Rotação Oficial - P11 - Vampire Survivorالدوران الرسمي - P11 - الخفافيش 公式カテゴリー - P11 - ヴァンパイアサバイバル Official Rotation - P11 - Vampire SurvivorRotazione Ufficiale - P11 - Survivor VampiricoRotation Officielle - P11 - Survivor VampireOficjalna Rotacja - P11 - Wampirzy SurvivorPálya Körforgás - P11 - Vámpíros TúlélőRotación Oficial - P11 - Survivor de VampirosResmi Rotasyon - P11 - Vampirli SurvivorOfficiële Rotatie - P11 - Vampier Survivor |
Xaxadoooooo « Citoyen » 1599790620000
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@7769075 |
Apollopolo « Censeur » 1599870360000
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@7781102 |
Godmcb « Censeur » 1599875820000
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@7777270 Dernière modification le 1599891180000 |
Srtaax « Citoyen » 1600318320000
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@7701269 |
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Left as is: @7768749 - Alarobzein#0000 - While the wind concept is unique, it adds more disadvantages to this map than advantages. Not only would new players find it extremely hard to move around on the map, players can also unintentionally fall off of the platforms and die. Going to the top requires some walljumping as well as some experience with wind, in order to counteract its pull. The map layout is also rather generic and bland, and there is not much variety with the grounds or gameplay. The small size of chocolate grounds also allows experienced players to do turnarounds around the bottom of the ground. The water columns will enable mice to move around quickly, and vampires may not be able to catch up to them. In addition, the long stone grounds allows experienced players to camp on them, whereas new players would die if they tried to infect those players without knowing how to walljump. Overall, this map would not work in P11. @7681436 - Jasseh#0000 - As this map is an exact copy of a P10 map (with some added shaman objects), this may confuse players about whether this map is P11 or not. In addition, the gameplay of this map does not quite fit P11. For example, the ice cube on the shaman spawn is inaccessible, despite it seeming the opposite. @7682831 - Jasseh#0000 - The edits for this map have made the gameplay a lot smoother, but the sticky green grounds still present themselves to be a problem in testing. Many mice were jumplocked or stuck when going through the grounds- the bottom 'spill' made many players unable to jump up when they fell down. In addition, there is inconsistency with the grey/tan ground properties. Some grounds are chocolate, and others are not, without any indication as to which is which. This map requires edits before it can be considered for P11. @728539 - Trexexjc#0000 - The bird is adorable! Unfortunately, the gameplay of this map is rather generic, and does not add anything interesting to the rotation. Although the layout is different, the gameplay seems a bit bland and boring. @7781162 - B0wl#7075 - The sand mechanics are unique, but this map is hard for new players. On the right side, new players either have to wait for the sand mechanic (which takes time), or be stuck on the ramp under the starfish before they can climb up. In addition, the map's gameplay is generic and does not provide anything interesting to the rotation. This map requires edits before it can be approved for P11. @7783682 - B0wl#7075 - The horizontal scroll is definitely an interesting take, but it, unfortunately, creates blind spots due to the scroll. For example, if you stand right next to the left wall of the blue ground, you will not be able to see the map & players on the rightmost side. Newer players may get stick in the spiderweb, and the rightmost side requires a bit of walljumping, or relying on the mechanic to lift them up. The mice spawn should also be placed on the ground instead of midair, to avoid startling players. Overall, this map requires edits before it can be considered for P11. @7771930 - M23#4702 - The dragon-themed layout is an interesting touch; however, the map layout requires edits. There is no way for new players to move up to the left side of the map without walljumping. The water boxes seem rather random and don't contribute much. Overall, this map is not suitable for P11 in its current state. @7772455 - M23#4702 - This map is pretty, and definitely looks very aesthetic! However, the coloured grounds can blend into the background, and would be hard to pick out for someone who is colourblind. In addition, the walls of the map have the friction of wood, not ice, as one would expect from pale-blue coloured grounds. The bubbles can pop under the weight of three mice, rendering them useless. This would make the leftmost water column of the map (against the leftmost wall) hard to access from underneath. The abundance of water grounds will also make it very difficult for vampires to catch mice, since water propels mice easily. The circular water grounds will also be difficult for new players to traverse across, due to their small size. Furthermore, this map features several dead ends. For example, the rightmost bubble and the angled plank force mice to double back into the vampires. The mouse spawn should also be on solid ground (ie. not water) to avoid surprising players. This map requires edits before it can be considered for P11. @4726309 - Juliandcc#0000 - This map has too many grounds, and thus would be extremely tedious for vampires to catch mice on. Newer players would have a hard time on this map as well, due to the overreliance on walljumping to move around. For example, newer players can only get on the topmost grounds via the right trampoline, lacking other options to move up. This map would not work in P11 in its current state. @4697209 - Juliandcc#0000 - This map does not give players much choice to move around the spawn, as they can only go left. In addition, once you move up, new players will find it very hard to access the topmost grounds directly from the ground beneath the spider by sliding and jumping. Players will fall down to the mouse spawn or die should they fail to reach the topmost grounds by sliding down. In addition, the gameplay of the map does not seem very enjoyable, and it is a bit bland. This map requires edits before it can be considered for P11. @7776088 - Commandantso#0000 - The mechanism is one-of-a-kind, but the layout of this map does not work in P11. The right mechanism breaks easily- the grounds compress into each other if mice stand on it. It is also very difficult to access the topmost ground (the one with the barrel). New players will find it extremely difficult to move around this map due to the small grounds and overreliance on walljumping. The symmetry of this map also makes it a bit boring to play on. Overall, this map requires edits before it can be considered for P11. @7781461 - Commandantso#0000 - This map lacks a roof, allowing mice to access the parts of the map outside the boundaries. In addition, the rightmost bottom vertical ground is impossible to climb up if players manage to fall down there. The map also requires walljumping to move around the map, a feature that is not friendly towards newer players. The ice ground pulleys are interesting, but may be inaccessible/immovable if mice stay on one side and cannot balance out the other side of the pulley. This map requires edits before it can be considered for P11. @4901418 - Ifo#4275 - This map requires edits before it can be considered for P11. While the vertical gray column in the foreground of the map is unique, it does not work as players will camp inside it, and be hidden from view. In addition, there are no walls on this map, so players can camp the outer edges of the grounds by walljumping offscreen. The water grounds are a bit haphazard as well- they do not contribute much to the gameplay, and would hinder vampires as mice can use them to their advantage. There also does not seem to be many routes on the map to take; the gameplay would be a circuit on the map with varying heights. @4987886 - Ifo#4275 - The moving barrier is interesting, but I would suggest making the shadows darker so that mice know it is a solid barrier and not simply a design choice (for half the map to be darker). Layout-wise, players have multiple routes, but the close proximity of the grounds will make it difficult for vampires to chase mice as mice have many different routes on hand. The abundance of angled grounds will also be a bit frustrating for players as they have to constantly move to stay on them. The bottom right area of the map may be difficult for new players to navigate, as if they mistime their jump, they will fall down into the gap and die. The diamond block in the middle definitely hinders the movement there. This map is not suitable for P11 in its current state. @7757337 - Kiry#6848 - This map has a nice simple design, but the layout makes it impossible to traverse to the top of the map without walljumping, unfortunately. The overreliance on walljumping hinders new players that do not have much experience with walljumping. The cheese is also a bit redundant, as mice can climb out of the water ground via the small ramps. Although there are multiple routes mice can take, the routes don't have much varied gameplay, and would be a bit bland to play on. This map requires edits before it can be considered for P11. @7514588 - Kiry#6848 - While the symmetry of the grounds looks nice, the gameplay of P11 does not work well with it. It becomes tedious as players will take the same, if not very similar, routes across the map. The diagonal grounds will also require players to constantly move on them, which is a hassle. In addition, the gameplay would be rather repetitive and unamusing after several rounds. This map requires edits before it can be considered for P11. @7692264 - Sazd#0148 - This map definitely has a very unique and aesthetic design. However, the symmetry of the grounds mean that the gameplay would be repetitive, due to the routes being the same on both sides. In addition, while the lowered gravity makes it easier to go from one ground to the next, it may throw experienced players off who are used to the normal gravity level. Mice can also get stuck on the left side of the girl (under her head and by her neck). New players may not be able to constantly make the jump from there to the swinging ball. In addition, several areas of this map can be camped with walljumping, such as the walls of the protruding grounds that the roof of the map. This map will not work in P11 in its current state. @7754577 - Sazd#0148 - While this map has a unique ground design, the gameplay does not work in P11. The abundance of trampolines makes it very easy for mice to abuse the grounds and travel across the map easily and quickly. In addition, the upper leftmost ground (the sideways L) can be abused by players walljumping the inside of the ground. As new players may not be able to do turnarounds or walljumping, this results in them having an unfair disadvantage. Furthermore, the walls of this map are climbable, and should be fixed as to not allow experienced players to camp on them. @740866 - Viniciusdara#4015 - While new players have a route to access the upper levels of the map without walljumping, their options are limited and put them at a disadvantage. The spread of the grounds is also fairly regular, and will result in repetitive gameplay. Some areas of the map can only be accessed with walljumping, such as the small blocks under the grounds (forming a sideways L). The grounds are also are in somewhat close proximity to each other, which will hinder jumps (especially on the bottommost layer of grounds), or put mice at a disadvantage due to the ease of multiple escape routes. This map requires edits before it can be considered for P11. @850798 - Viniciusdara#4015 - The snow particle effect is a very nice touch in making the map more winter-y. The chocolate friction of the grass grounds will help newer players move around the map easily, but there is no indication that the grounds are chocolate, thus misleading the players. There are also inconsistencies with which grounds are chocolate, and which grounds have normal friction. The vertical protrusions of grounds (such as the ones hanging from the roof) are also easily camped by experienced players, rendering newer players unable to reach those grounds. The lowered gravity makes it easy for mice to traverse across the map as well, but leaves vampires at a disadvantage as players are able to access many grounds to escape. This map will not work in P11 in its current state. @7099600 - B_Ootcamp#8312 - The space and stars are a cool design choice for this map. However, the layout of this map needs to be fixed. The gray grounds have similar colours to each other, and it can be a bit hard to differentiate which colour is a solid ground. In addition, there are not many grounds in this map. There is only one route up on the left side of the map, and the large moon obstructs a chunk of the space players can move in. The gameplay can become boring with the limited amount of grounds and space. This map requires edits before it can be considered for P11. @7117087 - B_Ootcamp#8312 - This map requires edits before it can be considered for P11. The proximity of the grounds makes it very easy for mice to move around and dodge vampires. The ice grounds are also more of a hindrance than an advantage, and the placement of the grounds seems kind of haphazard as well. For example, the bottom right ice diamond and ice column are too small for players to reliably slide off them; players may end up dying instead. This map does not work in P11 in its current state. @7769075 - Xaxadoooooo#0000 - I love the midnight snow-covered cherry blossoms aesthetic of this map, but there are some major flaws to the grounds that do not make it suitable for P11. The movement of the bridges is somewhat erratic and is not the most intuitive to predict. Furthermore, the snow grounds have the friction of ice, rendering some areas of the map inaccessible, even by walljumping. The altered friction is also inconsistent across the grounds. As the ice makes it impossible for some routes, it limits the options that mice have when traversing the grounds, and creates a major advantage to the vampires. The friction is also misleading, as one would assume a snow ground has typical snow ground properties. As well, the top left column protruding from the roof can be camped by walljumping, which is unfair to players who are unable to walljump. @7781102 - Apollopolo#0000 - While the design of this map is unique, it does not work in P11. The middle down arrow ground is misleading, as there is no suction ground in that space, as one would be led to assume. In addition, the up arrow grounds cause players to continuously bounce on top of it, which makes it hard for vampires to infect the players as they are constantly moving. This map also forces players to go to certain routes, which hinders mobility on the map, and corrals players into certain areas that vampires can exploit. The layout of the grounds in general seems restrictive and the gameplay would be tedious to play on. Players who can walljump will also have an advantage on this map, as they don't need to rely on the up-arrow grounds to move to the top grounds. @7777270 - Godmcb#6577 - The ombre shadows are a cool element of the map, but the middle one conceals too much of the player- only the nametags show if a player is camping on the ice. In addition, the cannon on the bottom right has too high restitution. The speed will largely benefit mice from escaping the vampires. The grass ground beside the upwards cannon path can be abused by players camping it (ie. players can camp on the ground, and then use the cannon to propel them up if a vampire nears them). The topmost ice ground is too close to the slanted grass ground- it will impede players' jumps and knock them down if they mistime it. Overall, this map requires edits before it can be considered for P11. @7701269 - Srtaax#0000 - The trampolines lend too much mobility to the players and put mice at a major advantage against the vampires. Mice can also disappear beyond the navigation bar, or offscreen with the rightmost trampoline as well. The topmost blocks are too close to the roof as well, and mice will not be seen if they jump up. This can lead to some mice misleading vampires by pretending to jump one way, but turning around in midair. The bottom right portion (the section between the two trampolines) can have its outer edges camped. This map will not work in P11 in its current state. Will be discussed: @7456615 - Qadori#0000 - @728215 - Trexexjc#0000 - Ignored: None Dernière modification le 1601087280000 |
Mrloll « Citoyen » 1601165760000
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@3362087 |
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@4994582 @4999417 |
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@4697209 (edited) @4690880 |
Xaxadoooooo « Citoyen » 1601416740000
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@7787292 |
Dextech « Citoyen » 1601595180000
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@6563763 @5215151 |
Viniciusdara « Consul » 1601600460000
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@5560263 @850798 - edited |
Trexexjc « Citoyen » 1601642340000
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@7784517 @7715928 |
B_ootcamp « Citoyen » 1601663280000
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@7089776 |
Jasseh « Censeur » 1601669820000
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@7681436 - despawn @7682831 - edit! Dernière modification le 1602701820000 |
Budweiser « Censeur » 1601793420000
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@7788969 @7788979 Dernière modification le 1601800020000 |
Budweiser « Censeur » 1601800020000
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Double post, sorry for that |
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@7787987 @7783682 - edited Dernière modification le 1602123180000 |
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@7789250 |
Godmcb « Censeur » 1602892920000
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@7777270 @7789779 |