![]() Rotação Oficial - P9 - Diversosالدوران الرسمي - P9 - منوعات 公式カテゴリー - P9 - 複合 Official Rotation - P9 - MiscellaneousRotazione Ufficiale - P9 - VarieRotation Officielle - P9 - DiversOficjalna Rotacja - P9 - RóżnePálya Körforgás - P9 - VegyesRotația Oficială - P9 - DiverseResmi Rotasyon - P9 - KarışıkRotación Oficial - P9 - MisceláneoOfficiële Rotatie - P9 - Diversen |
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@1418791 |
![]() ![]() « Citoyen » 1728236940000
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@7960055 |
![]() ![]() « Citoyen » 1728322860000
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Sorry, I got the category confused. |
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@7937725 |
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Left as is: @5489094 - Unknown#3300 - Acho que o mapa poderia ser mais interessante com um layout soloable aprimorado, incluindo mais atalhos e obstáculos criativos. No formato atual, ele é bem lento e, em geral, difícil, o que pode deixar a jogabilidade menos envolvente. @5492718 - Unknown#3300 - A única coisa que os shamans podem e devem fazer é colocar caixas entre os pisos. A gameplay acaba sendo sem graça, e o mapa não faz muito sentido, pois força os shamans a fazerem o óbvio de maneira repetitiva e pouco criativa. @5511592 - Unknown#3300 - É quase impossível para os shamans entenderem o mapa a tempo de evitar uma morte em massa dos ratos logo no início, já que não fica claro que eles não podem pular. Os ratos acabam achando que é possível tocar na lava e manter algum controle, sem perceber que o mapa depende totalmente da ação do shaman. Quanto ao shaman, o conceito é praticamente o mesmo de seu outro mapa P9, e não acho que seria interessante repetir essa ideia me particular na rotação de P9, especialmente nesse layout. No geral, o mapa combina dois conceitos que não se complementam bem. @5541595 - Unknown#3300 - O modo noite não adiciona tanto à jogabilidade, mesmo com a nova propriedade de afetar apenas os ratos. Não parece influenciar significativamente a experiência. No geral, é um mapa de conjuração básica. O despawn aleatório dos pisos também não altera muito a jogabilidade, que permanece simples: basta ir de um lado para o outro utilizando a conjuração para desviar dos ácidos. É o mesmo tipo de gameplay mesmo com as pequenas alterações do efeito aleatório. @7956065 - Rioxmaps#3702 - It’s different, but it relies too heavily on luck. There’s no way to predict when things will go right or not. Additionally, the gameplay is too short and boring. @7960055 - Lafakinrata#8153 - This map is not suitable for the P9 rotation. I recommend looking at the category guidelines to understand which types of maps are more suitable for the category. Additionally, take a look at the recently added maps to the rotation to get a better sense of what we typically aim for. P1'ed: @7959888 - Antoni0#8587 - The layout isn’t very enjoyable for P9, and the use of water in the concept doesn’t feel particularly interesting. @7954634 - Rioxmaps#3702 - It works fine as a P1 map—it's enjoyable, but not particularly interesting. The only way to reach the hole is by removing the springs, which limits gameplay options. It could be improved with more shortcuts or alternative paths to make it more engaging. I'd like to see a different version of it. @7960432 - Rioxmaps#3702 - The planks make the gameplay experience a bit frustrating and not very enjoyable for most players. @7960462 - Rioxmaps#3702 - The slingshot effect is fun, but the map feels too simple for today's standards for a soulmate map. Its gameplay resembles more of a vanilla-style experience. It would be more fitting for a vanilla contest, if ever suitable. @7937725 - Zeus#6550 - Quite simple and generic, it flows a bit boring in the cheese area. P1 will do. Will be discussed: @1418791 - Jota#0676 - Flui muito bem, todos os caminhos são bem dinâmicos. Ignored: None Dernière modification le 1729728420000 |
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@7960944 @7961567 @7962073 @7962128 Dernière modification le 1732415400000 |
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@7881797 @7879312 Dernière modification le 1734156540000 |
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@7959819 |
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@7961149 |
![]() ![]() « Censeur » 1730926020000
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@5552272 @5556935 @5558344 - (When pressing the Shaman down for some time, sometimes a small "shake" may occur in the dynamic ground, but it is completely normal, this happens with Shamans that have the ability to boost when lowering. The map needs to be tested with the sync being Shaman.) @7906187 Dernière modification le 1732391220000 |
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[Modéré par Vividia] |
![]() ![]() « Citoyen » 1732068960000
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@7914761 |
![]() ![]() « Censeur » 1732486860000
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@7903644 @7962246 Dernière modification le 1733096460000 |
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@5495080 |
![]() ![]() « Citoyen » 1734364800000
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@7962754 |
![]() « Consul » 1734463200000
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Left as is: @7960944 - Rioxmaps#3702 - At first glance, it is impossible to notice that the players cannot jump - unless they do it at the very beginning, randomly, for no reason - which will make them fall to the bottom earth ground. As the miscellaneous category maps are, overall, soloable, the players will run somewhere they can try to complete the map and they have no other place to go other than the empty space in the very left bottom side of the map and consequently die once they can't jump to escape, causing mass death. Other than that, the map is, in general, way too simple and would not bring anything new for the rotation in terms of gameplay or innovation. @7961567 - Rioxmaps#3702 - The trampoline thing is an interesting idea. However, it wasn't well executed on this map because of two major issues: First, the players can jump over the trampoline, avoiding its self-purpose of throwing the players to the cheese. Secondly, the map layout favors the shaman to complete the map with two or so planks, avoiding, again, the gameplay the trampoline would bring to this map if it was correctly applied. As I mentioned, the idea is nice and it would be great if you try to apply it to different layouts, focusing on the gameplay. @7962073 - Rioxmaps#3702 - This map presents us with a very simple gameplay where the players can complete it within a few seconds by themselves and then just wait for the shaman to spawn a plank or a spring/ish object. @7962128 - Rioxmaps#3702 - This map is very hard for the players to complete by themselves, which is the main intention here - when it was tested in public rooms of 25 mice, only 2 of them were able to do it. Because of this, the shamans are going to act fast and build something to help the players catch the cheese and as a result, the concept behind this map will be ignored. As a suggestion, I'd recommend you put the springs a bit higher to maintain their purpose and then submit this map for the Non-Shaman rotation, even though I believe it's not a high perm material. @7881797 - Zeus#6550 - This map presents us with a not so fun waiting gameplay for the players as the shamans, which have the nocturne mode enabled for them, must "chase" the players square by square and then teleport them to the cheese and then to the hole. Since it is annoying for the players to wait, it is also frustrating for the shamans to do such a repetitive job. @7879312 - Zeus#6550 - Regardless of the night mode as an additional, this map wouldn't bring anything new to the game because there are several maps with a very similar design and gameplay already in rotation. Besides that, there's an issue with the mechanism and the sync as the players can pass through it when the shaman pushes the platform back and forth. @7961149 - Sykzo#2999 - The map doesn't work as intended in a full room once the dynamic grounds aren't stable, they can move easily by the "big" number of mice being thrown at them and lock the gaps where the players are supposed to pass through, becoming some sort of lucky-based map and this is frustrating for the players. @5552272 - Unknown#3300 - The replay value for a map like that is very low, once it is solved always in a similar way by each shaman as it's not possible to vary much other than spawn the cannonballs on the same space every time if they "follow the script" (path) it is suggested. Nevertheless, the shamans can avoid the expected way by spawning a cannonball like this which can be used to catch the cheese and go to the hole platform, making the gameplay very short. @5558344 - Unknown#3300 - Unfortunately, the mechanism seems to be broken somehow as it doesn't work in full rooms. You may ask a public map crew when you see any of them online to test it in public rooms so you can see it by yourself. @7914761 - Akiong#3458 - This map looks like a bootcamp. It doesn't fit a normal room rotation. Please, submit for the correct category if you wish to have a proper review. @7903644 - Jasseh#0000 - It is a bit hard to complete the map without the shaman's help, which is expected here. The outcome will be the shamans solving the map by building two ramp-ups on both the right and left sides (for the cheese and hole). @7962246 - Jasseh#0000 - In general,vanilla parodies are fun when they appear. Nonetheless, it must be something innovative, something that would exceed the expectations somehow. In this case, you just switched the grass ground and the balls places and that wasn't very creative once it didn't impact the gameplay considerably as it became more frustrating for the shaman to take all the grounds of the cage because of the ball's bouncing propriety along with for the players to do wall jump. @5495080 - Weien#6059 - This map design makes it linear and repetitive as the shaman must throw the cannon balls and then the players need to wait for another one to pass through the obstacles at least thrice and this is some sort of a boring repetitive and waiting gameplay and that's not very attractive in terms of being something interesting at all. @7962754 - Dpk#2279 - This map has an interesting idea. However, the writing isn't very legible because of its format and, also, the small visible area (of the night mode) makes it even worse when the players are trying to read whatever is written on the map. On a side note, personally, I wouldn't recommend you to make hard math sentences once the players are going to "answer" anything by luck as it is easier than calculating, becoming a lucky-based map, which isn't cool. P1'ed: @7959819 - Urook#1131 - Although this map is very simple, it is also very different from what we are used to seeing in the game. It plays fine and the gameplay is decent enough to be a P1. @5556935 - Unknown#3300 - The map is rather enjoyable regardless of its mechanism is a bit difficult and confusing to understand at first. The limitation of the shaman objects set to anvils was a great thing to not make the shamans get out of their cage with skills and build on the map. P1. Will be discussed: @7906187 - Unknown#3300 - It plays surprisingly smoothly! Ignored: None Dernière modification le 1734469200000 |
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@5492718 - (It is said that it is not easy to understand what to do on the map, and when they do understand it, they say that it is very obvious. Anyway, I would like to know the opinion of another Mapcrew who can give a fair reason why the map should not receive a discussion. After all, I myself have a recent P9 that basically only has a ball as an item for use by the Shaman and that doesn't stop the map from being fun.) @5552272 - Edited @5558344 - Edited @5558378 - (Parody Vanilla 185) Dernière modification le 1736995200000 |