#Spiritual Map submissions (ex room shaman) |
![]() ![]() « Citoyen » 1445155740000
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GOOD LUCK DUKE c: |
![]() ![]() « Citoyen » 1445281980000
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Some maps :) |
![]() ![]() « Citoyen » 1445282940000
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Poland translate? |
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Hello, here are two cage maps: @5340135 @5340145 |
![]() ![]() « Citoyen » 1445638500000
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Duke, check spoiler for important. You would need helpful about this. When you checkpoint then check all map and write on reject, accept, and ignore Example this: Left as is for reject map reason? (Align grounds, spawnkill, offscreen cheese/hole, and etc) Name - @###### Name - @###### Name - @###### On review map for accept map also no need comment Different low 1-5 Link -> review map form 1 (20 maps) form 2 (20 maps) form 3 (12 maps) Different high 6-10 form 4 (20 maps) form 5 (20 maps) form 6 (6 maps) (You must not use with diff 1-5 and 6-10 for form) Ignore for wrong person and copy their map Pikachu1990 1, 2, and last (3) or last warning before blacklist (like example, but only 1 per checkpoint get warning) @###### reason: Copy their map @###### reason: Wrong person @###### reason: Wrong person also if another checkpoint then second warning or blacklist (for week or checkpoint be end expired) example: Pikachu1990 - Blacklist (date 10/30/15 or checkpoint will be expired) but if post just ignore unlit end of expired. I hope you will enjoy helpful :P |
![]() ![]() « Censeur » 1445664180000
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@1691442 @2447426 @4831639 @6312294 @6312323 @6312362 @6312406 @6314073 @6314165 (Fixed from Jessimessi @398014 Old shaman got fixed be the way mices cages into 0,0 are no longer.) Edit add @6314420 (Fixed from Guies @626181) @6314478 (Fixed from Pregapbanido @519242 remove from defilante 1+ point and fixed wood (0,0) friction "." into "0" because I hate when I have keep 0,0 everytimes -_- btw I'm on minimalist mode what I did found it...) @6314663 (Fixed from Bigynooby @241344) Edit I Add @6316280 (Fixed from Hekie @236798 I cannot fixed solve, but meh) Edit II add @6316624 Dernière modification le 1446105480000 |
![]() ![]() « Consul » 1445664420000
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Wow! Nice :) |
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@5527122 @5555090 @5561836 |
![]() ![]() « Censeur » 1445894520000
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@1505849 - Portal map. |
![]() ![]() « Citoyen » 1445919420000
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map makers should consider that the audience(mice) than the shaman(one player) when setting map :] if audience(mice,not sham) can't enjoy watching it will given rise to depopulation again. i think so it important. least in JP shamans. good luck :) Dernière modification le 1445920260000 |
![]() ![]() « Citoyen » 1446130620000
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Just so everyone is clear, we are no longer exporting broken maps under anyone's name except for the official spiritual account Spiritualfix. If you want to fix a map, you may give us the XML instead. All broken maps will eventually be "owned" by Spiritualfix, as it will symbolize the actual shaman minigame instead of individual players. This will prevent newer shamans from thinking that players who re-exported broken maps actually own those maps, when in fact, they don't (Inthebin is an extreme example). So just to clarify, give any broken map's XML to any team member, and we will export the fixed version of the map on Spiritualfix using that XML you gave us, assuming the map can't be anymore fixed than what you gave. |
![]() « Citoyen » 1446396780000
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Sorry for this empty post ! Dernière modification le 1446397020000 |
![]() ![]() « Citoyen » 1446397020000
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High Difficulty Maps (6-10): Accepted: Arnees: @6148223 - Difficulty 8 - This map is fun to play on and it has so many building possibilities. The design looks great as well. Arnees: @6169445 - Difficulty 8 - There are many ways to create dynamic solutions on this map, and the abundance of space helps a lot too. Arnees: @6171498 - Difficulty 9 - Along with being very challenging, this map has so many ways to be solved. Arnees: @6173957 - Difficulty 8 - The concept of this map is very unique, and there are enough possibilities to be made with the water. Arnees: @6182282 - Difficulty 8 - Although this map appears a bit generic at first, the design of the map allows interesting and unique kinds of builds to be made. Plubio: @2713956 - Difficulty 8 - Even though this map feels unoriginal at first, there are still different ways to make dynamic builds on this challenging map. Dukeonkled: @6279038 - Difficulty 8 - This map has a new concept where you need to completely move the mice for them, as they are stuck on a chocolate ground. A lot of interesting solutions can be made with this design. Inthebin: @6272347 - Difficulty 9 - You can make a lot of ideas with the space available on this map. The concept is interesting, and it is very challenging for even experienced players. Arnees: @6275462 - Difficulty 8 - This map has room for many kinds of dynamic solutions. Very interesting concept, and fun to tinker with. Moreover, the design of the map fits shaman very well, too. Arnees: @6191813 - Difficulty 8 - This map has an interesting concept where there are different places to make unique types of dynamic builds. You can also use apples to assist in your building. Arnees: @6252299 - Difficulty 9 - The design of the map allows many unique kinds of dynamic builds to be built, and there is more than enough space for the shaman to think about how to go about his build. Xharmix: @5185139 - Difficulty 7 - This no b map has an interesting concept that has you focus on stabilizing your build as well as properly building to hole in order to complete the map. Different kinds of solutions can be made with this concept, and it should satisfy spiritual fairly well. Plubio: @6231001 - Difficulty 9 - This map's design works pretty well in allowing unique kinds of dynamic builds. It is very challenging and the gameplay seems to be balanced evenly throughout the map. Reidobalon: @6366411 (Re-exported) - Difficulty 8 - We don't yet have any maps in rotation that involve airborne dynamic grounds. This map will work well in making new kinds of contraptions designed to remove such a ground. The time and difficulty should be reasonable for shamming on this map, and visually the map should be good for the shaman room. Arnees: @6168632 - Difficulty 8 - This map certainly has enough building possibilities in making dynamic solutions, and the actual design of the map fits that very well as well as being visually pleasing. Rejected: Plubio: @5023915 - This map may hold some new ideas for building, but it feels too swingy and generic to support that. Besides, it doesn't feel unique or original enough to stand out in rotation. Xharmix: @5180991 - This map may have some cool ideas that can be used, but the concept with the dynamic ice ground can far too easily be manipulated, especially by just removing it. Generic building would probably be a frequent thing on this map as a result of that. Xharmix: @5193222 - Nothing too new with this map, just v swings and the like. Besides, the few new solutions that could be built on this map are severely limited by the tightness of the shaman cage and the presence of the no anchor cloud. Some map redesigning is recommended. Xharmix: @4349637 - The design of this map looks interesting, but in the end, it doesn't provide anything new or interesting for spiritual. Misterpepper: @5251201 - This map has a pretty solid concept with dynamic solutions, but it seems to be pretty limited in the amount of unique and interesting builds that one can actually make. It may be suggested to rework the map in such a way that it gives more options in building. Misterpepper: @5302764 - This map looks pretty interesting, especially with how the grounds clash together. However, there isn't exactly anything new with this concept since generic v swinging can easily be achievable with how the map is designed. Misterpepper: @5299714 - This map is challenging, but in the wrong way. Perhaps there may be enough solutions to be made, but actually making them is difficult because builds get stuck in the ground just above the shaman cage. It is also annoying that your build needs to be absolutely perfect on this map. The solution needs to have exactly the correct angle and orientation for mice to proceed, so building possibilities are very limited. Misterpepper: @5308402 - This map's design for dynamic building looks good at first, but it limits the amount of builds you can actually make. There doesn't seem to be anything too amazing or unique going on with the concept on this map anyway. Boooobs: @1395391 - This map is similar to a few maps in rotation, so the concept here is not new. Besides, the no anchor cloud feels useless. Misterpepper: @5319994 - There is a pretty interesting concept with this map, but it isn't entirely new - there is at least one map in rotation that has its concept overlapping with this one. Additionally, the space between the grounds at the left side of the map is too cramped to allow a lot of kinds of builds. Misterpepper: @5320001 - This map has an interesting design for building, but its concept isn't entirely new. At least a few maps in rotation have a very similar concept to the one on this map. It could be fun to build here, but this map isn't particularly unique enough to pass current standards. Yosidude: @1367921 - Even with wind, the concept on this map is pretty generic because it involves a lot of swing solutions. This map may be fun to build on, but its concept isn't particularly amazing or unique. Asquerit: @3592133 - Even with the added no b challenge on this map, it still involves primarily swing solutions. Nothing new here. Asquerit: @2471496 - Just a basic cage map with a swing solution concept, nothing new for spiritual. Thebabytank: @5599322 - This map is just another generic swing map, nothing new. Besides, it has no support for hard mode shamans, and the design looks ugly. Jingkoh: @5608611 - This map is not clear at all, it is inconsistent with the properties of the anticloud grounds as one would normally expect. Also, this map is mostly soloable, all it takes is a single build. Maybe the concept for the first bit of the map could be something new, but this map needs to be completely redone because it has too many things wrong with it. Apitchou: @5608316 - The design of this map looks very alike to another map in rotation. Additionally, the concept just involves generic v swinging, nothing new. Apitchou: @5609022 - The concept on this map isn't very new, it can still be solved with swings. Also, the ground for the shaman cage is fake, and it will be confusing for mice and annoying as it will make the shaman's builds slide away. Revokd: @3809236 - This map tries to have an interesting spinning box concept, but it can easily be stopped. As for the rest of the map, it is just plain building, and the design looks very similar to maps that are already in rotation. Nothing really new here. Umekan: @6299775 - The linked ground concept on this map seems interesting, but building with how it currently is doesn't really show any new results. I would suggest inversely linking the grounds instead, as that would give an entirely more challenging concept to work with. Resubmission of this map is highly encouraged. Ratsspeed: @5770740 - Nothing really new with the concept on this map here, it just involves either monorailing with the ceiling or more v swings. Also, the properties of all of the anticloud grounds aren't clear since not all of them have the same friction, and mice can walljump to hole anyway. Sohb: @5814084 - Even though one or two dynamic builds can be made on this map, the concept still lacks creativity. Also, the map is unaligned and feels unfinished. Plubio: @5984410 - This map has an interesting challenge, but it isn't entirely new since the concept is similar to a few maps in rotation. Also, the no anchor cloud is useless, and all it does is limit solutions a little bit. Tyrbigyuw: @6088632 - There isn't much you can do for the concept on this map, it seems to involve ridiculously long v swings if anything. Also, the design doesn't look very nice, but the thinness of the ice grounds could work if you were able to use them for monorail solutions. Even so, there isn't really anything new going on with this map. Roflzor: @1446088 - This map has an interesting design, but it doesn't work well enough as far as new content is concerned. It seems that this map involves mostly generic v swinging. Making a solution for the hole does seem a bit more interesting, but it can easily be cheated with motor solutions, spirits, and the like. Petrenrenpet: @6119837 - This map has an interesting design for solutions, but it doesn't have a lot of new content with building in the first place. Also, the no anchor cloud doesn't give much of a challenge at all, you can still build as if it's not there. Petrenrenpet: @6121282 - This just seems like an antigrav buildathon, and it doesn't really feel like it has new content even with the easy antigrav and wind. It could be something nice for introducing mice to the higher difficulty maps, but its negatives seem to outweigh that. Petrenrenpet: @6134815 - It is not that challenging to start your build on this map, even though the map seems to emphasize its concept on that. After that, the map just involves regular hard mode building, and there isn't anything exciting with it. Nothing unique or amazing here. Plubio: @6129249 - This map has an interesting concept, but there seems to be only at best, a couple of cool ways to build to cheese. After that, it is just a matter of moving the ice ground back and forth. Finally, it is quite annoying to make a decent build for hole because of the ground above the hole having no friction. It will make hard mode builds slide away, thus making it that much harder to complete the map. Arnees: @6143936 - The design of this map makes it interesting to make dynamic solutions, but you can still make swing solutions anyway. This map tries to have a unique concept, but it doesn't work well enough. Arnees: @6145636 - This map is too similar to a few maps in rotation, all it involves is floating balloon anvil builds. The cloud walls may spark an idea or two, but in the end there isn't anything unique or amazing going on with this map. Kurtwild: @6147369 - This map's concept is pretty solid and fun to play with. However, we already accepted a map like this recently, so we can't say this map has anything new to offer to spiritual. Reidobalon: @3804202 - The anticloud and cloud ground design on this map seems interesting for building, but there doesn't seem like you can make a lot of creative and unique solutions here. Besides, most of them involve a straight plank to cheese attached to a stable build. Leaving a gap in the build for mice to drop to hole seems interesting as far as new content goes, but it doesn't make it enough to say that this map passes standards for spiritual rotation. Arnees: @6168259 - The design of this map works for dynamic building, but this concept in general is already taken by a few maps in rotation. Nothing really new to report here. Plubio: @6187642 - The idea with disappearing grounds on this map could work in theory, but it is badly made with the design of the map. The way the map is, the only way you could solve it is by building underneath the stone ground, and you would need to jump spawn with balloons to do that most effectively. Absolutely nothing good about this map, rejected. Bigzzz: @6202210 - Although this map has a challenge with its grounds being angled in a particular fashion that not many spiritual maps have, it is still considered generic. Nothing exactly new on this map, it is too swingy. Petrenrenpet: @6203424 - The design of this map was made poorly, and the grounds aren't very clear. Two no anchor clouds aren't necessary on this map, and the concept of building on the map has nothing new to offer. Anthonyjones: @6199152 - This map doesn't have enough space to build, and the concept requires frustratingly long v swings to complete the map. Skull tokens in maps aren't allowed in spiritual anyway, they can easily be glitched through. Anthonyjones: @6210745 - This map is interesting to build on with skull tokens, but it can get quite cramped when building. Also, the layout of the tokens limit how you are allowed to orientate your builds. Skull tokens in maps aren't allowed in spiritual anyway, as they can easily be glitched through. Anthonyjones: @6211185 - Even though this map can possess interesting challenges for the shaman, it still is pointlessly difficult in stabilization. Also, It is still generic and buildathony if you look beyond the skull tokens. Skull tokens in maps aren't allowed in spiritual anyway, as they can easily be glitched through. Umilhe: @6248730 - The concept with the dynamic cloud ground on this map seems pretty interesting, but it feels so monosolution because there is only one way to build across with the cloud ground. The rest of the map can still be solved with generic v swings, too. Maenbu: @6249747 - Even though the concept seems interesting at first, it severely limits building possibilities as the two walls that you need to build through are very cramped and close together. Also, it seems like the only way to go about this is with just airship building, and even the smallest mistakes can keep you from completing the map. Anthonyjones: @2819622 - Nothing new here, just a long buildathon. Also, the grounds are confusing since they are made of anticlouds, but objects collide with them anyway. Inthebin: @6260978 - This map has an interesting concept with removing the ice ground that blocks the exit for mice, but it isn't clear about how it is meant to be taken out. Additionally, the ice ground that is directly underneath the dynamic ground has restitution, and the shaman won't even know that he doesn't have to build that small section of the map. Finally, this map is similar to at least one other map in rotation. Nothing too new or exciting here. Inthebin: @6191100 - This map has a very interesting concept with a pit full of apples, but it is hard to use the apples to actually make a stable build, and a lot of solutions can end up blocking the cheese completely. Although this map has great new content, it could be improved. Jerjery: @6256232 - Nothing new on this map, just generic swings. Though, it does seem to try and appear as unique, so perhaps this map could be improved through redesigning. Plubio: @6248664 - Originally this map just involved a buildathon with the only real challenge being on build stability, so it had nothing new. However, this map has been updated and the concept is entirely different. Since the map has been rejected before this map's new change, it will remain that way. Of course though, resubmitting this map is highly encouraged. Plubio: @6223420 - This is just a strong wind map that seems like a buildathon. There isn't many ways in building though, so this is kind of a monosolution. The concept seems fairly interesting, but the current design of the map won't work very well with it. It is encouraged to rework and resubmit this map. Bambamsbaby: @6288547 - This map has an interesting concept that revolves around the gaps in the cage, some interesting ideas could be made from that. However, the map feels empty in the center and that gives the impression that it is meant for swing solutions. I would suggest redesigning the map so that it further reinforces the intended concept, thus keeping it from looking generic, so feel free to resubmit it. On another note, the map could be better aligned, so that's another thing to work on. Arnees: @6214970 - There seems to be room for lots of interesting builds, but they are pretty difficult to pull off. The concept seems solid, but it feels like generic solutions (most notably sliding builds and airships) would work better than some unknown dynamic build that could be made. Due to the difficulty of the map, it's not clear what the building possibilities could be, but it is known that it is very much possible to use cheating solutions, such as motors. This map still has a lot of potential, so it is suggested that this map is redesigned and resubmitted. Arnees: @6230341 - This map has room for interesting solutions to be built, but it seems like generic and swingy builds would have the upper hand here. The apple may serve a purpose, but it isn't necessary, and it seems that it is easier to just build without it. As far as new content goes, this map doesn't seem to have anything unique enough for spiritual, but redesigning and resubmitting the map is definitely encouraged. Plubio: @6283320 - This map tries to have a unique concept on build stability, but it can still be easily bypassed. The rest of the map just feels like it could be solved with generic v swings. Nothing exactly unique or amazing going on with this map. Arnees: @6221392 - There seems to be an interesting concept here with the ground design, it should be able to support some interesting dynamic solutions. However, it is easiest to solve this map with generic airship and swing solutions. It tries to be unique, but the concept doesn't work out with this map as far as rotation standards go. Arnees: @6246414 - I like the concept and design with this map, but you can still make some generic builds, such as airships and v swings. The boring and generic solutions on this map seem to overshadow any unique and interesting builds that could be made. This map really tried to be unique with the design and everything, but it didn't work out. However, redoing and resubmitting the map is always encouraged. Dddin: @6298205 (Re-exported) - The concept on this map is very interesting, and it is definitely something new that spiritual could get its hands on. However, the design of the map isn't perfect, and it is actually incredibly difficult to have a successful build for both hole and cheese. On top of that, there are so many ways to cheat this map, such as with motors, balloons, spirits, cannons, and even box spamming, that it actually would seem silly to build on this map as intended since there are so many loopholes. The concept definitely is superior, but it doesn't work out with the current design of the map. We definitely encourage it to be redone and resubmitted. Plubio: @6185231 - The concept with this map involving the spinning ground seems pretty interesting, but generic and boring builds can still be built alongside it. Maybe the idea of this map could work better if everything was redesigned better so that the dynamic ground could actually be essential to completing the map and yet still be responsible for many kinds of unique and interesting builds. We recommend in recreating and submitting an improved version of this map. Inthebin: @6180246 - The aspect of fishing mice out of their temporary cage seems interesting at first, but one can still make generic swing solutions. Additionally, just having mice push up against the anticheat ground on their way out is a nuisance. Perhaps there is a better way to design this map's idea and have it revolve around dynamic/interesting solutions and the like. Like always, we encourage this map to be redone and have an improved version of it resubmitted. Plubio: @6132655 - The original version of this map had an interesting concept that had room for lots of types of builds using the cloud grounds, but it could still be built with generic swing solutions. In general it didn't contain anything new or unique for spiritual, so it became rejected. The reason I am speaking in past tense is because the map has been updated, and now it is pretty much considered a new map all on its own now. However, the review was about the original map, so this map is still labelled as rejected. However, we still encourage the mapmaker to improve and redesign the updated map as he sees fit, and then resubmit it for maximum chance at getting it in rotation. Low Difficulty Maps (1-5): Accepted: Thiagolacck: @6382176 (Re-exported) - Difficulty 3 - Fun concept, it will help introduce beginners in tinkering with linked grounds. Multiple interesting solutions are available as well on this map. Viniciusdara: @4497115 - Difficulty 3 - Although building on this map itself has nothing new, the concept with the ice grounds that phase you through them is nice and enjoyable for beginners. Seeteegee: @263777 - Difficulty 4 - An enjoyable classic map that is now making its return! It has many building possibilities for experienced and inexperienced players alike. Arnees: @6268885 - Difficulty 4 - This map has an interesting b door concept. It should work well for beginners and be used for many kinds of unique building possibilites. Rejected: Misterpepper: @5299705 - Monosolution map, it is very limited in how many builds you can make on this map. Nothing new here, boring content. Bigzzz: @3973697 - Generic, this map has a similar design/concept to other maps in rotation. Grinderix: @5317336 - Box bridges aren't particularly anything new to look forward to. Generic map, nothing unique. Asquerit: @2482186 - Very generic and monosolution concept. Asquerit: @4568633 - This map is very similar to some maps already in rotation. Nothing new here, generic. Asquerit: @4557835 - The b plank doors don't particularly do a good job at making an interesting concept. Mice will be prone to rushing here, and building on this map isn't very fun or exciting either. It feels cramped building on the inside section of the map, and the outer parts with the cheese and hole are generic anyway. Reidobalon: @5768094 - This map in particular tries to appear unique with the slanted ground design and wind, but there is in fact nothing new here. Just casual generic building. Jotatavo: @6019904 - Very similar in design to current maps in rotation. The disappearing grounds seem cool to look at, but it doesn't add to the concept at all. Nothing new here, generic. Minijuruba: @6065470 - The design on this map looks alright, but the apple and scrolling function on this map are useless. The map isn't that generic, it could be something good for beginners with the easy antigravity, but it still needs some work. A resubmission of an improved version of this map is encouraged. Minijuruba: @6119192 - Generic map, nothing new or amazing here. Also, the anticloud part of the map with the invisible box seems kind of pointless. Seeteegee: @234668 - The concept on this map seems pretty interesting with the dynamic ice towers. However, there isn't much you can do with them as far as building goes. Also, it may be risky building on the grounds as they could glitch, so that isn't good either. Map is a bit generic, it could definitely be improved, so a resubmission is always welcome. Seeteegee: @232701 - This map is a death sentence to all AFK shamans, even for a few seconds. The concept itself is funny, but it won't work to today's standards. However, perhaps there is a way to extend the time before shaman falls to his death, and still retain the same concept at the same time. That being said, an improved version of this map is always welcome if submitted. Arnees: @6188014 - The theme and design with this map looks nice, but the concept itself isn't particularly anything new, it's pretty much just generic building. Besides, you can glitch the map if you spawn anything, especially a b plank, on any of the facial features of the ice ground. Minijuruba: @6173016 - There isn't anything new to speak of as far as the concept is concerned here, and you can even push mice directly to cheese without having to build up. Finally, the disappearing cloud grounds are pretty useless here, we aren't looking for trolling grounds in the shaman room. Anthonyjones: @1980624 - The grounds on this map will confuse players, and the the long bridge concept here is generic anyway. Anthonyjones: @1524220 - The high gravity on this map does give a bit of challenge for beginners, but as far as the concept is concerned, there isn't really anything new to do here. However, this map can definitely be improved, and we recommend it to be redesigned and resubmitted. Adding in multiple cheese locations is something that can be tried. Anthonyjones: @1457892 - Along with having nothing new and being generic due to the long bridge concept here, this map is also very similar to another map that we have in rotation. Anthonyjones: @1319331 - Generic map, nothing new to speak of. Additionally, it is similar in structure to a few other maps in rotation. Arnees: @6246400 - The right side of the map is empty, so the map feels kind of unfinished. Also, the concept is pretty generic, nothing unique or amazing here. Dernière modification le 1449737460000 |
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@6326432 @6302973 @6296397 @6294888 @6248082 @6115746 |
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@6324457 @6323235 @6323130 |
![]() ![]() « Citoyen » 1447030320000
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Lets quickly post some maps before the checkpoint! High diff: @2799635 Low diff @6301633 @6301749 Dernière modification le 1447030380000 |
![]() ![]() « Citoyen » 1447198980000
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Checkpoint! Also note that the checkpoint deadline has been changed to the 10th rather than the 15th, for those who didn't notice. Dernière modification le 1501795020000 |