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Sharpiepoops « Citoyen » 1688074800000
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Review has been done by someone else. Please PM the Mapcrew account if you have any questions. Left as is: @7769093 - Bautipro#5357 - The concept itself is intriguing; however, its execution is currently lacking. Certain cannons can get stuck in the top left corner, which is bad for the map's flow and many shamans struggle to understand the concept as well, which makes it a not interesting choice for P9. @7931438 - Bautipro#5357 - The gameplay here doesn't differ much from that of the original vanilla map. The addition of the mechanism powering the wood ground back to its initial position only seems to make it more frustrating in case mice end up letting it go before coming back with the cheese. @7827813 - Xaxadoooooo#0000 - I find it very interesting how the shaman is forced to work with more limited resources here and I can see some potential, but I'd prefer if the layout were redesigned for this map in specific, maybe in a way that encourages a more creative use of them? Rather than just the spawning of objects at specific places only to fill the missing parts of the gameplay. There are also many spots where either the shamans could end up accidentally killing mice or it's too risky and there's nothing they can do to avoid losing saves (when crossing from the left to the middle section using the top platform for example). Besides that, players are able to phase through the dynamic grounds without cannons, but it's an annoying and repetitive process because you have to keep bouncing on and off the trampolines multiple times in order to do it. @4943799 - Xaxadoooooo#0000 - It could be an interesting soulmate map, but it doesn't appear to differ significantly in terms of the difficulty level of the cheese mice will choose. Inevitably, the majority of mice may struggle to complete the map and always require help from the shaman, which happens mostly because it can be painful to wall jump with a soulmate. Therefore, it's not a good addition to P9. @7931832 - Xaxadoooooo#0000 - It's funny, but unfortunately I can't see it working very well in normal rooms. Firstly, because the gameplay is way too chaotic and luck-based. And secondly, because the interaction of mice with the low mass eggs in a full room will most likely interfere with their movement and disrupt the gameplay. @7827068 - Xaxadoooooo#0000 - I like the idea, however shamans can get rid of the acid dynamic grounds too easily if they simply push it to the grass, which makes it kinda not interesting. I would suggest exploring alternative ways to utilize these grounds more effectively. If no changes are made, it could still be suitable for P1, send the Mapcrew account a PM if you prefer that. @7928480 - Souris_2219C#0561 - It's funny, but sadly mice can get stuck at (0,0) if the shaman attach objects to the ground that hides the content within each section. There's also a visual bug that can cause these grounds to glitch and they'll keep teleporting in a very confusing way. Once those issues are fixed the map can be P1. @7929578 - Zeus#6550 - There's nothing interesting here, the gameplay is too monotonous and not fun enough, it only consists in hitting the trampoline a few times. I'd recommend you to explore more concepts that haven't been overly used before. @4557565 - Danielmago#5918 - The map has already been discussed for P7 in the past and the main points we could take away from it is that overall the gameplay was lacking and kind of repetitve because you're just doing the same obstacles over and over. Since the middle wall also doesn't take long to despawn, the first set of obstacles can very quickly be ignored resulting in a basic walking gameplay. As for the right side, if you already got the cheese and failed the waters part or if you're simply behind in the race, all you'll have to do is wall-jump to get to the hole (as there won't be much benefit to using the waters). All things considered, the map focus too much on mice that are first, neglecting those that are behind or fail the obstacles in their first tries. @7930225 - Tadzio#2404 - Nothing very interesting. This kind of symmetrical gameplay with slanted trampoline grounds has been around for years and has already been explored to its full extent. Apart from that, it can be a little frustrating as it's fairly easy to fail and get stuck at the bottom, forcing mice to retry many times until they can get back up. I'd suggest taking a look at the more recent permed maps in the category. @7844372 - Tadzio#2404 - Too simple of a vanilla parody. The fact that the lava grounds are rotating actually takes away from the most fun aspect of the original map which is nailing that very specific cornerjumping angle that would give you the best advantage. Moreover, it can be quite irritating to shaman on. Fine as P0. @7931166 - Ikke#0095 - While I enjoy dodue maps with collision, this one is particularly too simple and somehow lucky based, as some mice can randomly instantly get to the middle cheese and go into the hole. I'd say it's too simple and adding it to rotation wouldn't be interesting. @6549484 - Bataatiinha#0000 - The map has been discussed in the past. While it's a cool effect and the mechanism is appreciated, it's way too chaotic due to the combination of so many different gameplay elements that don't work quite well with one another. With so much going on, it's difficult for mice to quickly evaluate the best routes, so they mostly wander around doing things at random. In addition, the bottom trampoline is rather unpredictable/luck-based. @7926392 - Antoni0#8587 - The use of collision activation doesn't seem to fit very well the whole idea with all the spinning grounds and defilante speed tokens. If you remove it, I think the map could suit P1 well. @7928941 - Katwyn#1614 - I see you're trying to come up with new ideas using the new water properties and I appreciate the effort, but the movement required in order to pass the main obstacle is too much precise for most mice. Entering the water ground in any way that's slightly different from the intended one causes mice to fail and get stuck in a bouncing cycle between the circle and the water. It also doesn't help that the circle's velocity keeps changing quite randomly. @7935034 - Zeus#6550 - I like the idea of conj maps with dynamic blocks, but this one particularly isn't really interesting because shamans usually only need to move the upper blocks and they will need to keep the bottom ones for a safer solution. It can also be painful for most of the shamans to see that mice can push the grasses themselves and the acid blocks can be too dangerous for some. @7454918 - Unknown#3300 - It's quite an amusing parody of map 0, but in some of my tests the moving ground disappeared in just a few seconds after the start of the map. @7906170 - Unknown#3300 - I like the concept and I think it has potential, but what still makes me not want to discuss it with other teammates is the fact that a single trampoline can be enough to solve the map. That makes it quite unnecessary having the middle grass platform and makes the gameplay lacking. I'm suggesting you to try to implement it in a better way that avoids having a single trampoline to complete it. @7907898 - Unknown#3300 - Unfortunately the desgign proprosed here doesn't really work. Public tests revealed that most of the times mice will tend to go to the right, making for a rather unbalanced gameplay. AFK mice will always be pushed and accumulate there at the bottom and the scale mechanism will always end up tipping towards that side as soon as mice get the cheese and stop pushing the ground covering it. As a result, most players end up getting stuck at the bottom unable to complete the map unless the shaman helps. Everything at the top is mainly just filler gameplay and doesn't add much to the map – in practice mice don't even get anywhere near the gaps between the grasses that could otherwise be used as shortcuts, so I'd advise you to change that as well. Whenever one side of the scale goes up too fast (when shamans try to cannon it, for example) the mechanism lags and mice might phase through it, getting stuck right below and breaking the map. @7935507 - Budweiser#8000 - AFK death at the start, but overall it's a risky layout that doesn't spark much interest. The modified water ground renders collision dynamics completely useless once you reach it. @7935508 - Budweiser#8000 - Again, it's not a very good layout for a collision map. Oftentimes, the collision only seems to be there to hinder the natural flow of the map, especially when trying to use the trampoline grounds. P1'ed: @7915365 - Bautipro#5357 - The map is very similar to the 188 vanilla, so I'd say it's a funny parody and it's fine as P1. @7931993 - Wiannix#7716 - The concept is interesting and many mice have managed to complete this map, but I think it's still too chaotic and not too fun for rotation as the alternance of collision can annoy some people. P1 will do it. @7928618 - Antoni0#8587 - Fairly simple obstacles, but the map does flow well at parts :) @7934523 - Zeus#6550 - Fine as P1, it's too confusing and can be anooying for some mice, I'd recommend you to implement a better and more fun version of this concept if you want to create new maps. Will be discussed: @7931728 - Wiannix#7716 - This map is more interesting without a shaman, public tests went fine. I will see what others think in a P7 discussion. @7389106 - Unknown#3300 - The gameplay isn't much different from that of other soloable P9 maps we already have in rotation, but I really like how this one disguises really a well as a regular shaman map until someone notices the slanted grounds and attempts to solo it. It could also be fun to have a new soloable map added. I'll see what the others think about it. Ignored: None Dernière modification le 1688363760000 |
Antoni0 1688374080000
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[Modéré par Naderia] Dernière modification le 1688545500000 |
Unknown « Censeur » 1688688360000
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@4418916 @7454918 - Edited @7906170 - Edited @7907898 - Edited Dernière modification le 1688691840000 |
Katwyn « Citoyen » 1688913240000
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Nadanando « Citoyen » 1688928660000
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Antoni0 « Citoyen » 1689257640000
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Bautipro « Censeur » 1689354780000
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@7936542 (its @7769093 but edited) |
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@6042910 @7393032 Dernière modification le 1689429060000 |
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Antoni0 « Citoyen » 1689956580000
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@7912125 other concept @7917008 @7938887 @7939399 Dernière modification le 1691661300000 |
Unknown « Censeur » 1689985560000
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@4367658 @4509763 @4740022 @7907898 - Edited Dernière modification le 1690532760000 |
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@7903380 @7870600 Dernière modification le 1690601760000 |
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Omgjrn « Citoyen » 1690300500000
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Bautipro « Censeur » 1690524420000
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@6643072 @6606259 @6578289 |