on the right side, the shamans can easily block the path to the left side, leaving half of the map unused.

The map has been unchanged for years and while the mapmaker might have intended for it to have two spawns players have been accustomed to playing it with a single spawn. Changing the map to have two spawns is going to make this map significantly easier for the mice as it prevents the situations where shamans coordinate to block the left side, as well as forces the shamans to spend more of their time dealing with fewer mice as mice will be more spread out earlier on. The team will discuss whether we'd prefer it changed.

Trexexjc a dit :
@490248 - p10: First of all, the map is one big connected floor, which is not encouraged in survivor, as it allows the mice to easily hug the shaman, making it hard to kill the mice. Secondly, the map presents a ramp in the middle, which doesn't allow the shaman to move the left to kill mice, as they get propelled up. All these things lead it to be a highly unbalanced map, and as a consequence, boring gameplay.

It is an old map, and although it has its flaws it's also unique for the very same reasons. It's neither a wipeout with the shaman being able to clear the whole room, nor a map that the majority of the mice can consistently survive.

Trexexjc a dit :
@6746968 - p10: Firstly, the shaman platform is too close to the information bar, as a consequence, shamans are not only able to spawn offscreen cannons, but the information bar bothers as you try to spawn cannons. I would suggest lowering the whole map, as it would solve the problem and there's plenty of space to move it. Apart from tha, the grounds inside the outer wooden grounds have collision with objects, and they can be quite bothering when spawning cannons, simply removing the collision from the inner wooden grounds would solve the issue.
Suggested Solution:
<C><P MEDATA=";;;;-0;0:::1-"/><Z><S><S T="0" X="400" Y="350" L="140" H="40" P="0,0,0.3,0.2,0,0,0,0"/><S T="0" X="160" Y="285" L="100" H="40" P="0,0,0.3,0.2,0,0,0,0"/><S T="0" X="30" Y="170" L="60" H="40" P="0,0,0.3,0.2,0,0,0,0"/><S T="0" X="640" Y="285" L="100" H="40" P="0,0,0.3,0.2,0,0,0,0"/><S T="0" X="770" Y="170" L="60" H="40" P="0,0,0.3,0.2,0,0,0,0"/><S T="0" X="400" Y="170" L="140" H="40" P="0,0,0.3,0.2,0,0,0,0"/><S T="0" X="400" Y="350" L="120" H="20" P="0,0,0.3,0.2,0,0,0,0" c="3"/><S T="0" X="160" Y="285" L="80" H="20" P="0,0,0.3,0.2,0,0,0,0" c="3"/><S T="0" X="30" Y="170" L="40" H="20" P="0,0,0.3,0.2,0,0,0,0" c="3"/><S T="0" X="400" Y="170" L="120" H="20" P="0,0,0.3,0.2,0,0,0,0" c="3"/><S T="0" X="640" Y="285" L="80" H="20" P="0,0,0.3,0.2,0,0,0,0" c="3"/><S T="0" X="770" Y="170" L="40" H="20" P="0,0,0.3,0.2,0,0,0,0" c="3"/></S><D><DC X="403" Y="136"/><DS X="400" Y="320"/></D><O/><L/></Z></C>

Moved the map down 40px which should make it a bit harder to abuse offscreen cannons. Though there's no way to completely prevent it without sacrificing something elsewhere, if shamans are determined to do offscreen cannons (spawn a box, stand on box and fire offscreen cannons for example). Unless I'm missing something I don't seem to notice the problem with the inner wood grounds having collision. Removing the collision of those grounds isn't exactly a perfect solution either since it'd throw off the people that are able to predict how the cannon is suppose to interact when it's spawned within the wood grounds.
Superyacine
« Censeur »
1608502020000
    • Superyacine#0000
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#2810
  0
@359717 - Mass death as soon as we spawn in, everyone is pushed in between the gaps of the top platforms and a lot of people end up dying

[Mapcrew] It will be put up for discussion.

Dernière modification le 1608640500000
Cepejjaa
« Citoyen »
1608635940000
    • Cepejjaa#0000
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#2811
  0
@4796247 - anti-afk

[Mapcrew] Fixed

Dernière modification le 1608640380000
Trexexjc
« Citoyen »
1609071420000
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#2812
  0
@290974 - p10: First of all, the map is too close to the information bar, which leads the shaman to spawn off-screen cannons to kill the mice that are on the left side of the map, this can be easily solved by lowering the whole map, as there is a lot of space at the bottom. Secondly, the map has grounds that are too chunky and none are iced, which leads to mice easily abusing it to wall jump to avoid cannons, making it a pain for the shaman. I would personally ice the outer side of the 4 side platforms to easily avoid that.
Mousechris
« Censeur »
1609085160000
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#2813
  0
@7166458 P4
[08:04] [Hoho] what a map
[08:04] [Ray] this is a lot of work for 1 sham

people in the room generally agreed the map is too hard for P4.

I suggest making it P8, or something else.
Superyacine
« Censeur »
1609125060000
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#2814
  0
@1220758 - Not sure if it was a visual bug but the cramped spawn forced a lot into straight death or pushes them off the map
Mousechris
« Censeur »
1609639440000
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#2815
  0
@5790266 P6

The mech breaks really easily in a full room, and the choco barely moves/indicates it's basically a button. It's a fine map but it absolutely needs editing.

@6693550 P7

With no shaman to fix clogs, since the map has collision with grounds on the choco (of which has high friction) clogging becomes an issue. This can quite easily be fixed, I'd even fix it if you want just DM me, just make the ground not have collision, add some invisible grounds that have 0 friction and ground collision and you'll be solid.

Dernière modification le 1610430840000
Mapcrew
« Consul »
1610799660000
    • Mapcrew#0020
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#2816
  1
Trexexjc a dit :
@290974

Will be put up for discussion.

Mousechris a dit :
@7166458

In all 5 tests, the shamans were able to get the mice to the hole successfully. It may be more challenging than other maps in rotation for a single shaman but it is not too hard for P4.

Superyacine a dit :
@1220758

I tested this in 3 rooms and expected it to be mass-deathy because of the spawn, however surprisingly it did not cause deaths. Regardless, I see how it would be mass-deathy in bigger rooms so it will be put up for discussion.

Mousechris a dit :
@5790266

The mechanism is indeed unstable. It will be put up for a fix.

Mousechris a dit :
@6693550

Will also be put up for a fix.

Dernière modification le 1610799780000
Refused
« Censeur »
1610857500000
    • Refused#0095
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#2817
  1
@1111252 [P3] - This is frustrating all time and I never saw anybody completing it in less than 2 minutes. Please, test and rethink whether this should be kept in rotation.
Stovedove
« Citoyen »
1610999700000
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#2818
  1
@384048 P7 ice grounds sometimes stop bouncing, or they bounce into other lanes stopping other ice grounds from moving
Mousechris
« Censeur »
1611003540000
    • Mousechris#0000
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#2819
  1
Stovedove a dit :
@384048 P7 ice grounds sometimes stop bouncing, or they bounce into other lanes stopping other ice grounds from moving

XML with instructions 4 nobs
<C><P /><Z><S><S L="279" X="84" H="210" Y="420" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="664" X="533" H="238" Y="462" T="2" P="0,0,0,1,2,0,0,0" /><S L="50" X="500" H="50" Y="100" T="1" P="1,999999999999999,0,0,45,1,0,0" /><S P="1,-9876,0.3,0.2,0,1,0,0" L="50" o="324650" X="200" c="4" Y="100" T="12" H="50" /></S><D><DS Y="290" X="182" /></D><O /><L><JD c="ffffff,2" P1="110,160" P2="138,138" /><JD c="ffffff,2" P1="123,139" P2="138,138" /><JD c="ffffff,2" P1="142,147" P2="138,138" /><JD c="ffffff,2" P1="80,177" P2="83,160" /><JD c="ffffff,2" P1="87,165" P2="83,159" /><JD c="ffffff,2" P1="88,165" P2="96,160" /><JD c="ffffff,2" P1="96,160" P2="96,179" /><JD c="ffffff,2" P1="118,175" P2="111,169" /><JD c="ffffff,2" P1="111,169" P2="104,177" /><JD c="ffffff,2" P1="104,177" P2="110,181" /><JD c="ffffff,2" P1="110,182" P2="117,175" /><JD c="ffffff,2" P1="118,175" P2="119,181" /><JD c="ffffff,2" P1="126,183" P2="130,167" /><JD c="ffffff,2" P1="128,175" P2="140,172" /><JD c="ffffff,2" P1="128,174" 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P2="339,190" /><JD c="ffffff,2" P1="339,190" P2="340,181" /><JD c="ffffff,2" P1="340,181" P2="352,184" /><JD c="ffffff,2" M1="2" P1="579,93" P2="576,114" M2="2" /><JD c="ffffff,2" M1="2" P1="576,114" P2="593,112" M2="2" /><JD c="ffffff,2" M1="2" P1="601,111" P2="601,99" M2="2" /><JD c="ffffff,2" M1="2" P1="611,111" P2="610,97" M2="2" /><JD c="ffffff,2" M1="2" P1="610,97" P2="620,111" M2="2" /><JD c="ffffff,2" M1="2" P1="620,111" P2="617,93" M2="2" /><JD c="ffffff,2" M1="2" P1="633,110" P2="630,90" M2="2" /><JD c="ffffff,2" M1="2" P1="633,100" P2="637,94" M2="2" /><JD c="ffffff,2" M1="2" P1="634,100" P2="648,108" M2="2" /><JD c="ffffff,2" M1="2" P1="665,110" P2="665,96" M2="2" /><JD c="ffffff,2" M1="2" P1="665,96" P2="675,107" M2="2" /><JD c="ffffff,2" M1="2" P1="674,107" P2="678,94" M2="2" /><JD c="ffffff,2" M1="2" P1="678,94" P2="682,116" M2="2" /><JD c="ffffff,2" M1="2" P1="686,106" P2="698,105" M2="2" /><JD c="ffffff,2" M1="2" P1="698,105" P2="689,96" M2="2" /><JD c="ffffff,2" M1="2" P1="689,96" P2="686,105" M2="2" /><JD c="ffffff,2" M1="2" P1="686,106" P2="695,112" M2="2" /><JD c="ffffff,2" M1="2" P1="594,141" P2="573,144" M2="2" /><JD c="ffffff,2" M1="2" P1="573,144" P2="588,123" M2="2" /><JD c="ffffff,2" M1="2" P1="588,123" P2="577,121" M2="2" /><JD c="ffffff,2" M1="2" P1="577,121" P2="573,128" M2="2" /><JD c="ffffff,2" M1="2" P1="561,90" P2="529,65" M2="2" /><JD c="ffffff,2" M1="2" P1="529,65" P2="477,57" M2="2" /><JD c="ffffff,2" M1="2" P1="477,57" P2="373,63" M2="2" /><JD c="ffffff,2" M1="2" P1="373,63" P2="278,89" M2="2" /><JD c="ffffff,2" M1="2" P1="278,90" P2="288,78" M2="2" /><JD c="ffffff,2" M1="2" P1="280,88" P2="304,92" M2="2" /><JD c="ffffff,2" M1="2" P1="90,215" P2="76,208" M2="2" /><JD c="ffffff,2" M1="2" P1="76,208" P2="66,227" M2="2" /><JD c="ffffff,2" M1="2" P1="66,227" P2="83,233" M2="2" /><JD c="ffffff,2" M1="2" P1="83,233" P2="89,216" M2="2" /><JD c="ffffff,2" M1="2" P1="90,215" P2="96,231" M2="2" /><JD c="ffffff,2" M1="2" P1="102,230" P2="108,208" M2="2" /><JD c="ffffff,2" M1="2" P1="108,208" P2="114,231" M2="2" /><JD c="ffffff,2" M1="2" P1="114,232" P2="123,199" M2="2" /><JD c="ffffff,2" M1="2" P1="125,228" P2="138,202" M2="2" /><JD c="ffffff,2" M1="2" P1="137,201" P2="145,215" M2="2" /><JD c="ffffff,2" M1="2" P1="145,215" P2="139,227" M2="2" /><JD c="ffffff,2" M1="2" P1="139,227" P2="125,228" M2="2" /><JD c="ffffff,2" M1="2" P1="190,223" P2="210,225" M2="2" /><JD c="ffffff,2" M1="2" P1="226,238" P2="232,215" M2="2" /><JD c="ffffff,2" M1="2" P1="232,215" P2="235,228" M2="2" /><JD c="ffffff,2" M1="2" P1="235,228" P2="243,219" M2="2" /><JD c="ffffff,2" M1="2" P1="243,219" P2="245,244" M2="2" /><JD c="ffffff,2" M1="2" P1="267,237" P2="260,228" M2="2" /><JD c="ffffff,2" M1="2" P1="260,228" P2="252,238" M2="2" /><JD c="ffffff,2" M1="2" P1="252,239" P2="260,247" M2="2" /><JD c="ffffff,2" M1="2" P1="260,247" P2="267,237" M2="2" /><JD c="ffffff,2" M1="2" P1="268,238" P2="271,248" M2="2" /><JD c="ffffff,2" M1="2" P1="278,248" P2="293,245" M2="2" /><JD c="ffffff,2" M1="2" P1="293,245" P2="286,237" M2="2" /><JD c="ffffff,2" M1="2" P1="285,238" P2="277,235" M2="2" /><JD c="ffffff,2" M1="2" P1="277,235" P2="276,226" M2="2" /><JD c="ffffff,2" M1="2" P1="276,226" P2="290,225" M2="2" /><JD c="ffffff,2" M1="2" P1="307,248" P2="314,243" M2="2" /><JD c="ffffff,2" M1="2" P1="314,242" P2="311,234" M2="2" /><JD c="ffffff,2" M1="2" P1="311,234" P2="303,234" M2="2" /><JD c="ffffff,2" M1="2" P1="303,234" P2="305,225" M2="2" /><JD c="ffffff,2" M1="2" P1="305,225" P2="322,224" M2="2" /><JD c="ffffff,2" M1="2" P1="558,137" P2="525,130" M2="2" /><JD c="ffffff,2" M1="2" P1="525,130" P2="539,121" M2="2" /><JD c="ffffff,2" M1="2" P1="526,128" P2="532,143" M2="2" /><L /><JP AXIS="0,1" M1="3" M2="2" c="M1-is-the-negative-mass-ground-and-M2-is-the-ice-blocks" /></L></Z></C>


<C><P /><Z><S><S L="279" X="84" H="210" Y="420" T="0" P="0,0,0.3,0.2,0,0,0,0" /><S L="664" X="533" H="238" Y="462" T="2" P="0,0,0,1,2,0,0,0" /><S L="50" X="500" H="50" Y="100" T="1" P="1,999999999999999,0,0,45,1,0,0" /><S P="1,-9876,0.3,0.2,0,1,0,0" L="50"
X="200" c="4" Y="100" T="12" H="50" /></S><D><DS Y="290" X="182" /></D><O /><L><JP AXIS="0,1" M1="3" M2="2" /></L></Z></C>

here's a super easy fix to this, yw Mapcrew, https://atelier801.com/new-dialog?ad=Mousechris if you still can't figure out my ancient text
Mousechris
« Censeur »
1611399900000
    • Mousechris#0000
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#2820
  1
@1328149

due to the double spawn on this map, pretty much all mice on the right are at a massive disadvantage, since the mice on the left already get easy access to the cheese, when the shamans then put a portal on both sides, the left mice are the only ones really able to get first, the shams have to go out of their way to make things fair for the mice on the right.

Without the double mice spawn really all it is, is a massively easy P8 map, or a P4 map that is way too hard. So i'm not sure how to fix this, but I'm not a fan.
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