![]() Rotação Oficial - P6 - Mecanismoالدوران الرسمي - P6 - الآليات والميكانيكيا 公式カテゴリー - P6 - メカニズム Official Rotation - P6 - MechanismRotazione Ufficiale - P6 - MeccanicoRotation Officielle - P6 - MécanismeOficjalna Rotacja - P6 - MechanicznePálya Körforgás - P6 - MechanikusRotația Oficială - P6 - MecanismRotación Oficial - P6 - MecanismoResmi Rotasyon - P6 - MekanizmaOfficiële Rotatie - P6 - Mechaniek |
![]() « Consul » 1737058080000
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Left as is: @7961981 - Rioxmaps#3702 - We already have a few maps with this same concept in rotation, which means it is not groundbreaking. In addition, the way the chocolate ground moves up and down + the ice ground moves back and forth are way too fast and make the map very frustrating for the players to complete. On the other hand, if you make them move slowly, it'd make the map dull. Besides that, the mechanism might have some inconsistency in a full room (25+) of players because of their mass when they are supposed to go through the ice, they might be thrown away. As a final point, many players will die easily, predominantly, the new players as they don't have much expertise yet, which is not good for the shamans who are going to lose their saves. @7962029 - Rioxmaps#3702 - The mechanism makes the map have a waiting gameplay and that's not either interesting or fun to play on, to be honest, it's quite the opposite. Moreover, the chocolate grounds move way too fast and the players don't have much chance to escape from their spawn cages and go to the other platform when they can, if they are dragged a bit by the chocolate ground it is enough to lose their chance to escape the cage, which means they'll have to wait again to try to escape their cage, becoming more frustrating. Also, the shaman doesn't have to do much, but conjure a box, or two anvils, a balloon, or even the spirit to complete the map and the players can do the rest by themselves in a few seconds, that means the map doesn't have much of gameplay. @7902384 - Pycur2#0000 - This map does not fit the mechanism rotation and the collision makes it mass deathly because of the unsafe spawn. P1'ed: None Will be discussed: @7954459 - Bautipro#5357 - This map is, overall, repetitive and might lose its replay value over time. However, it is well executed and plays fine as it provides some challenges for both the shamans and the players. Ignored: None |
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[Modéré par Mapcrew, raison : You can see the reports threads pinned in this section to report maps.] |
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@5100924 |
![]() « Consul » 1742503620000
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@7966337 |
![]() ![]() « Citoyen » 1743365580000
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Left as is: @5100924 - Urook#1131 - I enjoy mechanimal maps like this one. I can remember of at least 3 very old maps that use this same concept. However, it wasn't well executed here. The main reason for it is that the map layout provides an unsafe gameplay, in general, because the players can either fall or get pushed away by the moving grounds - and die in both circumstances. In addition to this, the shaman gets their hands tied as it is very hard, near to impossible, to make the circle hard to stop in order to make a proper build on this map. P1'ed: @7966337 - Erickindio#0000 - This map is funny and plays as a mechanism itself! But it hasn't high perm material, so, P1 will do! Will be discussed: None Ignored: None |
![]() ![]() « Citoyen » 1745440740000
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@7967366 |
![]() ![]() « Citoyen » 1746550680000
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@1028002 @1275131 @1716511 @1982621 |
![]() ![]() « Citoyen » 1746765780000
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@7968020 |
![]() ![]() « Citoyen » 1746997560000
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Left as is: @7967366 - Matheus#8294 - This type of mechanism and gameplay had its time and in this case, it wasn't well executed because it lacks proper shaman items to help players - in a full room of players, balloons will blow and the small plank would be a pain to build something, especially for the divine shamans. Also, when you are spawning the shaman objects available on this map, they might get attached to the dynamic rectangle ground and kill the players when they start to move. @1028002 - Neverknight#0000 - I've seen you are submitting very old maps for the reviews for some categories lately and the comment I made previously on another category (P4/P5) worths here: it is fine to do it, but turns out, most of the maps made back in time aren't on the standards we're looking for today for the high perm rotation, in general. This map has a nonsense gameplay - it feels like you added grounds randomly by the map - and fakegrounds. @1716511 - Neverknight#0000 - Same as above, except for the last phrase/period. @1275131 - Neverknight#0000 - This map doesn't fit the Mechanism (P6) rotation and it also leads to mass death. @1982621 - Neverknight#0000 - Mass death is not tolerated. P1'ed: None Will be discussed: @7968020 - +Hotboy#0000 - Great map! Will be discussed. Ignored: None |
![]() ![]() « Citoyen » 1747072800000
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@7968157 |
![]() ![]() « Censeur » 1747550460000
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@7943768 @7949746 @7957575 Dernière modification le 1747970640000 |
![]() ![]() « Citoyen » 1748381640000
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Left as is: @7968157 - Kittenmaid#8595 - The map has a nice idea, but the claw is way too unstable and it can be pushed away easily when a single mouse touches it: imagine the mess in a full room, it'd be very frustrating for the players and the shaman would start building on it very fast to help the players and the machanism would be, consequently, ignored. @7957575 - Bautipro#5357 - Please, do not submit maps that were previously submitted and discussed without edits. P1'ed: @7949746 - Bautipro#5357 - This map is nice and works fine. But it is also repetitive and boring, as it has some waiting gameplay that is also luck-based. The feedback on the rooms isn't good either. P1 is more than enough Will be discussed: @7943768 - Bautipro#5357 - Simple and fun! I'd remove the circle ground collision with mice, tho. Ignored: None Dernière modification le 1748382000000 |