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 |
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@7757377 |
Nicina « Citoyen » 1603708320000
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@7762143 |
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@7757337 - edited |
Mapcrew « Consul » 1603925280000
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Left as is: @3362087 - Mrloll#0000 - There’s quite a lot of grounds on this map, especially on the left side which makes it harder for the vampires to infect the other players. Players are also able to wall-jump on the bottom right ground in which a vampire must sacrifice themselves to infect the other player as neither can move from this ground without dying. Overall, the map would not work well in the current P11 rotation. @4994582 - Ifo#4275 - The mechanism which slowly moves across the map is very interesting, however there is an issue with it as the space decreases and the map becomes very narrow towards the end of the round. This makes it very easy for the vampires to infect the players at this point. Additionally, there are many grounds on the map which makes it very hard for the vampires to catch the players. Furthermore, there are a lot of diagonal ice grounds which allow players to slide and sprint to the other side of the map which again makes it difficult for the vampires. Finally, there are a few water grounds which can easily be manipulated by players to avoid the vampires. Overall, the map would not work well in the P11 rotation in it’s current format. @4999417 - Ifo#4275 - The mechanical grounds slow down the player when they try to push through them and therefore this would make it easy for vampires to catch up to the player and infect them. The water grounds can easily be abused by the players as they allow the player to avoid the vampires. Overall, this map would not work well in the P11 rotation based on it’s current state. @4697209 - Newen#6196 - Some of the grounds on this map are too long which results in an endless chase between the players and the vampires as the vampires are unable to catch the players. Additionally, there are very few paths on the map for players to take which can make the gameplay quite repetitive as players are taking the same routes. The water ground at the bottom section can easily be abused by players to avoid vampires and potentially killing them as there is void directly below. Overall, the map would require further edits for it to be considered for P11. @4690880 - Newen#6196 - Some of the grounds require wall-jumping skills which would not be friendly for new users. The bottom right part of the map allows more experience players to get to difficult areas of the map. Additionally, the right side of the map has dead ends, like the top right section, which would result in mice not going there as they would be stuck. Overall the map would not work well in the current P11 rotation. @7787292 - Xaxadoooooo#0000 - While the mechanism is very interesting and unique, there are a few flaws with it. Firstly, the mechanism moves quite fast which makes it hard for players and vampires to get to certain grounds as they have very little time to get there. Additionally, at certain points, there is very little of the map playable due to the borders of the mechanism which results in vampires and players being close together and therefore there is little space for players to avoid the vampires. Furthermore, there are a lot of grounds on the map which allows players to spread across the map making it hard for the vampires to infect them. Finally, the trampoline grounds can be abused by the players to dodge the vampires which again makes it hard for the vampires to infect them. Overall, edits are needed for this map to be considered for P11. @6563763 - Dextech#0000 - There are too many grounds present on the map, this allows for players to spread across several of these grounds and makes it hard for the vampires to catch and infect them. Additionally, some of the grounds are quite long which results in an endless chase between players and vampires. Furthermore, the gaps between the grounds are quite narrow which makes the gameplay feel quite compact. Overall the map would not work in the current rotation in it’s current state. @5215151 - Dextech#0000 - Firstly, the map is a scroll map which is not suggested for P11 as there’s too much space for players to use. There are quite a few ice ramps which can be utilised by the players to sprint across to the other side of the map which makes it hard for the vampires to try and catch them. It would appear that the gaps on the bottom of the map would lead the player or vampire to falling into the void, however this is not the case for the left side as there is a hidden ground which stops players from falling into the void. This is not the same for the other side of the map in which players and vampires can fall into the void via the gap. Overall, the map would not work well in the current P11 rotation. @5560263 - Viniciusdara#4015 - The left wall has very little friction and therefore requires players to wall jump to higher platforms. This is not friendly to newer players who cannot wall jump and therefore limits the route on the map. Additionally, there are too many horizontal grounds on the map which results in an endless chase between the players and vampires and therefore makes the gameplay quite repetitive. Overall, the map would not work well in the current P11 rotation. @850798 - Viniciusdara#4015 - While there are some edits that have been made, there are also some problems which are the same from the previous review. There is still no indication that the earth and grass grounds act as chocolate grounds and therefore still misleads the player and vampires. There are still inconsistencies with the grounds as the side ground do not have the same friction as the others. Overall the map still requires edits for it to be considered for P11. @7715928 - Trexexjc#0000 - While the artwork is very nice, there's a few small problems with the map. The first being that there are a few inconsistencies with friction on some of the grounds. Some of the grounds have more friction than others which can be misleading to players and vampires. Additionally, the majority of the map consists of horizontal grounds which can give quite a repetitive gameplay experience. Overall the map would require edits for it to be considered for P11. @7089776 - B_Ootcamp#8312 - The concept of the ice grounds are quite cool however it's not sufficient enough, as if they weren't there, it would provide quite a generic gameplay. Overall, the map would require edits for it to be considered for P11. @7788969 - +guai#0000 - The map looks quite messy with all the different grounds scattered everywhere. There are too many slanted grounds which provides too much mobility for players to move around the map. Overall, the map would need some edits as the gameplay would be unfair. @7788979 - +guai#0000 - The map has too many grounds which makes it difficult for the vampires to get around the map to infect players. Also, the two cheese placements on the left side of the map are quite pointless as they are easy to avoid. Additionally, the water grounds on the left side of the map, aren't very helpful for new players as they require a bit of wall jumping to get to the grounds above. Furthermore, the wind doesn't have any affect on the gameplay and rather only makes it a little tedious. Overall the map would not work well in the P11 rotation. @7787987 - B0wl#7075 - The concept of the mechanical grounds with the combination of the altered gravity is quite interesting however the map needs some rework with the layout as it's quite generic. Additionally, the mechanism is quite glitchy, especially for vampires. Overall the map requires edits for it to be considered for rotation. @7783682 - B0wl#7075 - The overall concept of the map is very interesting and cool however taking each section into consideration on its own, it doesn’t provide a balanced gameplay. For example, in the first section, there is barely any place for the players to run off to which would almost result in all the players being infected. In the second section, the grounds at the top would be camped as it can be quite challenging for players to get up there. Simultaneously, the players that are already up there can jump to the lower grounds and easily evade the vampires due to the slanted grounds. The final section is quite similar to the second section. Overall, the map requires some edits. @7789250 - M23#4702 - The artistic aspect of the map is quite cool however in terms of gameplay, it is very lacking. Overusing trampolines is also quite problematic as the players can jump around and easily avoid the vampires. Overall the map needs edits for it to be considered for P11. @7789779 - Godmcb#6577 - The artistic aspect of the map is good however it's lacking in terms of gameplay. For example, players can stay hidden near the bottom middle of the map where it would be quite difficult for the vampires to get to. The bottom right part of the map is quite empty as well with a dead-end, which means there's a high chance that it'll be unused. Overall the map requires edits for it to be considered for P11 rotation. @7757377 - Sazd#0148 - The artistic aspect of the map is good however it's lacking in terms of gameplay due to a generic layout of the map. Overall, edits need to be made for it to be considered for P11. @7757337 - Kiry#6848 - The map requires a lot of wall jumping which isn't fair for new players as they would require wall jumping to get around the map. Furthermore, the map is quite generic and has a similar layout to maps already in the rotation. Overall, the map would not work well in the current P11 rotation. Will be discussed: @7784517 - Trexexjc#0000 - @7777270 - Godmcb#6577 - Ignored: @7681436 - Jasseh#0000 - Submitted maps with multiple accounts to bypass the review submission limit (#4774) @7682831 - Jasseh#0000 - Submitted maps with multiple accounts to bypass the review submission limit (#4774) @7762143 - Nicina#0000 - Submitted maps with multiple accounts to bypass the review submission limit (#4782) Dernière modification le 1604029080000 |
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@7708087 |
Budweiser « Censeur » 1604096340000
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*deleted* Dernière modification le 1609640940000 |
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@7789572 @7798886 Dernière modification le 1604600220000 |
Trexexjc « Citoyen » 1604320200000
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@240836 @7746861 Dernière modification le 1604320320000 |
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@7757377 - Gravity and friction have been added to some surfaces to avoid gameplay in a circle. Dernière modification le 1604442540000 |
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@7801217 |
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@6794416 - Edit @6777567 - Edit |
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@7805217 |
Jasseh « Censeur » 1606720140000
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@7681436 @7688438 Dernière modification le 1608127500000 |
Commandantso « Censeur » 1606849500000
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@7777284 |
Viniciusdara « Consul » 1607040480000
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@2375890 |
N1cetomeetu « Citoyen » 1607542440000
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@7811828- Edited again - color change Dernière modification le 1608292740000 |
Zetdey « Censeur » 1608395940000
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@7816468 |
Godmcb « Censeur » 1608514620000
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@7789779 edited |
Darkicarax « Citoyen » 1608565380000
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Left as is: @7708087 - Newen#6196 - I like the idea, but such long water stripes will be pretty difficult to deal with for the vamps, as mice can use them to go in really any direction and trick the vamps in several ways. The shorter grounds that are placed directly underneath other grounds are interesting, but i don't expect newer players to be able to walljump properly using them, which means there can be a dead end in the bottom right section. This long ground could be shortened or made into something else, not only because it makes for linear gameplay, but also because i doubt many players would go to the far right, for reasons explained in the last point @7789572 - B0wl#7075 - I'd say there are one too many ramps in this map that experienced players could use to distance themselves from the newer ones. The path on the right seems like a bit of a trap, especially since the moving lantern blocks the upper exit at times @7798886 - B0wl#7075 - The mechs are a bit much, especially in the context of people chasing each other, as the chasers and runners encounter so many different situations to each other, advantageous or disadvantageous, as they move around the map. I'm particularly referring to the large moving walls at the top which may block the path of the runners, thus making catching them simple, or the chasers', thus leading to them losing the mice completely. The map on the whole is a bit chaotic, almost half the map consists of moving grounds @240836 - Trexexjc#0000 - The lantern is interesting, though not that impactful on the gameplay. The chocolate helps newer mice get around the map, but i feel like it will rather slow them down in certain situations, whereas the experienced mice will know to avoid it or generally use it less awkwardly. There's also a dead end to the left underneath the litttle bridge @7746861 - Trexexjc#0000 - The art is astonishing but there's not much to the gameplay, it's mostly just horizontal grounds and there are sections that will be avoided, such as the bottom left, especially if the wheelcart-thingy is moved to block the way out @7801217 - M23#4702 - The concept is cool but by far the biggest flaw was that I was able to move some of the dynamic grounds on my own to a somewhat significant extent in just 20 seconds, which leads me to believe several people collaborating in doing so in a public room will impact the layout too much. Also, the ice circles in the bottom left section will be avoided as it's a dead end @6794416 - Leiks#0000 - The top section consists of 2 relatively long horizontal grounds which is not only boring but also unbalanced as the vamps have no way to catch up to the runners. The map contains way too many ramps, in fact the only places where you can stand still are the 2 grounds at the top and in the water @6777567 - Leiks#0000 - The left section is pretty unidimensional, i'd say, as people just traverse the 3 horizontal grounds placed above each other. It is also limiting for the newer players in the right section where there are so many walls that require walljumping @7805217 - Ceagy#7796 - It's a bit generic and i don't like the chocolate walls that can be used to traverse the whole height of the map and that allow fast walljumpers to catch up to newer players, particularly in the bottom left section where you have to walljump when you're cornered from the right @7681436 - Jasseh#0000 - Honestly, though the concept is interesting, it looks and feels like a bit of a mess - some despawns are shorter than others, the colours are a bit much and generally i don't think it will be very balanced for such a little portion of the map to be used in each ''period'', even though the number of grounds is fine @7688438 - Jasseh#0000 - Somehow vamps generally struggled in my tests, most of the time only afk people were infected. Some of it might be because of the long section where you can't really catch up to people @7777284 - Commandantso#0000 - I don't see the point in some of the chocolate grounds, for example the ones crossing each other below the spawn, as it is extremely hard to walljump back up onto the spawn ground so mice falling down there are not only blocked, but they're also forcing vamps to go down there to infect them. Some of the chocolate also provides an unfair advantage for the pros that can do turnarounds or walljump on slanted surfaces comfortably. Also, with how strong the ball is, you can traverse most of the map back and forth pretty easily @2375890 - Viniciusdara#4015 - The invisible water adds some mobility but apart from that most paths on the map are pretty limited, there's only one route to follow, and it's generally horizontal which means there are few ways vamps can catch up to mice. Also, the walls provide a disadvantage for newer mice that can't walljump, especially since, in this map, not being able to get on top of the walls creates dead ends. Overall the map is way too reliant on walljumping, without it mobility is very low @7816468 - Zetdey#3845 - The map is too reliant on the circles with tramp properties and it may provide a frustrating gameplay for chasers that can't replicate the trajectory of mice bouncing off them Will be discussed: @7757377 - Sazd#0148 - Though the layout is the same i'd say the gravity added a whole new dimension to the gameplay. Will be discussed @7789779 - Godmcb#6577 - Nice art and seemed to play alright when both vamps actually played though there are certain minor flaws, will be discussed Ignored: @7798528 - +guai#0000 - Posted more than 2 maps (#4786) @7788969 - +guai#0000 - Posted more than 2 maps (#4786) @7811623 - +guai#0000 - Posted more than 2 maps (#4786) @7811828 - N1cetomeetu#0699 - Blacklisted until Jan 12, 2021. Dernière modification le 1608582600000 |
Godmcb « Censeur » 1608583140000
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@7816232 edited xD Dernière modification le 1608583260000 |