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Map Assistance Team
Silentreigns
« Citoyen »
1348265460000
    • Silentreigns#5847
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#601
  0
@2924656 p3/racing i cant decide
too long for racing
too short for p3 ;;
Lovestrucked
« Citoyen »
1348266060000
    • Lovestrucked#0000
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#602
  0
@2935728
P5
Ricardotato
« Citoyen »
1348266720000
    • Ricardotato#0000
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#603
  0
@2463313
P1
Enemymule
« Citoyen »
1348267080000
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#604
  0
is @2936273 ok?
Shadowwinter
« Citoyen »
1348272120000
    • Shadowwinter#0095
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#605
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Seeteegee a dit :
Wait... I reviewed Kat's post. Does that mean I should give her a HUG?

Monkey butt ! Give her a hug so she doesn't feel bad after reading all that >:c ~Sneaky post is sneaky.

P.s. Herro Katty .o/ -waves-
Wecwec
« Citoyen »
1348272120000
    • Wecwec#0000
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#606
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Enemymule a dit :
is @2936273 ok?

Hi! Please use the correct format to submit maps
@code and what category your map is in
Wangos
« Citoyen »
1348275660000
    • Wangos#0000
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#607
  0
@2844245 - p7
Mousechris
« Censeur »
1348275840000
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#608
  0
Is anyone gonna review @2932572?
Seeteegee
« Citoyen »
1348281060000
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#609
  0
Mousechris a dit :
Is anyone gonna review @2932572?

It's on queue and we'll get to that map soon. Please bear with us as we're currently understaffed on P5.
Fxie
« Citoyen »
1348283220000
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#610
  0
@2900737
P22
Zhichengzhan
« Citoyen »
1348284240000
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#611
  0
@2937532 - P6

O.O M I the first one to submit a p6 here?

Anyway, here's something I want the map reviewer to be clear of:
1. I'm having trouble hiding the mechanical ground
2. Shaman can easily spoil this map
3. No decoration being given
4. Small spacing
5. bad starting mechanism for new shaman

Thank you!
Seeteegee
« Citoyen »
1348289760000
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#612
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@2905082 by Hidudelol
Nice-looking tank. I think right now the map looks more like a P5 candidate than a P6 because more time seems to be spent on the art than on the mech. I see the details on the tank like the doubling grounds, and I see some detail was also spent on the missile. The background is okay, and I like how you hid the anchors. Everything you could have done, indeed.

However, this map doesn't really have anything "special mech" in it for map crew to consider it for P6. Its potential is highlighted by the fact that it's a tank. A tank is something that fires at its opponents. I feel that a mechanism with that at its core would be something more special than an armored car that basically anyone can make. In fact, the mice themselves are kind of like armored cars in a way.

Try using this as a base, and maybe improve it if you can. LINK

Please note that the map is meant for many mice. If you're playing it solo, maybe you should add yourself some cheese to make you heftier for the push.


@2906657 by Pedrohenriko
I see you haven't stopped using the 3-layering that I told you to avoid. You didn't even effect the changes I mentioned on the other map. Oh well, I guess I'll just export that map for myself. What use would be my effort if you'll just ignore what I said?

Anyway, apart from the mechanism which I already commented on, here are my remarks:

http://i.imgur.com/mBsb6.png
First, I would make the anchors a little lower as they're somewhat visible as I highlighted in the red circles. Next is either making the snow ground in the blue circle a bit higher, or making the circle a bit lower. That overlap just looks awkward. I recommend filling in that space in the orange circle by extending the snow ground above it. It would be consistent with the rest of the map anyway.

I personally feel that the leftmost "snowman" should be removed so the other two snowmen areas could be moved to the left, and the grounds in the yellow circles can be changed to L="40".


http://i.imgur.com/6gaJ3.png
Finally, I think you should delete those useless mice collision circle grounds shown on the screen. They're probably not important for the mechanism.


@2777595 by Fatsexybeast

http://i.imgur.com/Y0dAr.png
Nice shaman map. This has some potential to be something more, I think. Here are my recommendations:

I think the overlap of grounds in the red circles are all ugly since they seem like they were just drawn over each other. I recommend you remove the overlap by shortening the grass grounds.

Next, the grass grounds in the yellow circles may give the shaman encouragement to build off-screen. I think you should delete those and make the ice grounds there a little taller to facilitate a "going up" challenge.

I also recommend that you put the mice spawn below, and the shaman spawn above. After that, delete the ice grounds around the bottom bit. This is to allow the mice to suicide in case the shaman is AFK.

@2907039 by Starshipbay

http://i.imgur.com/vhNcL.png
If you created that map specifically for that solution, then well-done. You've succeeded. As for other forms of gameplay, I feel that the map right now seems inefficient with how many grounds are used for a single form of gameplay. If you look at the sides of the map, you'd see a wide open area unused and basically wasted.

If you want to take my advice, though, I would suggest doing the following:

http://i.imgur.com/MIN9j.png
The brown ground with green border marks the extend I want the grass grounds to be, and the silver box marks marks where I want the cloud ground to span. Note that this will change your map and making the box elevator infeasible, as far as going all the way to the cheese. So heed my tips at your own risk.


Hugs, etc.
Shadowwinter
« Citoyen »
1348303440000
    • Shadowwinter#0095
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#613
  0
@2927754 P9 - Graecus

http://i.imgur.com/WT1Y8.png
The brown arrow, you should make that chocolate more visable because it's kind of hard to see there with the grass ground.

The green arrow you should fill in that gap between the ice and grass ground to prevent mice from missing the cheese or whatever. It's just not neccesary to have that gap there.

The cheese arrow. THAT IS A NO NO, cheese and tramp do NOT mix well. I suggest you add 2 layers of cheese there so that people can actually get cheese. Right now the way you have the cheese is complete luck based on if you get it or not.

Lastly, you should increase the tramps restitution by .2~.4 (I.e the tramps now are 1.2, make them 1.6).

Special thanks to Fxie for helping~
Graecus
« Citoyen »
1348304340000
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#614
  0
Shadowwinter a dit :
@2927754 P9 - Graecus

1st tramp 1.4
2nd tramp 1.3

it is good
and edited ^^
Dddin
« Citoyen »
1348312800000
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#615
  0
Seeteegee I suggest asking a mod to lock this thread until we sort all the maps out.
Sera can you do me a favour and post the to-be-reviewed maps here.

SO MANY MAPS TO REVIEWWWWWWWWWWWWWWWWWW

@2844245-P7 by Wangos

Reverse the width and the height of the ice, and make it 90 degrees. That way it'll look better.
The last choc bit, bring them closer. Might be difficult for mice.

That's all pretty simple map but not too orginal.
@2924656-Racing by Iluvhetalia

Who cares if I'm not supposed to do racing.

Please. There is a huge shortcut from the top ice on the left to the ice on the left of the weak-as-fuck tramp. Remove the top ice on the left side.

Remove the choc beside the ice on the bottom, and elongate the ice.

Too much water. Confusing. Remove that water on the top right on the right of the wood.

Weak-as-fuck tramp: Change it to ice. CHANGE IT TO ICE. I'VE REVIEWED IT A MILLION TIMES AND SAID IT A MILLION TIMES CHANGE THAT FUCKING TRAMP TO ICE.

Urgh can you align everything.

Enough.

@2916595-P7/P9 by Arber
P9 map but I can review it anyway. It's pretty fine but normal mice cannot do it. So it's a P9. Some alignment issues. The top left earth, you can see a pixel of the background. Move the white ground (make it untouchable by mice, like a cloud beside the lava into the lava, and make the lava touchable by mice only (not ground). Like this it's VERY crash safe and doesn't look too bright. The white ground, darken it. Too bright.
In general pretty good map but we've seen that idea already. Nicely executed anyway.

@2934237-P7 by Zarner
Fun map indeed. Because this is submitted for P7, you have to make sure mice are not doomed to die in any way if they get stuck. So for the spawn, if you miss it, you can't do it anymore :c So elongate the grass under the spawn. Like this if they miss the cj, they can wj back again (but yet again wj-ing isn't good in P7 so you may consider this for P9)

Also, the part um.. after you hit that squarish ice beside the hole, it might be too far away. Like it's too difficult. Make the grass above the spawn wider.

They other parts are fine

@2505677-P9/P7 by Imangrybird

Oh wow great twist to Soultouch's map. I actually can see this P7-ed (it's not P9 cause sham can't do anything much) but I'm not sure how the mapcrew handles stuff.

Why are there 6a7495 color grounds covering the ice and choc? You should remove them (is it for sync?). Either that or hide them under the grounds. It looks fake (not sure what adjective)

One thing you can improve on is that this focuses on Wj. Which should be kept to minimum in P7 maps. So try to change some concepts. Not just choc wj.

@2503969-P7 by Imangrybird
Right. Please remove the background. It's too bright and doesn't go well with ice and water.
Firstly, I don't think this can be P7ed in anyway because look, the right side it's all wj. And it's difficult too. As I have said in previous posts, please change that ice by swapping the height and width, and turning it 90 degrees. Looks better that way. Um. The concept for both sides is lacking in gameplay and originality so I don't know how i can help CtG what should i say :c
Sorry Imangrybird
Browndown
« Citoyen »
1348314960000
    • Browndown#0095
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#616
  0
@2933011 - P3/13. Please and thanks :)
Arber
« Citoyen »
1348319460000
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#617
  0
Ok Ddin, i made some edits,
@2916595
Silentreigns
« Citoyen »
1348325580000
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#618
  0
Dddin a dit :
text

thanks
Fatsexybeast
« Citoyen »
1348359000000
    • Fatsexybeast#0000
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#619
  0
@2942727 - P4
Enemymule
« Citoyen »
1348359540000
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#620
  0
is @2936273 good for p1 or p6 or even p7?
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