Rotação Oficial - P5 - Arteالدوران الرسمي - P5 - الفن (الرسم) 公式カテゴリー - P5 - アート Official Rotation - P5 - ArtRotazione Ufficiale - P5 - ArteRotation Officielle - P5 - ArtOficjalna Rotacja - P5 - SztukaPálya Körforgás - P5 - MűvészetiRotația Oficială - P5 - ArtăResmi Rotasyon - P5 - SanatRotación Oficial - P5 - ArteOfficiële Rotatie - P5 - Kunst |
Nievesagrada « Citoyen » 1696884300000
| 0 | ||
@7943030 |
0 | ||
@7685891 @7692267 Dernière modification le 1697352660000 |
The_remab « Citoyen » 1698115140000
| 0 | ||
@7943821 |
The_remab « Citoyen » 1699498260000
| 0 | ||
@7944524 |
0 | ||
@7945676 |
Mivale « Citoyen » 1701747060000
| 1 | ||
@7415273 @7374136 :) |
Eremia « Censeur » 1702320780000
| 0 | ||
@7946293 |
0 | ||
@7946296 @7946421 Dernière modification le 1703855100000 |
Keepit « Censeur » 1703134200000
| 0 | ||
@7357575 @7357570 @7322888 @7222122 Dernière modification le 1705713000000 |
0 | ||
Left as is: @7945676 - Ghost#6398 - The art is overly simplistic; I understand it represents the Lua logo, but we're seeking something more along the lines of a character or an intricate scenario with additional details. The current design consists mainly of balls and letters only. I suggest taking a look at the latest maps added to the P5 discussions to have a better understanding of the level of detail or concept we typically look for. @7415273 - Mivale#6763 - I love the art, the ship is interesting, and the overall idea is nice, but there is room for improvement. Firstly, the gameplay is too confusing for most mice. It's challenging to discern what is a trampoline, what isn't, which part is wall jumpable, and where the correct pathway lies. This can be frustrating for players playing the map. Additionally, the unnecessary water at the bottom can lead to player frustration if they get stuck there with the cheese. I would also recommend optimizing the use of joints to prevent potential lag issues for some players. The map is nice, but still to to be implemented in rotation. @7374136 - Mivale#6763 - This is another adorable map with a cute art, but its gameplay is also confusing, much like the previous map. The mechanics involve primarily wall jumping over the art, which can become tedious. I am confident that you can create a more engaging gameplay experience, considering the overall space of the map and the details of the art. @7946296 - R_Y#8502 - Currently, in 2024, the art is too simplistic for P5, and the gameplay revolves solely around wall jumping over the art, which lacks interesting elements. We are seeking maps with more intriguing art and improved gameplay or applied concepts. @7357575 - Keepit#1041 - I really appreciate the concept of the map, but it might not be the best choice for rotation as it can be somewhat frustrating for most players. The collision in certain areas tends to confuse players – for instance, when pushing the blocks above the cheese, it's unclear what should be done and what the fastest route is(people be like: "where should we go?? oh..." Additionally, the moving platform (trampoline) experiences glitches, with the trampoline effect occasionally stopping or weakening, causing frustration. The map requires some adjusts in its execution for public rotation. While it's an intriguing concept, it may not be suitable for regular rotation. @7357570 - Keepit#1041 - I like the map, but there is room for improvement in the gameplay. Firstly, the moving skulls prove to be a highly frustrating element for most players, as it's not immediately apparent that they are deadly objects rather than mere decorations. Additionally, the map, while it's an art map, has an excessive background rather than a well-characterized focal point. It gives off a mini-game vibe and may not align with what players typically expect in the P5 category. Furthermore, the ending is overly basic. Overall, the map could be improved in both gameplay and art. @7322888 - Keepit#1041 - This map is very interesting and well done, but public tests have revealed some synchronization issues that make the map not work well. The moving platform experiences delays for certain mice, causing mice to become stuck, leading to some frustration. There's a weird and random movement for both the dragon and the platform with the arrow (it moves with so much delay...) for non syncs, suggesting a synchronization problem in the mech, especially in rooms with more mice. Even if we just ignore the sync glitches, there's a some confusion and randomness in understanding when or how players will grasp the use of the arrow to advance the map to its second stage. P1'ed: @7946421 - R_Y#8502 - It's acceptable for P1. However, the art concept lacks interesting elements and could benefit from additional details. Similarly, there is room for improvement in the gameplay. Will be discussed: @7946293 - Eremia#0020 - I like the concept and the gameplay is interesting and fun. Art is more focused on the scenario, but it's original and looks harmless to me because people have fun playing this map. @7222122 - Keepit#1041 - This map is perfect to me. I hope we will not find any glitches on it. Ignored: None Dernière modification le 1706312040000 |
Vanfox « Citoyen » 1707041640000
| 0 | ||
@7948892 |
Bataatiinha « Citoyen » 1708828680000
| 0 | ||
@6465094 |
Indobilly « Citoyen » 1709291580000
| 0 | ||
@3685984 @3906750 @3898898 |
Look991 « Citoyen » 1709586120000
| 0 | ||
I submit two versions of a map inspired by Pete Mondrian's famous paintings: @7926950 @7930593 (with more friction, darker background and portals) |
Eremia « Censeur » 1709910180000
| 0 | ||
Left as is: @6465094 - Bataatiinha#0000 - The art is very clean and detailed, however the gameplay effectively ignores it. P5 not only demands art, but also that it be pivotal to the experience. In this case it only serves as a ground to walk on. Negative mass can also be messy on maps with a shaman, since they can accidentally block the way with boxes or planks. I would suggest looking into P7 here rather than art. @3685984 - Indobilly#0000 - The art is pretty nice, but the gameplay does not meet the standards for a highperm. Players have to simply walk back and forth. I would recommend using something more unique to allow for a more complex gameplay, such as mechanisms, defilante tokens, soulmate/collision, etc. @3906750 - Indobilly#0000 - Same as your other maps. The art is very cute, but it doesn't add much to the gameplay. @3898898 - Indobilly#0000 - I like to see wind being used, it is certainly a step towards making the map more original. On the other hand, the drawing only acts as a background and nothing more. It is crucial for P5 maps to have art that actively impacts the gameplay. @7930593 - Look991#0000 - This version with portals randomly adds collision to the outlines. These are considered fake grounds and so this version is not suited for P5. P1'ed: @7948892 - Vanfox#4900 - It works fine due to its simplicity. On the other hand, the art is neat, but way too basic. The gameplay does not make up for that unfortunately. The map should be more engaging and fun for a P5. @7926950 - Look991#0000 - The obstacles are pretty generic as they only involve walljumping and walking, but the map looks pretty unique so I don't mind a P1. Although P5 can include any art, including abstraction, it is important for the art to be at the centre of the gameplay. That said, I believe it is difficult to bring abstract art to a P5 level, unless you can complement it with an outstanding gameplay. Will be discussed: None Ignored: None Dernière modification le 1709912640000 |
Headlesszoe « Citoyen » 1709991060000
| 0 | ||
@7950849 |
Bubamg « Censeur » 1710188160000
| 0 | ||
@7313236 @7672781 @7951007 @7675662 Dernière modification le 1710433980000 |
Daanieeln « Citoyen » 1710358560000
| 0 | ||
@7918397 |