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« ‹ 38 / 40 › »
Parkour Map Submissions
Yinjackson
« Citoyen »
1696453500000
    • Yinjackson#0000
    • Profil
    • Derniers messages
    • Tribu
#741
  1
@7942843
Guisanper
« Citoyen »
1697072040000
    • Guisanper#0000
    • Profil
    • Derniers messages
    • Tribu
#743
  0
@7804802
Pisse
« Citoyen »
1697401860000
    • Pisse#0000
    • Profil
    • Derniers messages
    • Tribu
#744
  0
@7894691 (edited)
Nnaaaz
« Citoyen »
1697419500000
    • Nnaaaz#0000
    • Profil
    • Derniers messages
    • Tribu
#745
  2

Review: September 2023

Post #719 - Post #736


https://i.imgur.com/oVktKsz.png?2
Reminder: Players are only allowed to submit a maximum of
3 maps per review



If you would like to suggest a map for removal, join the Parkour Discord server and send a message in #remove-maps with the map you want to suggest for removal along with the map maker and the reason why you believe it should be removed. If you would like advice from Mappers, send a message in #map-advice.



Approved (10)


Lawlzfail#0000
- @7678377 - Fixed

Reses#2305
- @7824529

Reses#2305
- @7761151

Stovedove#0000
- @7837745

Stovedove#0000
- @7942228

Stovedove#0000
- @7707500 - Fixed

Stovedove#0000
- @7733177 - Fixed

Stovedove#0000
- @7734204 - Fixed

Vincentfarm#0000
- @7941079

Vincentfarm#0000
- @7857950


Almost There (11)



Anotherbob2#0000
- @7457938
-
  • The first part of Cp 6 is so annoying, it's quite difficult sometimes to get the timing of the jump right from the beginning of the Cp.
  • The trampoline of Cp 6 often fails to take players to the next Cp, which can be frustrating considering the length of the level, therefore make the bouncing more accurate so players don't have to go through all of it again.
  • Cool map, just i don't think the arrow in the bottom left and the cp8 arrow are needed. Make all of the arrows be solid lines, and just use two lines for each arrow.


Antoni0#8587
- @7926720
-
  • Cp 5 need some sort orientantion for ducking on the reversed water and a possible way of helping players.
  • There are some good ideas but the map isn't very polished and its mixed with too many simple obstacles. Cp 5 could be simpler since many players probably dont understand that concept, maybe making you spawn at the blue water would be better so its easier to retry. Cp 6 is the most interesting obstacle of the map. I think the start is fine up to cp 5 and 6 is good for introducing new water but try to add some more interesting obstacles for the later ones. They are pretty much a repeat of the earlier ones.
  • Cp 5 is really tricky and quite confusing considering it is a new mechanism that players have not encountered before.
  • Cool concepts, but consider making some of the waters weaker, as a lot of parts in the map rely on hitting the water lightly instead of fully utilizing it. Also, align the checkpoints and the grounds in the map to make it look neater.


Antoni0#8587
- @7911976
-
  • I love cp1, I think its cooler if you don't use the tramp for that cp but its still cool regardless. cp 5 is too long. Don't make the roof ice on cp6 have friction. Up to cp 5 is great but it feels empty in the middle. The space in the middle and top can be used to design more interesting cps. Also make the map look better including but not limited to these cps (https://prnt.sc/y8elQvq1AsiC). The main weakness of this map is its bad use of space and last 2 cps not as good.
  • Cp 4 is too long, add a new spawnpoint on top of this ice: (https://imgur.com/5fAF9iP). Last Cp is hard enough, the acid at the end is not needed, also an arrow or obstacle could be added between the dirt and the water: (https://imgur.com/YkjGZ6n) in order to compel players into trying the way through the bottom of the water. Some grounds are unnecessarily foreground. The sc of the last Cp is still possible.
  • Nice attempt on the use of altered water. Tho imo the trick of ducking and jump into altered water are hard to realise. Put the problem of hard to realise the trick aside, cp2 and last cp is quite interesting. Yet, cp 3 the tramp is quite misleading as some people may try to slide or bounce the slanted tramp and realise the tramp is so weak. the water and slope is misaligned and there is downward blindless so cp4 is a bit awkward (https://prnt.sc/Bc_HzWHhc36H). Cp 5 is quite misleading and lack organisation, the white water came out of nowhere, also the ending is quite unclear as players are coming from all the way right and hard to realise that wood for them. On last cp, the tramp is a bit weak, and the overall obstacle is not that consistent as it depends on how your speed and how you bounce the slant trampoline, also the acid on top of chair just frustrates players when they figured out the way and doing the bounces quickly. Overall, the space and obstacle on cp needs to be organised and to cooperate well, and I hope to see more interesting combination of grounds, bouncing route or challenging controls on your map.
  • Really cool ideas, but a lot of the water tech needs more of an introduction. The indicators on cp1 are unhelpful, cp4 is too precise, and the last cp is confusing and does not work all of the time. There's also a sc at the last cp using the tramp from cp6.
  • Must put some arrows in different checkpoints so people won’t confuse how to do them. Cp4 quite annoying even for experienced players, try to add more acceleration in second water and it would be fine. Maybe delete or replace last acid ground, allowing mice to not die easily and frequently.
  • Although the water is cool, but I think you should choose easier obstacles to introduce players. Cp 1 and 2 are fine, but Cp 3 is difficult for players to understand. Please increase the gap between the water and the ice to give players more room to bounce on the trampoline at Cp 4 (https://prnt.sc/q_KOTp2z0lAx). Cp 5 is a cool idea, but possibly consider making this ice larger for mice to land (https://prnt.sc/xVwbEEsIyuuN), otherwise it becomes annoying for so many redos. Cp 6 is inconsistent, somewhat luck-based.


Benevolente#3520
- @7862381
-
  • Please change Cp 1 back to before.
  • Cp1 hard, consider making it wider 5 or 10pixel in 2nd obstacle (acid). Cp7 still hard to do.
  • You can get to cp 2 by climbing up the choc then going down. cp5 and cp 7 make great use of the ice honey, I really like those 2 cps. I think the right side is worse than the left side since its more cramped, especially the last few cps. It's not that hard once you practice it but I think for the first few times its too hard, would probably take someone who is decent at pk 10 min maybe.
  • The map is challenging that the ways are quite consistent and it's fun to realise them.
  • Cp1 can be skipped by going over the water, cp2 can be done from the right side of the cheese pillar, cps 4, 6-12, and fcp 14 feel like filler and are not very fun.


Benevolente#3520
- @7862384
-
  • For cp 3 perhaps this idea might work (https://prnt.sc/BKz9ppXNO3dt) where you place cheese there so you can't stop, and increase the tramp a little bit so you don't have to focus on ducking. I like cp7 but it feels frustrating with 3 cheese. cp 8 may be confusing, could use more clarity but fine as is. Not a fan of first 2 cps. I think this map could be reworked to be accepted, it seems possible to tweak cps on this map compared to the windo one. I would accept if difficulty was balanced more but concepts are the same if you can figure out how to do that.
  • I personally cannot complete Cp 3, it may just be a problem of my skills, but I think otherwise the map seems fine. I HATE THE LAST CP TOO ;(.
  • Cp1, cp3, and cp6 is a cool concept, but a lot of the other obstacles feel like filler. cp7 and the last cp are a little too precise as well.
  • Cp8 hard timing, Cp9 hard timing and obstacle.


Elmattjuan#0000
- @7894274
-
  • Really fun map, I love the ideas, but I hate the precise wj in cp2 and the wood ta in cp 6. Changing this ground (https://prnt.sc/LPkyQkwxt4qx) to wood would be good since then it would be more obvious to wj it and it being a tramp doesn't really do anything right now.
  • Make the starting levels less precise so more players engange in attempting the map. The trampoline of Cp 3 should be changed into wood so players realize to climb it, also for a minor advice there you could change the lava to trampoline so it's more aligned with the lower restitution. The turnaround at the end of Cp 6 is not required to do as there's an alternate way by bouncing the trampoline on the bottom right, but that can surely get frustrating if you don't know that way, consider removing it as doesn't add much for the level anyways.
  • Cp 3 the upper tramp can be wood as it is just for climbing. Cp5 consider chop a bit of tramp on here as it is quite harsh for players to slow some speed to avoid acid after bouncing the tramp and avoid hitting the tramp on top doing these things together. (https://prnt.sc/I7_IGM6eSFX1). Cp6 there are two alternative ways of doing it (https://prnt.sc/ZQvPK7lj4ZNU[/url]), but it is more funny than the wood ta itself so I accept you leave as it. Last cp can be done like this (https://prnt.sc/QhNna1PerP9r). Maybe make the acid smaller, the tramp at top weaker, and better avoid that sc as it ruined the cp.
  • Mapo feels a little boring in general and cps aren't very special, cp2/3 can be done with cheese, cp6 can be done by reusing the tramp from cp1.
  • This is a pretty fun map with interesting ideas. My only request is for Cp 7, either change the wood TA to chocolate or make it thinner.


Jinta#1642
- @7942345
-
  • Cp3 seems a bit precise. The cj and up cj in cp4 is pretty annoying. Other than that its a pretty fun map.
  • Considering how short the map is — Cps 1, 2, 4 and 6 don't add too much in therms of variety, instead try new ideas. The walk towards the lava on Cp 5 is annoying, relocate the spawnpoint to be closer.
  • Cp2 and cp5 are having potential but you can elaborate more on the ideas like adding more interesting obstacle after instead of ending the cps like a grab of wood or sliding. Others cp are quite generic.
  • Cp1 is cool, but a lot of the other cps feel basic and are annoying, cp3 is annoyingly precise as well and the colored blocks don't add anything to the map.
  • The map is not too bad. I think the minimalist ground makes the map ugly, consider changing it to another ground with similar properties. Cp 5 is somewhat annoying, the trampoline virtually has no strength. I do also think some checkpoints are basic and can be improved, such as Cp 4 and possibly Cp 2.


Jinta#1642
- @7942376
-
  • Cp 2 is too precise, make it so players have more space to correctly reach the water and adjust. Cp 4 can be done by repeating 3 but going right at the end. Aside of Cps 2 and 6, obstacles lack the creativity.
  • Cp3 can be done like this (https://prnt.sc/qcCsLXsZrsKz) cp8 can be done like this (https://prnt.sc/Zo7bPMuaYwLj). And it doesn't seem to work / too hard if I do it the intended way. From cp6 onwards it seems too repetitive flowing up thhe water.
  • Cp6, 8 are cool. The idea of grabbing the water on cp2 is nice. Yet cp4 the slide is a bit precise. cp1,5,7 are quite generic.
  • Cp4 Cj way is harder than this way (https://prnt.sc/qSmtY__jwoQA), block that way or do something in the way intended. Cp7 reaching and climbing the chocolate has a hard timing.
  • Cp 6 is kinda neat but the rest of the map feels generic. Cp 7 is precise.
  • Again, map doesn't have any super cool concepts and feels a bit messy and annoying to play, the tramp corner and lava at cp3 can be used for cp4 and to fly over the map.


Reses#2305
- @7748361
-
  • Cp6, fix the grass near the checkpoint, make it a bit longer (https://prnt.sc/p4tQaBGu94Tr).
  • Consider making Cp 6 more consistent, at the moment it is very annoying and luck-based. Maybe consider cleaning up the map a little by reducing the use of pink grounds and some decorations.
  • In crowded rooms this map often feels laggy because of the pink grass and the overdecoration, try making it visually more simple. Cp 6 can be quite misleading due to many possible ways to go, that can be solved by adding more obstacles along the level guiding the right way.
  • fun map. As I found that you need to move a bit right and jump back to the lava and that way is quite consistent, I think minor edit can be made is cp 6 can move a bit right.


Vincentfarm#0000
- @7842431
-
  • This map is pretty annoying to complete, especially Cps 1, 2, 4, and 7. Cp 7 is confusing. The rest of the checkpoints are decent and I think can be enjoyable if the other Cps are altered.
  • Put arrows in this places, people maybe forget how to do first check (https://prnt.sc/sBpoGAcNa0e9).
  • Add choc (https://prnt.sc/uyro9KaHSs3j) or make it so that players won't think to slide down the ice, optional: make cp6 easier :).
  • The ice's friction of Cp 2 is too high, the ground should look more as others aligned with it's friction value, such as wood. Because of the difference of friction between hitting the honey grounds before and after getting honey effect, this ground's properties feel often inconsistent, consider adding a different look among the ones that you're supposed to climb/stick and the ones you're supposed to slide.


Zasadesu#0000
- @7942242
-
  • Cp1 is too chaotic, especially for first time since you bounce on the tramp so many times. Cp2 is very precise, I never use this tramp (https://prnt.sc/jNDAUl_Beysh) in the map. If its just to block cp3 make it ice so its less confusing. Cp4 is inconsistent for me, I think it depends on (https://prnt.sc/XQiUNsqtcuIO) where I hit the treadmill initially otherwise I will hit the wood, but there is no indicator to say where and therefore it feels random. Last cp is alright, but a bit annoying for how basic it is. There are some great ideas though, just feels like you need to fine tune everything to make it easier and more consistent.
  • Cp 1 can be a rough start for players to understand and engage in completing the map, considering its unusual set of movement, therefore the right way should be made more clear by either adding arrows or more obstacles that compel the players towards the right places — In that case be aware to be careful since there's not much space left on the trampolines session, which could get easily cramped. The momentum acquired from the treadmill on Cp 2 can be very inconsistent at times, try replacing it for a regular trampoline and then to balance it out increase the restitution on the bottom trampoline, also for just being sure, removes the friction of the wood on the top so there's less chance of players suddenly loosing the horizontal momentum. Yet about Cp 2, the sharp turn at the end could be too much to do considering the length of the level, instead, you could make it possible to bounce the trampoline on the left and then reach the level: (https://imgur.com/8xLiRva). To avoid ips drops, a further booster for not-intended higher difficulty, consider replacing the viprin's use for tfm images such as the ones linked here: (https://docs.google.com/spreadsheets/d/1uqLwYY_iGd0ttxqI2KB-X1X0dHS1ymA4dc4ZKy2pNmI/edit#gid=0). At last, make treadmilss have no collision with objects so there's no way to glitch them with powers.
  • Nice miniature! If the map is not for official module but is custom parkour map it will be totally fine to me, yet I think the map could be more friendly. Cp1 and the front part is totally fine, yet cp2 the part after bouncing the choco is quite precise. You can simplify the latter part to make it more friendly. Cp 3 you can add an arrow to indicate where to hit the treadmill and it will be alright. Cp4 the wood can be shorter (https://prnt.sc/KH2uwuJdmE1j). If the edits are made I would probably accept the map. FYI, you can make it You can add parameter like friction=""20,4"" on a ground to give ground honey effect if you wish to.
  • Since the chain on cp2 is already long, make the overhang at the end more lenient and use normal water instead of downward-forcing water. Also, the treadmill on cp2 can be inconsistent with bouncing you too high. The space to the left of cp1 can also be used better for another cp so the map is a little longer.
  • The map has some really cool ideas and fun obstacles. However, Cp 2 can be fixed or broken into two parts to make it more consistent and easier. The first part can just end at this platform (https://prnt.sc/cFQiy9gWoQB), and then a separate obstacle can be made from there.
  • Cp2 and Cp4 quite hard to do.



Rejected (9)


Aomry123#0000
- @7941506
-
  • Take another look at the map to fix shortcuts and alternative paths and I will take a look at the map again. Hard to tell what the path is supposed to be at the moment.
  • Overall the map is too messy with almost every level being misleading and allowing alternative ways — that could be solved by adding arrows and reorganizing the obstacles in a clear path. Cp 2 can be done like this: (https://clipchamp.com/watch/XunPRdOGGXS) and this: (https://clipchamp.com/watch/XunPRdOGGXS), besided that, the intended way to complete Cp 2 is unclear and precise. Cp 3 would be more interesting if you could make some use of the stick ground on the top. Cp 4 is too automatic. Cp 5 shouldn't require the momentum from the past level, that's just misleading. The trampoline has no function on Cp 8, and the level can be done like this: (https://clipchamp.com/watch/JBDl17uYf5e).
  • generic, many scs, organise the space well and I hope to see more interesting combination of grounds, bouncing route or challenging controls on your map.
  • Map is very messy with many ways to complete cps and glitches with exposed lava and tramp corners.
  • Different ways to do Cp2 and confusing checkpoint. Delete Cp4. People probably not know that Cp5 is kinda connected with Cp6 because you need to continue running so they can pass Cp7, in conclusion for avoiding that, add more restitution in lava (Cp5). Many ways to do Cp7, This way is easier than intended one (https://prnt.sc/8POrSIPY8iVw). Overall, map is bad made, lots of ways to do most of checkpoints, quite confusing for others.
  • This map is super messy and generic, most levels have no challenge. Cp 7 can be done as follows: (https://imgur.com/V3r1Wxf), Cp 8 can be done as follows: (https://imgur.com/Ql13qU1). Cp 11 is purely based on luck.


D8_simekson#3622
- @7936679
-
  • It feels like a puyo map with its automatic chains, which is while fun, there already exists many auto chain maps in pk (puyo maps) so I won't accept this. Also I heard cp6 lava bugs sometimes but it hasn't happened to me and I wouldn't know how to fix it. Just be aware of it.
  • Aside of Cps 1 and 2 the map is too generic. Cps 6 and 7 can be done like this: (https://clipchamp.com/watch/BKQt2myFMjN). Add the tag stop="""" to Cp 7, preventing players from reaching enough momentum to skip the level.
  • Lacking creative content and challenging stuff.
  • A lot of the map is generic, not many new ideas are used, and there are automatic tramp checkpoints.
  • Not really bad map but generic obstacles.
  • The map is generic and requires no skills."


Elmattjuan#0000
- @7904058
-
  • Make cp 3 spawn here instead so it is easier to redo (https://prnt.sc/bIAZ18JmVxa1) I really dislike how I can go through the cheese tunnel in cp 4 and not hit the ice, move the cheese to the right or make ice bigger. I did cp 5 before without using the tramps by just falling down. Also the normal way with the tramps I can't do it. I like cp 6 a lot but it seems too precise. Also there are too manywood ta's.
  • The obstacles are generally generic, cp1 is ok cool tho. cp 4 the initial wj is quite long and it's a bit hard realise to bounce the lava and hit the tramp, and the satisfaction of realising is not enough for the gameplay (https://prnt.sc/PcP_BNGDp90p). Cp 5 is quite painful to do cj+hit corner+grab wood+2 wood ta. Also you can skip the cj+hit corner by just jump down from the highest. I do think some obstacles are fun, but the arrangement of spaces makes the obstacles hard to do and retry them together.
  • A lof of the obstacles feel generic and not super interesting, cp4-5 are long and annoying to retry over and over
  • Overall pretty generic map consisting of mainly TA obstacles. Cp 4 is very irritating, it is very difficult to hit the ice consistently, if at all. Cp 5 is also not very good, generic and feels like filler. The last level can be done even with cheese if you hit the lava hard enough.
  • Obstacles lack the creativity and levels are too long, mostly ending on basic and repetitive tas that only add to the frustration of loosing your whole progress.


Elmattjuan#0000
- @7923132
-
  • Completing Cp 3 is too specific for such open space, consider making the level easier or add some obstacle guiding the players into trying the right way. Cp 6 could be made a little less precise.
  • A bunch of the obstacles are annoyingly precise (cp3), and not super interesting or fun to play.
  • The map is challenging, but not in a good way. A lot of the Cps are super irritating, such as 3, 4, and 6. Consider dropping the difficulty level to make it more friendly for new players.
  • There are too many cps involving corners which makes it annoyingly precise.
  • Not a fancy map but the cps are fun, worthy to explore and challenging.


Ghost#6398
- @7934912
-
  • Cp 1 can become pretty frustrating, consider making the water lower or making the trampoline stronger (https://prnt.sc/HVh1qDtydLMG). Make Cp 3 into two different levels, it is very annoying to have to redo everything if you fail at the top. Change the placement of Cp 5 (https://prnt.sc/pCfaHnVUUTvQ), and the adjacent lava serves no purpose; the level itself is somewhat inconsistent and feels like a filler. Cp 6 can be frustrating, consider making this acid shorter in this area (https://prnt.sc/SXsjwp-QeWdU). Also suggest not using acid for this area (https://prnt.sc/OlFzkwel__fy) as players may instinctively go down thinking to complete the level but die instead.
  • Cp 1 and 4 are too precise and due to the way water's and trampoline's strength fluctates with lag/ips drops it can get inconsistent at times, so make the obstacles easier to manage.
  • Cp 1 is ok but there are already some maps having these type of cps. Almost the map is bouncing obstacle, and I don't think they provide satisfying enough gameplay or cool controls.
  • Map doesn't have unique concepts, cp1 water is too high, cp4 is very annoying.


Ghost#6398
- @7910221
-
  • Generic and boring map with no creative gameplay. Avoid using fake grounds. Cp 1 can be done like this (https://prnt.sc/R4wYKVDPxEJf). There is an invisible? lava at Cp 9 ([url]https://imgur.com/c4VvLp0) and an invisible ?treadmill at Cp 12 (https://imgur.com/Q0OmyJh).
  • Obstacles are generic and avoid changing the properties of grounds too further from the standard. Don't make intended/hidden scs and alternative ways so you have an unfair advantage on a map, trying to deceive the mapper team is a complete disrespect of our work, we're here to make sure your map is good and fun for other players.
  • Don't use fake ice in general. Pretty generic map, the top side is mostly empty.
  • The map is generic at all. Please don't put invis grounds out of nowhere as it is not troll map.
  • Map extremely messy, extremely generic and poorly uses space.
  • Don’t change ground proportions, this can cause confusion.


Ghost#6398
- @7935651
-
  • The overall map is generic. Cps 1 and 3 are inconsistent and frustrating. The concept of Cp 5 is interesting, but the lava at Cp 4 can be used to shortcut the levels.
  • Block the Rightside way (https://prnt.sc/taaRLBK6kRvC).
  • Obstacles still lack the creativity.
  • Basically walking and bouncing. I don't see the use of one way sticky ground.
  • Again, map feels very messy with very high restitution lavas and tramps and a bunch of sc's.


Katmok#0000
- @7765508
-
  • There is just too much filler and cramped obstacles which makes the map not as enjoyable. The path is pretty cool though.
  • The obstacles are not bad, but they're too messy, with many levels trespassing on another and that can't be solved by those amount of arrows. Try reorganizing the map in a more clear path. Also avoid placing levels too high which compromises the visibility. Cp 7 is too long, avoid adding too many obstacles on the same level. Throwing a snowball on the treadmill causes it to fly away (literally), be sure treadmills have no collision with objects.
  • I appreciate the idea of doing the map with and without cheese each time and gets different gameplay, but the gameplay itself is quite generic.
  • Cool concept with the cycle with cheese and no cheese, but a lot of the obstacles are generic and involve a lot of running to retry (like cp8), but cp7 is cool.
  • Cp 5 is annoying because it is difficult to get the correct CJ. The repetitive checkpoints are not really appealing and makes the gameplay boring. The fact that you have to complete 2 laps of the same map in different obstacles feels long.
  • Cp9 bugs sometimes or speed is not enough.


Katmok#0000
- @7775762
-
  • The map is low-grav tho, the obstacles are just walking and bouncing and sliding, and the gameplay other than floating in midair, didn't emphasize low-gravity that much. The last cp is like alternative version of your obstacle, cp6 (https://tfmrecords.com/maps/7678709/).
  • Obstacles are extremely basic and generic.
  • The map lacks content, most of it feels empty with great sessions skipped by going from right to left and also the other way around without anything in between.
  • All the cps are generic except the last cp, and it doesn't feel fun playing the game because of how slow movement is and because of the lack of flow.
Antoni0
« Citoyen »
1697485260000
    • Antoni0#8587
    • Profil
    • Derniers messages
    • Tribu
#746
  0
@7911976 edited
Elmattjuan
« Citoyen »
1697581860000
    • Elmattjuan#0000
    • Profil
    • Derniers messages
    • Tribu
#747
  0
@7938937
@7942595
@7942858

Halloween theme maps
Benevolente
« Citoyen »
1697584860000
    • Benevolente#3520
    • Profil
    • Derniers messages
    • Tribu
#748
  0
@7862381
@7862384
Widabapo
« Citoyen »
1697603520000
    • Widabapo#0511
    • Profil
    • Derniers messages
    • Tribu
#749
  0
@7398189
@7423398
@7432833
Anotherbob2
« Citoyen »
1697657460000
    • Anotherbob2#0000
    • Profil
    • Derniers messages
    • Tribu
#751
  0
@7312472
@7457938
Vincentfarm
« Citoyen »
1697685300000
    • Vincentfarm#0000
    • Profil
    • Derniers messages
    • Tribu
#752
  0
@7836144
@7822627
Vincentfarm
« Citoyen »
1697712240000
    • Vincentfarm#0000
    • Profil
    • Derniers messages
    • Tribu
#753
  0
@7854303
Reses
« Citoyen »
1697773980000
    • Reses#2305
    • Profil
    • Derniers messages
    • Tribu
#755
  0
@7748361
@7774320
Reses
« Citoyen »
1697775060000
    • Reses#2305
    • Profil
    • Derniers messages
    • Tribu
#756
  0
@7794495
Stovedove
« Citoyen »
1697776320000
    • Stovedove#0000
    • Profil
    • Derniers messages
    • Tribu
#757
  0
@7942934
Chocojell
« Citoyen »
1697853600000
    • Chocojell#0000
    • Profil
    • Derniers messages
#758
  0

~ c h e c k p o i n t ~

Katmok
« Citoyen »
1698657720000
    • Katmok#0000
    • Profil
    • Derniers messages
    • Tribu
#759
  0
@7687300 [broken map fixed]
Chocojell
« Citoyen »
1698792480000
    • Chocojell#0000
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#parkour Map Reviews: October 2023

Posts #738 - #757



Reminder: Players are only allowed to submit a maximum of 3 maps per review period.



if you would like to suggest a map for removal, join the #Parkour Discord server and send a message in the channel #remove-maps with the code, author, and the reason why you believe it should be removed. If you would like advice from Mappers, send a message in #map-advice.




Approved (7)


Antoni0#8587 - @7911976

Benevolente#3520 - @7862381

Benevolente#3520 - @7862384

Stovedove#0000 - @7942934

Vincentfarm#0000 - @7836144

Widabapo#5011 - @7398189

Widabapo#5011 - @7432833


Almost There (13)

Anotherbob2#0000 - @7312472
- (Cp 5) Add an arrow around here indicating the proper way to grip the lava. You can opt to either keep or block this shortcut.
- (Cp 8) Reduce the size of this lava so it's easier to complete and to help. Extend the water longer at the bottom and move it further from the ice so it's easier to switch to wall-jump and also players won't die by hitting the ice too hard.

Anotherbob2#0000 - @7457938
- (Cp 1) This way feels easier and less complicated than the intended one. It also seems too long at the moment, it was better when split in two different levels.
- (Cp 3) A different way is possible.

Elmattjuan#0000 - @7942595
- (Cp 3) It's possible without the slippery effect by only holding the right and jump keys, that's fixable by adding water with a '0 (Cheese) maximum value' at any place in the chocolate tunnel.
- (Cp 7) The level is too long, split it into two by adding a new Cp here. Change the color of the yellow water since the properties are too different. This can also benefit from the advice given for Cp 3.

Elmattjuan#0000 - @7942858
- (Cp 3) Reorganize the level so there's less need for walking back and forth to complete.
- (Cp 4) Make the slippery ice more tinted so it is easier to notice. Change the color of the water at the end since the properties are too different.
- (Cp 6) Add some indicator for ducking in the water.

Jim#3189 - @7942795
- Make the indicator arrows symmetrical.
- (Cp 1) Shorten the left trampoline closer to here so the right way is made more clear.
- (Cp 3) You don't need to put honey and ice together to create the slippery effect. Simply use ice alone with a tinted color.
- Cps 4, 5 and 6 are too generic.

Pisse#0000 - @7894691
- (Cp 4) Lower the wheel so it is easier to grip.
- (Cp 6) Break it up into two parts by adding a new Cp around here, or else make the second part easier to complete. The red treadmill can be misleading, if possible, add an indicator to show that it is climbable.

Ghost#9368 - @7942702
- From Cps 1 to 3, the map seems cool but later on it gets too stale, try tweaking the basic trampoline obstacles so there's more diversity in gameplay and also easier to help.
- (Cp 4) Lower the chocolate so less of the precise repetition is needed.
- (Cp 6) Remove the acid since there's no real purpose right now and place the Cp spawn closer to the trampoline.
- (Cp 7) This chocolate is misaligned. Consider not using acid for this area as players fall over it thinking they are completing the level.

Reses#2305 - @7748361
- Aside of Cp 2, from Cp 1 to 5 the map is too generic.

Reses#2305 - @7774320
- The map doesn't make a good use of space, the left side is too crammed while the centre is solely used for Cp 7.
- (Cp 2) Too connected to the first level, which can be misleading for players.
- (Cp 4) Add arrows so the right way is more apparent. Another option is to extend the blue ground by making it a roof that blocks most of the incorrect methods.
- (Cp 7) Add arrows like this and this so the level is more understandable.

Reses#2305- @7794495
- Space grounds in this area so it feels less crammed and it's also possible for helping.
- (Cp 1) Consider shortening the acid or moving it further to the right so it's easier.
- (Cp 7) Consider making the trampoline on the bottom slightly more bouncy.

Vincentfarm#0000 - @7822627
- (Cp 1) A little precise, make it so that you don’t hit the chocolate roof so often.
- (Cp 2) Not a conventional obstacle, ideally there should be some indicator as to how to complete it.
- (Cp 3) Can be confusing as the arrow points to the water, making players think that they are supposed to go up and hit the trampoline instead.
- (Cp 4) Can be done by climbing this ice; consider blocking it using acid.
- (Cp 7) Can be done without using the bottom trampoline.
- (Cp 12) Inconsistent obstacle without a clear way to complete. The ice platform is so small which makes the jump towards the honey trampoline annoying. You can also increase the size and friction of the chocolate on which the chair sits.

Vincentfarm#0000 - @7854303
- Consider using more the space of the map, as now many areas have huge gaps.
- (Cp 7) A little too precise, make the gap between these two acids slightly larger or put a solid ground right here to prevent death if you hit the trampoline too hard.
- (Cp 9) Too precise, increase the space for entering the water.

Widabapo#5011 - @7423398
- (Cp 3) Move the Cp to be closer to the actual obstacle.
- (Cp 4) Having to walk your way back to complete this is annoying, make it easier by lowering the angle of the leaning trampoline so it won't bounce you straight on the acid unless you hit the bottom.
- (Cp 5) Consider removing this acid and instead stretching down the ice, like this so it's easier for players to adjust their position.
- (Cp 7) Add some obstacle such as cheese so players are guided more easily towards the right way.


Rejected (3)

Elmattjuan#0000- @7938937
- Too many Cps (1, 2, 6, 7 and 8) are generic.
- (Cp 6) Here's a shortcut.
- (Cp 8) This way is possible without using the ice diamond.

Guisanper#0000 - @7804802
- Going back and forth the map is an interesting concept, however the obstacles are repetitive and the gameplay is not that creative.

Yinjackson#0000 - @7942843
- More work should be put on the obstacles after Cp 4, most of it is too repetitive and the right side feels too empty, it needs to be more organized and applied uniquely.
- (Cp 3) Add a new Cp here between level 3 and 4.
- (Cp 8) The intended way is too specific as you need to slow down to properly bounce back. Alternate ways #1 and #2.
- (Cp 9) Alternate way.
- (Cp 10) Alternate way.
- (Cp 11) Weird interaction with the void where you'll too often die even though you hit the trampoline.

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