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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+
Mousechris
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#2841
  0
@6827968 - P9

Why is this map P9, let alone P3+? It's basically a free cheese map, let alone an art map.

Like, the room literally just ran right, then ran left......

@3566536 - P5

the map has almost nothing to do with valentines day outside some heart decorations, putting that aside though, the entire room got stock on the circle in the upper left part of the map, resulting in the shaman being forced to use the demolition skill in order to fix the map.

Edit Katow: @6827968 is fine and as for @3566536 it's meh maybe we'll remove it next year.

Dernière modification le 1615813920000
Armani
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#2842
  0
@7261219 p3? wtf wtih mapcrew

Edit Mapcrew: I agree this map isn't too great of a P3 but it's not a major issue. I might put this up for P13 later.

Dernière modification le 1616577000000
Refused
1614100260000
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#2843
[Modéré par Ork]
Mousechris
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#2844
  0
@5738974 - P4

this map is realllyyyyyy uneasy on the eyes, it's not an art map, it's a P4, there's really no reason for the bizarrely pointless use of the background. And I wasn't the only one in the room who didn't like this aspect.

[15:02] [Coatens#3692] the slightly darker background disturbs me

The map itself is fine, but it really shouldn't have a background like this, I doubt it serves a purpose and if it really does I doubt there isnt a better way to do the same thing, whatever that purpose may be.

Edit Katow: The background has been removed

Dernière modification le 1615814100000
Zetdey
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#2845
  0
@504951 - P17
In this map the first two pillars aren't equally tall, in one of them you need to jump twice and in the other one you can get to its top by just jumping once.
@396347 - P17
Symmetrical map which is not even symmetrical

[Chibi] @504951 has been fixed. @396347 will be kept as is because the asymmetry is visible and players can choose their preferred path.

Dernière modification le 1618108440000
Froggy
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#2846
  0
@3705931 - P17
The wind on this map is making it very irritable to corner jump which often leads to bad execution in this map-making it not very enjoyable at all.
Superyacine
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#2847
  0
@3478040 - This part of the map feels very very random. In many rooms I see mice get stuck on this part and often are unable to find the correct way to consistently overcome this obstacle and end up leaving the room in search for a more doable map
https://i.imgur.com/XG6ZYGN.png

Edit Mapcrew: It will be put up for deperming.

Dernière modification le 1616577120000
Budweiser
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#2848
  7
hi, i want to talk about some maps that are not suitable for p10 rotation and therefore i think need to be remove or some arrangement. i hope you take my thoughts seriously. most of the maps i have chosen are quite old, so they don't meet the standards of p10 today.


@491819 - there are quite a few grounds on the map where mice can move, so the map is unfair and offers quite an advantage for the shaman. if the mouse is not a very good player or the shaman is not a very bad player, the mouse is very unlikely to survive.

@1277941 - first of all, the use of boxes on the map is too much, shaman has the opportunity to kill all the mice on the map with a single box.
so the map is unfair for the mouse. i think it will be more suitable for rotation this way: https://prnt.sc/10e39ud

@490248 - likewise, the direction of movement is uniform and this prevents the mouse from surviving, it's not right to be in rotation.

@306360 - even though the map is generic but i like this but i think there is a little problem. https://prnt.sc/10e3h0f , it's quite possible to camp in the part i show in the screenshot. besides, the mouse can easily reach to up with a small mistake made by the shaman by camping here, so i think that the ice there should be removed or something different should be added instead.

@304198 - the game below is pretty cool, the shaman tries to shoot and the mice that play well are rewarded and get the chance to go up.
but there are some issues above the map, https://prnt.sc/10e3kye , camping in the places shown in the screenshot is quite simple, and as long as the shaman tries to shoot the mouse from the opposite side, it is almost impossible to kill the mice.

@397066 - the map is good overall but the upper left part is too high for the mouse to reach, and it's so annoying. likewise, the spawn point of the shaman remains quite high to shoot the mice. https://prnt.sc/10e3pbs , i think it should be brought to the level of the ss.

@6743889 - i think there are 2 problems on the map, the first is that it is inevitably quite difficult to kill the mouse. the number of floors is so many and their width is also quite large. the second problem, with the map is that the shaman has no access to the bottom part of his spawn. https://prnt.sc/10e3u21 , as shown in the screenshot, the map forces the shaman to descend one level lower in order to reach the bottom part.

@290546 - the number of grounds that can be move on the map is so limited, this is an advantage for the shaman. mices can slip out of the ice and reach the middle area, but since this is a long distance from sham's spawn and right above it, it is difficult for the shaman to aim at the mice.

@305753 - since the number of grounds available on the map is few, it is quite easy for the shaman to kill mice.

@307930 - the mices are harder than killing the mouse that has the chance to go up at the smallest mistake the shaman makes. also, it is hard to kill the mouse going up so it should be hard to get out. so i think these floors need to be removed, https://prnt.sc/10e40ii . also cheese makes the game annoying.

@7214244 - i'm of the opinion that this map has no suitability for rotation. even if the mouse and the shaman's spawn point are fairly close, it is quite easy for the shaman to clear all the mices because the numbers of floors to move is only 2 and they are also very small. the map gives no chance to the mouse.

@290865 - the things i said for @7214244 apply here too.

@7083982 - it does not contribute anything to the game, except that the square floor in the middle is primarily a spawnpoint. it's pretty easy for the shaman to drop mice out of there, and it's hard to get back out after fall. since the number of floors is also low, it is quite possible for the shaman to win the game, so it's an unfair map.

@305748 - there is only one spawn point on the map. as long as the shaman is attentive, it is impossible to go up or to the opposite side. it is therefore an advantageous map for the shaman. if the area where mice can spawn is doubled, it can be discussed again, but as it is, it is not suitable for rotation.


thanks for reading.

Dernière modification le 1615441740000
Trexexjc
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#2849
  1
P11 - Ruhsuz#3905 - @6994732: This map presents an issue when you use throwables, as you can get to the top right of the map with the use of a ball you can get up, as a consequence, vampires won't be able to get you (You need a bit of teamwork to do it, but I still see it in survivor). Here's what I mean: https://imgur.com/z3L5Q8c To solve this I would just add an invisible roof, and that should fix it.

P11 - Qadori - @7248426: This map presents an issue where if you use throwables in the spawn position, you can cage yourself, therefore vampires can’t get you. Changing the grounds to not be collidable with grounds should fix the issue. This is what I mean: https://imgur.com/7Llb1Ji

P11 - Trexexjc - @728316: Same issue as Qadori’s map. You can use throwables to lock yourself in. Once again, changing the ground to be non collidable with grounds should fix the issue. Here’s what I mean: https://imgur.com/cHfzlau

Dernière modification le 1615339800000
Jota
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#2850
  0
basically are the same map
@3139414
@3465593

same thing
@1292025
@5166251


offscreen gameplay
@242708

Edit Katow: @3139414/@3465593 and @1292025/@5166251 have been put in discussion. @242708 is fine.

Dernière modification le 1615807260000
Eremia
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#2851
  0
@1661909 - P10
Shamans can stack cannons on any platform and hit the corresponding lava to cause random mass death. The walls act like safety nets and the presence of 6 platforms makes it difficult and annoying to kill the mice.

Dernière modification le 1615576320000
Alira
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#2852
  0
@7812024 - P4 - with a laggy or AFK sync (usually the shaman), the mice lag through the initial ground and die
Mousechris
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#2853
  0
@1740898 - P4 why is this defilante

Edit Katow: idk but we'll leave it as it is for the moment.

Dernière modification le 1615827720000
Mousechris
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#2854
  0
@654921 - P5

This is actually one of my favorite maps since I got back to the game, but it has a glaring flaw that I just don't really understand why it was never fixed

If you look, you'll notice the first two space ships have arrows on them to indicate how you enter the space ships, but the last one just has some very quick shaman object added to show anything. I always end up going to the top thinking I can go through it due to the purple space ship, and many others do too.

What you could do is remove the shaman items, and replace them with something like this.

<JD P1="695,195"P2="700,190"c="aef8da,3,1,1"/><JD P1="705,195"P2="700,190"c="aef8da,3,1,1"/><JD P1="718,196"P2="720,194"c="aef8da,2,1,1"/><JD P1="720,194"P2="722,196"c="aef8da,2,1,1"/><JD P1="682,196"P2="680,194"c="aef8da,2,1,1"/><JD P1="678,196"P2="680,194"c="aef8da,2,1,1"/>

(add this to the back of the XML behind the </L> tag and remove the shaman objects from the XML)

This will add only 208 bytes to the map XMK so there'd be no real change in lag. This change would keep the art consistent, make the indicator not something that disappears after one second, and it shouldn't do anything to interfere with the map. I think this could reduce the amount of players running into the last space ship in the wrong direction.

Dernière modification le 1615956480000
Reshman
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#2855
  5
Jasseh a dit :
@7204093 - When you spawn cannons between the wood and ice, there is a high chance the map bugs and puts everyone and everything in the corner of the map. An easily solution could be to remove the ice's collision with grounds.

Editted.
M23 a dit :
@280120 [P10] - the roof is lower than the edge grounds, causing the cannons to bounce and the mouse to go up and escape easily, it should be upper

Editted.
Refused a dit :
[P4] - @188816 - Sometimes a mouse can get through this hole and have advantages without effort.
https://media.discordapp.net/attachments/746588670844207293/808838843197292574/unknown.png

It's far better and less frustrating of an experience for the shaman and the mice if the gap was easier to get through at the expense of some mice slipping with effort than for it to be difficult to force mice through just so mice can't escape on their own. Leaving it as it is.

Eremia a dit :
@521931 - The cage is covered with fake trampolines on the sides which can be abused.
https://imgur.com/Kb59EtC.png

It looks like only the inside side ice walls of the cage have high restitution, however how can these be abused? It'd take considerable effort to come up with some sort of contraption to abuse them which I can't imagine ever happening in an actual survivor room. They also have the benefit of allowing the shaman to more easily get across the cage so simply editing it to proper ice grounds will have a negative experience for the shaman. Leaving it as it is.

M23 a dit :
@521931 - [P10] - I also want to report this map. It has two floors long enough to complete the entire map making it difficult to push mice down. Also, the rats camp easily on the edges of what I can't even call a shaman cage, and if the shaman wants to drop them, s/he has to use spirit or go to the edge of the cage (usually the mouse climbs up again until this happens). Also, as eremia mentioned, in addition to there is fake trampolines, you can't stop when you move because the inside of the cage is completely made of ice. I also witnessed in a room where this map was working, a mouse camped on the edge of the "shaman cage" and spammed balls into it making it impossible for the shaman to move. Also, since the floor below is taller than the one above, those who fall down go up again and again, it is almost impossible to kill them. Some of the maps previoqusly reported have been 'depermed'. If this map is not going to be depermed, I think it definitely needs editing. (sth like add ice to edges)

Gameplay of the map is fine, the only thing mentioned that is concerning is how consumables can be abused to block the cage, however there isn't an easy way of preventing it without making drastic changes to the gameplay of the map and since it seems quite rare for mice to attempt to fill the cage with consumables I don't think it's worth ruining or getting rid of the map for it. If the consumable abuse is something that proves to happen far too often then the map may be editted/discussed in the future but for the time being I'm leaving it as it is.

+Guai a dit :
@491819 - there are quite a few grounds on the map where mice can move, so the map is unfair and offers quite an advantage for the shaman. if the mouse is not a very good player or the shaman is not a very bad player, the mouse is very unlikely to survive.

Yes the map is slightly harder than most maps for the mice however I don't think it's too problematic. Leaving it as it is.

+Guai a dit :
@1277941 - first of all, the use of boxes on the map is too much, shaman has the opportunity to kill all the mice on the map with a single box.
so the map is unfair for the mouse. i think it will be more suitable for rotation this way: https://prnt.sc/10e39ud

It's quite an exaggeration to say a single box kills all the mice, in reality it typically takes a couple of repeated, precise and quick attempts to manage to clear the majority of the room. Using boxes is not a bad thing, and having one or two maps out of hundreds that encourages the shaman to use boxes is perfectly fine. Leaving it as it is.

+Guai a dit :
@490248 - likewise, the direction of movement is uniform and this prevents the mouse from surviving, it's not right to be in rotation.

Very rarely does the shaman manage to kill everyone quickly, and against the average shaman some of the mice do manage to get up to the shaman. Leaving it as it is.

+Guai a dit :
@306360 - even though the map is generic but i like this but i think there is a little problem. https://prnt.sc/10e3h0f , it's quite possible to camp in the part i show in the screenshot. besides, the mouse can easily reach to up with a small mistake made by the shaman by camping here, so i think that the ice there should be removed or something different should be added instead.

The ice area is the key difference between this map and many others that are similar in appearance. Without it mice will stop camping the area, and spread out just like in the other similar looking maps. Camping the ice comes with a huge risk, a slight knock by a cannon/spirit/object and you can easily die. Leaving it as it is.

+Guai a dit :
@304198 - the game below is pretty cool, the shaman tries to shoot and the mice that play well are rewarded and get the chance to go up.
but there are some issues above the map, https://prnt.sc/10e3kye , camping in the places shown in the screenshot is quite simple, and as long as the shaman tries to shoot the mouse from the opposite side, it is almost impossible to kill the mice.

This isn't new and it is well known. It's an easier map for the mice compared to the average. It is only because of the fact that it's nearly impossible to get rid of mice if they manage to make it up that shamans are very careful about how they cannon the mice below. If it were easy to get rid of the mice if they manage to make it up then shamans won't have a reason to not just spam left cannons as fast as they can without hesitation like they usually do on most maps. Leaving it as it is.

+Guai a dit :
@397066 - the map is good overall but the upper left part is too high for the mouse to reach, and it's so annoying. likewise, the spawn point of the shaman remains quite high to shoot the mice. https://prnt.sc/10e3pbs , i think it should be brought to the level of the ss.

It isn't expected for mice to reach the top left ground and I've never seen mice manage to reach there without shaman intentionally helping them. I pretty much consider it as a decoration for the aesthetic of the map. Even if there was a slim chance mice can reach it through luck and skill at that point they've earned it and justifies it being difficult for the shaman to target. Bringing the grounds closer as suggested in the screenshot changes everything. Now mice realistically can get up to the top left ground and now the map must also be balanced so that the shaman can target them. With all those adjustments the unique aspect of the map- the unusually sharp downward angle the shaman attacks in the original map, is lost. The map has little to nothing unique about it anymore. Leaving as it is.

+Guai a dit :
@6743889 - i think there are 2 problems on the map, the first is that it is inevitably quite difficult to kill the mouse. the number of floors is so many and their width is also quite large. the second problem, with the map is that the shaman has no access to the bottom part of his spawn. https://prnt.sc/10e3u21 , as shown in the screenshot, the map forces the shaman to descend one level lower in order to reach the bottom part.

The shaman not having access to the bottom part of the map isn't a problem of it's own, its perfectly fine to have a part of the map inaccessible from spawn if it's fairly easy to relocate to a position where the shaman can then attack them. As you've already described it, the concept of this map is to clear out the mice in the middle level then descend down to the middle level and then clear out the mice at the bottom level. The only issue with this map is that it is a bit time-consuming and difficult to do all this within 90s however I don't think the difficulty is too concerning. Leaving as it is.

+Guai a dit :
@290546 - the number of grounds that can be move on the map is so limited, this is an advantage for the shaman. mices can slip out of the ice and reach the middle area, but since this is a long distance from sham's spawn and right above it, it is difficult for the shaman to aim at the mice.

The two things mentioned counteract each other and somewhat balance the map, hence how it's survived in rotation for all these years. It's a map that's fairly unique and plays reasonably well. Though I admit it isn't my favourite, I do think it has it's place in rotation. Leaving it as it is.
+Guai a dit :
@305753 - since the number of grounds available on the map is few, it is quite easy for the shaman to kill mice.

This map is one of the more balanced maps in rotation in my opinion. Low number of grounds doesn't automatically mean it favours the shaman. It's perfectly fine. Leaving as it is.

+Guai a dit :
@307930 - the mices are harder than killing the mouse that has the chance to go up at the smallest mistake the shaman makes. also, it is hard to kill the mouse going up so it should be hard to get out. so i think these floors need to be removed, https://prnt.sc/10e40ii . also cheese makes the game annoying.

Similarly to @304198, the map is one in which the shaman has to be careful how they spawn cannons. The cheese and the numerous gaps between short grounds are a crucial part of the map that make it more difficult for the mice to survive. Leaving it as it is.

+Guai a dit :
@7214244 - i'm of the opinion that this map has no suitability for rotation. even if the mouse and the shaman's spawn point are fairly close, it is quite easy for the shaman to clear all the mices because the numbers of floors to move is only 2 and they are also very small. the map gives no chance to the mouse.

The issue mentioned is known. It's considered worth keeping due to it's simplicity, and also it isn't as bad as it's made out to be because of how easily mice can reach up and then hug the shaman to make it harder for the shaman. Leaving it as it is.

+Guai a dit :
@290865 - the things i said for @7214244 apply here too.

Similar concept to the other map. Essentially same thing again, it's known but we've kept it because it's simple and a mistake by the shaman results in it becoming alot easier due to hugging. Normally when maps have such similar concepts I'd be in favour of removing one, but considering these maps have been around for a long while, don't immediately remind me of the other, and the fairly generic nature of survivor maps as a whole, I don't think it's a problem to keep them both around. Leaving as it is.


+Guai a dit :
@7083982 - it does not contribute anything to the game, except that the square floor in the middle is primarily a spawnpoint. it's pretty easy for the shaman to drop mice out of there, and it's hard to get back out after fall. since the number of floors is also low, it is quite possible for the shaman to win the game, so it's an unfair map.

It uses ramp to offset the things mentioned- and ramps are typically something poorly used in maps as they can easily be problematic for the shaman to deal with mice that camp them however in this map they are not. On the whole it's fine. Leaving it as it is.

+Guai a dit :
@305748 - there is only one spawn point on the map. as long as the shaman is attentive, it is impossible to go up or to the opposite side. it is therefore an advantageous map for the shaman. if the area where mice can spawn is doubled, it can be discussed again, but as it is, it is not suitable for rotation.

Funnily enough this was a suggestion I myself had discussed with the others as a votecrew back in late 2015 after seeing how symmetrical it looks and how rarely mice get to the right side of the map. It's a seemingly logical suggestion however as was decided at the time and I've since come to realize, such an edit would negatively impact the balance of the map as the shaman would have too much trouble trying to prevent mice from climbing the middle ground on both sides. The shaman currently already is put in a position where they have to constantly spam down cannons just to keep the mice from climbing the middle ground from one side, and when they do this they cannot spare any attention to the mice that are just patiently waiting at spawn.


Trexexjc a dit :
P11 - Ruhsuz#3905 - @6994732: This map presents an issue when you use throwables, as you can get to the top right of the map with the use of a ball you can get up, as a consequence, vampires won't be able to get you (You need a bit of teamwork to do it, but I still see it in survivor). Here's what I mean: https://imgur.com/z3L5Q8c To solve this I would just add an invisible roof, and that should fix it.

Unfortunately the map already uses 50 grounds and there isn't a ground that can be taken away from the map without looking a bit off. This is the first time I've seen or heard this complaint about the map however if it happens fairly frequently we'll see if we can do something about it at the expense of the appearance if necessary. Leaving it as it is.

Trexexjc a dit :
P11 - Qadori - @7248426: This map presents an issue where if you use throwables in the spawn position, you can cage yourself, therefore vampires can’t get you. Changing the grounds to not be collidable with grounds should fix the issue. This is what I mean: https://imgur.com/7Llb1Ji

Editted.

Trexexjc a dit :
P11 - Trexexjc - @728316: Same issue as Qadori’s map. You can use throwables to lock yourself in. Once again, changing the ground to be non collidable with grounds should fix the issue. Here’s what I mean: https://imgur.com/cHfzlau

Editted.

This isn't the place to really discuss this so I'll try to keep it short since it's relevant.
Lately I've noticed many people seem to think that old P10 maps don't meet our "current standards" but this is simply false. Maps that look like our old P10 maps won't be accepted now not because they aren't meeting our standards, but because they already exist in rotation. Also some features which generally aren't enjoyable or difficult to balance that are used in maps and which are abundant in our older maps are features we really do not want more than a very few maps in rotation to have. That doesn't mean we should remove every map that has those features, because without them the rotation will only be even more generic. This isn't to say that old survivor maps won't be depermed every now and then, but certainly not as often or as many as most people seem to believe- it's only the old survivor maps that have stood the test of time and survived many generations of survivor mapcrews.

Dernière modification le 1615995660000
Mousechris
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#2856
  0
@3495655 - P7

you can get softlocked here

https://i.imgur.com/CRsLi9o.png

simply move the roof up or down a couple 5-10 pixels and this should fix the issue

Edit Katow: Edited thanks

Dernière modification le 1616271240000
Superyacine
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#2857
  0
@159903 - Only a singular ground. Practically impossible to do on divine with no place to support planks.
Alarobzein
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#2858
  0
@7775000 - P3 - there's a little issue with the red grounds beside ice and dirt, like the ground is not even touchable but it has the lava color in minimalist mode

Edit Mapcrew: This issue is being discussed.

Dernière modification le 1616577240000
Mousechris
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#2859
  0
@6530982 - P7

So tig has a recent bug that makes it so that throwing a consumable will screw around with any prespawned shaman objects. I've made a semi-fix for the map here @7842185 but it still doesn't really "fix" the map, it just provides ammo. Basically it'll prevent the bug from happening for 12 uses of consumables since I've added 12 boxes above the map and made the soccer ball have the highest Z Value, but until tig fixes the bug himself, there's really not much that can be done other than just adding more boxes resulting in more lag, I personally think 12 should be fine but yeah technically is someone throws 13 consumables seeing they are disappearing wasting their consumables, itll still bug the map but, I just don't think anyone would do that, I wouldn't and I troll room 1 all the time so, yeah.

Mousechris a dit :
@654921 - P5

This is actually one of my favorite maps since I got back to the game, but it has a glaring flaw that I just don't really understand why it was never fixed

If you look, you'll notice the first two space ships have arrows on them to indicate how you enter the space ships, but the last one just has some very quick shaman object added to show anything. I always end up going to the top thinking I can go through it due to the purple space ship, and many others do too.

What you could do is remove the shaman items, and replace them with something like this.

<JD P1="695,195"P2="700,190"c="aef8da,3,1,1"/><JD P1="705,195"P2="700,190"c="aef8da,3,1,1"/><JD P1="718,196"P2="720,194"c="aef8da,2,1,1"/><JD P1="720,194"P2="722,196"c="aef8da,2,1,1"/><JD P1="682,196"P2="680,194"c="aef8da,2,1,1"/><JD P1="678,196"P2="680,194"c="aef8da,2,1,1"/>

(add this to the back of the XML behind the </L> tag and remove the shaman objects from the XML)

This will add only 208 bytes to the map XMK so there'd be no real change in lag. This change would keep the art consistent, make the indicator not something that disappears after one second, and it shouldn't do anything to interfere with the map. I think this could reduce the amount of players running into the last space ship in the wrong direction.

also this didn't get addressed

Dernière modification le 1616491560000
Matzi
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