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#Divinity Map Submissions
Divinity
« Citoyen »
1601557200000
    • Divinity#0177
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#761
  1

CHECKPOINT
Posts #748 – #760
ALL MAPS SUBMITTED BEYOND THIS POINT WILL BE CARRIED OVER TO THE NEXT CHECKPOINT BATCH
ANY EDITS MADE TO MAPS WITHIN THE CHECKPOINT RANGE MAY BE MISSED


Elmattjuan
« Citoyen »
1601679420000
    • Elmattjuan#0000
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    • Tribu
#762
  0
@7788453
Azaroth
« Consul »
1601809200000
    • Azaroth#5432
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    • Tribu
#763
  0
@7735550
@7783955
@7662728

Dernière modification le 1601963100000
Phi
« Citoyen »
1601816880000
    • Phi#1265
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#764
  0
@7789024
i made this map thinking on begginer shamans and with a good imagination of construction.
Divinity
« Citoyen »
1601955420000
    • Divinity#0177
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#765
  2
  • Reviews
  • Miscellaneous

ANNOUNCEMENTS



Hi all.

First of all I'd like to thank you all who voted in our #map-deletion channel on Discord. The Divinity team have taken the time to sift through the entire Difficulty 1 – 4 rotation to re-categorize and cleanup the map pool. Check out the Miscellaneous tab to see what has changed.

Next I'd like to announce that we've manage to obtain access to the Divinity source code. This allowed us to add new staff in-game and fix some bugs in the module. As it stands, it's still inconvenient for us to update the code as the module is still owned by Gekkeiju, and we require admin intervention to do so. Some of the changes were made nonetheless:

  • Addition of !p alias for !stats
  • Fixed the issue where using !mort right after the round ends caused you to die on the next shaman's turn
  • Some missing translations were added
  • A new tool allows us to flag maps as No-Flip or No-Minimalist

Finally, with much joy, allow me to announce new members to the Divinity Map Crew!

  • Bahambug#0000
  • Jennandjojo#0000
  • Michellehi#0000

Please also note that with effect from now, map submissions are limited to 6 maps per month for each person.



MAP REVIEWS
OCTOBER 2020: UP TILL POST #760


If you would like to seek further suggestions or clarification on your maps, message us here.
Alternatively, you may reach out to the team on our new Discord server here!


https://i.imgur.com/KxUVcV0.png?1 Undecided (9)

Condensation#0000
  • @7781458 - It’s difficult to have a stable build off of the ice grounds even with a good base in place. The map can also be monosolu, so cat2 to reduce replays. Edits needed before accepting: Make the clouds parallel, enlarge the size of the ice seashell. Also remove the NOBALLOON to allow shamans to stabilise their builds better (since there are no secondary support grounds around)

Shetthat#0000
  • @7653224 - This is similar to @2083506 (diff 4 map), just deeper with a different base. Please fix the offscreen gameplay here. We suggest allowing for more creativity in basing by lowering the ice (ref).
  • @7781565 - Please move the cheese higher up as it is easily blocked by solid objects spawned on the choco. Perhaps you could give the ice a lil’ more interesting shape to make the map more friendly and appealing. Also, move the hole further up and remove the right anticloud so shaman will have to build there (ref).

Darklantern#0000
  • @7713065 - The monorail solution is a new concept in #divinity. I would suggest minor adjustments: Extend the ground at mouse spawn and add a wall to the left (or any way to prevent build from sliding to the left) (ref).

Juliandcc#0000
  • @7703537 - Make more use of the left part of the map, perhaps move the cheese here? Move the ice up by 20px to allow more space to build under. Also, align the collision ice grounds with the visible ones on top; they're a bit misaligned.

Iuminous#3399
  • @7766438 - The map could use a little tuning in terms of aesthetics. Use wood on the left to allow plank catching to be done easily, and standardise your anticlouds (either stick to ice or colored ground) (ref). Align the #6a7495 colored grounds within the anticloud in such a way that they create a standard-width border on all 4 sides. For the death coins, remove the vertical row, and the rest slid +x slightly to allow a wider gap for building (ref2).

Lilith#0123
  • @7781389 - Anchorable dynamics allow for many versatile bases. The build back to the hole is challenging as well. The anchorable ground gets confusing, still. You should swop the positions of the ice and cloud, as clouds are better associated with being dynamic/anchorable (something like this).

Karaka#0647
  • @7784536 - There is potential if you make these revisions: remove overlapping clouds, move hole location higher, remove the stone on the right of mice spawn and change the timer. Since there are several maps with similar concepts, it would be in category 2.
  • @7778525 - There is little incentive for the shaman to try the bottom path as it's too cramped near the cheese. Perhaps, shift the ice ground further away from the cheese? Also please center the map by shifting everything -x; the left side of the map feels awkwardly empty.

https://i.imgur.com/gHdfoEo.png?1 Accepted (4)

Lilith#0123 - @7780321: Difficulty 6, Category 1
Juliandcc#0000 - @7702508: Difficulty 6, Category 1
Karaka#0647 - @7780757: Difficulty 7, Category 1
Yinjackson - @7766519: Difficulty 7 Category 1
https://i.imgur.com/uWQ2fPj.png?1 Rejected (36)

Condensation#0000

@7686588 - Shaman is unnecessarily caged. This map seems like it's trying to include concepts that are easily bypassed. Shaman does not necessarily need to be used as support and the build can be completed statically.
@7685726 - I don't see how else (and reasonable way) you can start to make a base. It requires mice cooperation so as to use their body to balance the initial object. Aside from that the map in itself is visually unappealing and very chocolate.
@7675800 - The only spot to make a base is with a single plank on the angled platform, which limits the amount of original solutions for this map.
@7686775 - This map is similar to others in the current rotation such as @6928849 (generic splint base map). It’s also possible to have a base using a plank to plank force at the chocolate ground. That being said the design of the map is pretty dull and unappealing with choco everywhere.
@7783417 - The concept is relatively new where the shaman has to utilize the space to push the plank at the spawn point to the right. I would prefer to use gekk’s map and just fix the broken timer. The decorations are too heavy and there’s no real need for a halloween bg here.
@7782468 - Generic splint map with nothing refreshing to display in the current gameplay.
@7782452 - Buoyancy-based solu, build flies off easily especially for shamans with low fps, with no way to secure the build. Lastly, there’s a possible offscreen gameplay on top of the ice.
@7701165 - Poor map design in which shamans can use force through the ground to make a base. If force is not used, it’s a buoyancy-based build without a way to prevent the build from flying off.
@7705639 - There is only one platform to make a base, which makes it monosolution. While a fairly good antigrav map when it comes to planning a path that can be accessible by both afk and active mice, it can become way too easy if all the mice decide to cooperate and get the cheese beforehand. The tree decoration is distracting/confusing when the shaman builds a path to the cheese.
@7775768 - It's very similar to an existing map: @6928849. I'd give it more serious consideration if the map was moved +x slightly and the cheese made further away. As it is, grappling is not necessary to consistently complete the map. I'd also consider changing the chocolate to wood or even ice to impede the effectiveness of runes. Also the chocolate should have a lower Z value (to make it look nicer).

Shetthat#0000

@7783486 - The map is visually unappealing. It was difficult to secure the base with the hidden ground below the chocolate ground and stabilize the build without any support grounds. Forcing possible here.
@7619269 - Solution using rune support (it should be discouraged!). The initial plank that you put in the gap can fall off easily with anchor lag. The map is more suited for #spiritual module with stability opportunities.
@7620321 - Half of the map is unused, and the central stabilizing area tends to glitch if you are not extremely precise with how you use it. Map is covered with water and excessive skull tokens, increasing the chances of accidental death.

Darklantern#0000

@616027 - A large half side of the map can be disregarded. The path up is cramped and restrictive, and you can solo the top part to cheese. Overall for a low difficulty map, it is too easy and simple.
@4260278 - Divinity burla. Hidden ceiling. There are also plenty of maps with floating b anchored planks in rotation currently like @2465963.

Juliandcc#0000

@7702925 - The entire left half of the map can be skipped and the water is also partially bypassable by building offscreen.
@7703547 - Unlike previous iterations the left side now has to actually be built. However this comes at the expense of being able to realistically stabilize the right half of the build. (Un)fortunately, there is an easy way to circumvent this woe by shoving a plank between the yellow circles (ref). Misaligned grounds and colorful grounds all clash together. This map would be better if balloons were enabled because the bridge under the ice can be unstable. The map is long and a buildathon overall, with the water barely serving any purpose.
@7702512 - The concept is there, but this map has fatal flaws that need to be addressed. One is that it looks like it was involved in a car accident, and the other is that cannon solutions would be used due to the buildathon nature of the map. It was difficult to use the slit on the right block due to the anchor lag in the small gap.
@7702477 - The right side is still soloable. Generally unappealing cloud placement and color choices.

Yinjackson#0000

@7767354 - Previous batch trial. Unfortunately, after the trial rounds, we noticed that it was too hard for a majority of the players to stabilize their builds in a reasonable time period.

Iuminous#3399

@7766867 - Mice can easily just run up the angled ice and head straight to cheese (ref). Aside from that I don’t think it’s enjoyable to extend a cantilever this far. You probably also unintentionally (or fortunately?) made this ground with object collision.
@7766440 - Map is very monotone, unstable builds from all ice. Force and balloons make the map easy to solve. Also it’s possible to do this.
@7765050 - The map feels very cramped with the motor ice in the way which makes the map unenjoyable to sham. The gravity is too high; shamans do not necessarily have to build to the hole because they can easily use cannons directed to the hole.
@7764513 - It's too challenging to build on this map because of the cramped space on the bottom of the map and lack of visibility of the build in water. The top part of the map is not needed at all and the mice can die easily at the skull part.
@7766908 - I dislike how there are many unnecessary grounds in the map, you’re making the map look more complicated than it actually is. The ground does not explicitly imply that you can start a base where mice/shaman are spawned. The slit at the bottom of the map is misleading where shamans can waste their time starting a base there. It's also possible to do an all cannon solu to solve the map.

Lilith#0123

@7780274 - Overpowered cannon solution. Symmetry made this boring.
@7785565 - See @7780321.
@7780679 - The gaps feel really awkward to use. It could even make the other grounds redundant as it's really easy to construct a stable base using one of the gaps. It's mildly easier than your other variations of the map, but not enough to warrant a different difficulty.
@7780677 - The map has charm and is pleasing to look at. However in terms of building, it doesn't really give much incentive for the shaman to utilise all the grounds; the shaman can build a bridge halfway and mice can already get cheese (ref). Revise the map, and the scroll should also be removed.

Hackdesamba#0000

@7784195 - The grounds are too confusing and force through the cloud ground should not be allowed.
@7783175 - Generic map that is too similar to map 3. Either way, it’s a boring gameplay that utilizes a standard H base at shaman spawn and a balloon to the hole.
@7783170 - The right side of the map is unused since the build could be finished with only the middle anticloud ground (unused portion).
@7781556 - Color of the clouds are misleading as pink clouds usually signify anchorable clouds. There are some concerns about stacking boxes and ballooning mice to the cheese and hole.
@7776338 - The entire map is soloable in its current state and dependent on mice skills. The spring is not a good obstacle where there is enough headroom to simply run into it and jump. Several death coins and a tramp can lead to easy deaths.

Karaka#0647

@7784209 - Generic splinting map which is repetitive in divinity maps. The black circle is quite ambiguous as shamans can’t tell if it will disappear after the timer runs out. I’d prefer if you remove the gigantic black circle in the middle. I understand the point of the circle is to make swings obsolete, but it just doesn't make sense when the other method is EASIER.
@7783961 - Map does not feel centered as the entire gameplay is focused on the left of the map. Positioning of the timer implies the shaman needs to build quickly but it was not that aggressive. Shaman cage was useless because the base can be constructed between the two ice grounds (your typical N base would work really well here).



OTHER EDITS


https://i.imgur.com/cg9HCRN.png?1 Added

Difficulty 1, Category 1
@472860

Difficulty 2, Category 1
@280977
@1317866
@6358763
@7014546

Difficulty 3, Category 1
@7474223
@7549936
@2729348
@7026783
@6277112
@5900016

Difficulty 4, Category 1
@3581343
@1891565

Difficulty 7, Category 1
@6635900
@6693861

https://i.imgur.com/GaL5rZR.png Changed Difficulty

@746698 - Difficulty 1 → Difficulty 2
@7236632 - Difficulty 1 Category 2 → Difficulty 1 Category 1
@1667676 - Difficulty 2 → Difficulty 1
@1622242 - Difficulty 2 Category 1 → Difficulty 2 Category 2
@326777 - Difficulty 2 Category 2 → Difficulty 2 Category 1
@219032 - Difficulty 2 Category 2 → Difficulty 1
@3728061 - Difficulty 3 → Difficulty 4
@4141157 - Difficulty 3 → Difficulty 2
@1928599 - Difficulty 3 Category 1 → Difficulty 3 Category 2
@1272788 - Difficulty 3 Category 1 → Difficulty 3 Category 2
@1964128 - Difficulty 3 Category 1 → Difficulty 2 Category 1
@2087280 - Difficulty 3 Category 1 →Difficulty 2 Category 1
@433332 - Difficulty 3 Category 1 → Difficulty 2 Category 1
@2668819 - Difficulty 3 Category 1 → Difficulty 2 Category 1
@7407743 - Difficulty 3 Category 1 → Difficulty 2 Category 1
@4901402 - Difficulty 3 Category 2 → Difficulty 3 Category 1
@1515500 - Difficulty 3 Category 1 → Difficulty 4 Category 1
@559622 - Difficulty 5 → Difficulty 4
@7724497 - Difficulty 6 → Difficulty 7
@6120280 - Difficulty 6 → Difficulty 7

https://i.imgur.com/BgwaUiw.png Removed

@2798437 - forcing; path up to hole takes little thought
@1406626 - cramped
@901990 - forcing available; there is also not much to build here
@2113338 - large portion of the map is unused; building too short and basic
@172357 - map is plain; ballooning mice to hole is often done despite it not being intended
@1360297 - large portion of the map is unused; building too short and basic; gap should be at least 10px
@4007168 - generic, easy force option
@1778724 - monosolution; half of map unused
@360778 - similar bridge building concept maps exist and are executed better
@1953670 - left/right side doesn't offer much to build; easy force option
@1193841 - similar bridge building concept maps exist and are executed better
@3017381 - left side soloable, rusher mice will interrupt shamans who try to build there
@504567 - doesn't offer much to build; a lot of building can be saved by having mice to walljump
@1319761 - doesn't offer much to build; building too short
@183705 - mice often jump over to wall jump, interrupting the shaman's build
@3307840 - generic, cramped, doesn't offer much to build
@1004996 - the gap, which is often used, is too small
@2581289 - buildathon bridge, easy force option
@1570590 - map could make better use of space, there is too much wasted; easy force option available
@1871593 - generic; easy force option available
@1998444 - easy force option available; walljump/offscreen build on the right
@768523 - dull map; easy force option available
@7179596 - there is not much to build here, and the concept isn't something that Divinity is looking out for; a lot of mice participation and running
@4624694 - there is not much to build here, concept isn't something that Divinity is looking out for; AFK mice often fall to their death too soon
@7180919 - the rotating ice is useless, and only encourages rushing mice to fall to their death

@1529262 - Ice is pointless and annoying + bottom of the map is too cramped + generic. Many have also trapped objects on the top of the ice (mostly balloons) and are left with no apparent way out..
@2800239 - I like that there are multiple ways to do a base but it is rather easy to do a penetration base which kills the challenge of the map. It can also be repetitive in the sense that both sides require you building down the same way.
@922115 - generic; gap between ice that paths down is too restrictive; plank hold is too small: needs to be at least 10px
@1752499 - similar to @2013974, but much more restrictive
@1359541 - generic; force base
@273581 - improved, less linear version of the map: @2973874
@1604029 - way too simple; we’re down-diffing @2087436 in place of this map
@1715789 - generic, removing in favour of @7179580
@2628658 - requires mice cooperation; not much of building really, just annoying if anything

@262174 - AAAAAAAAAAAAAAAAAAAA
@7731136 - the mechanism still appears to bug, it seems to send the whole build flying away just because it pushes slightly against the right moving wall. Also fix the ice in the middle so that a base cannot be made purely by relying on that (probably make it rounded).



Dernière modification le 1612339860000
Dextech
« Citoyen »
1601957340000
    • Dextech#0000
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#766
  0
@3783603
@3837964
@4058006
@3783702

Dernière modification le 1603330200000
Lilith
« Censeur »
1601959860000
    • Lilith#0123
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    • Tribu
#767
  0
a dit :
Anchorable dynamics allow for many versatile bases. The build back to the hole is challenging as well. The anchorable ground gets confusing, still. You should swop the positions of the ice and cloud, as clouds are better associated with being dynamic/anchorable (something like this).

@7781389 Edited
Cave
« Citoyen »
1601960280000
    • Cave#0647
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#768
  0
@7778525 - edited
@7789481 - edited
Iuminous
« Citoyen »
1601972460000
    • Iuminous#3399
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#769
  0
@7766438 edited
Newen
« Archonte »
1602007500000
    • Newen#6196
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#770
  0
@7709160
@7701344
@7704070 (@7702388 - bigger the ice)
@7702365
@7709752

Dernière modification le 1603210980000
Condensation
« Citoyen »
1602102600000
    • Condensation#0000
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#771
  0
@7685726 edited as per feedback
@7786142
@7692561 resubmission, "too much like something gekk would make" is not a valid criticism of a map. gekk didn't make this map.
@7688839 resubmission, apparently you guys are cool with monorail maps now
@7789958
@7789970
@7781458 edited as per feedback

Dernière modification le 1602357780000
Shaman_force
« Citoyen »
1602122880000
    • Shaman_force#0548
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#772
  1
@640639
@778383
@6848218
@675844
@742236
Casserole
« Citoyen »
1602156180000
    • Casserole#1798
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#773
  5
Condensation a dit :
@7685726 edited as per feedback

Hey there, allow me to explain when we say that a base is unreasonable.

Generally, we want to avoid a case where we have to rely solely on buoyancy or unnatural upwards force, as this can be a really irritating for people who also deal with frame drops or latency lag. A few of such maps are alright, and the few of such maps in rotation have been tested rigorously to ensure that they can be done consistently enough in spite of such conditions. The idea is to allow for other alternatives, which in this case your map is only limited to using runes, which isnt very pleasant to use either due to their unpredictability. In spiritual you may see otherwise, but that is because you are given the option to stabilise the runes using c nails. In the previous iteration of your map, you could use a shambase to start off, and there's no denying that it's unfair if such a method could be used when mice cooperate (and heck I'd do this always, anything to avoid using buggy and wonky runes that only misbehave even more so with my ping).

Oh and also look, challenge accepted :)
Elmattjuan
« Citoyen »
1602179580000
    • Elmattjuan#0000
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#774
  0
@7790158 - New
@7790162 - New
@7790167 - New
@7790171 - New

Dernière modification le 1602182100000
Lilith
« Censeur »
1602187920000
    • Lilith#0123
    • Profil
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#775
  0
@7738086 @7781494
@6160490 @6160756 @6162679
@7780677 edited

Dernière modification le 1604012640000
Syzii
« Citoyen »
1602384900000
    • Syzii#0000
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#776
  0
@7790962
Portwave
« Citoyen »
1602436620000
    • Portwave#8221
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#777
  0
@7783237
@7791297
@7793070 (has a custom mapcode)

Dernière modification le 1603025520000
Lina
« Citoyen »
1602517080000
    • Lina#5958
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#778
  0
@5503127
@1987698
@248447

Dernière modification le 1602517260000
Elmattjuan
« Citoyen »
1602548340000
    • Elmattjuan#0000
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#779
  0
@7791474 - New
@7791477 - New

Dernière modification le 1602548940000
Cave
« Citoyen »
1602734280000
    • Cave#0647
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    • Tribu
#780
  1
@7795576
@7795967
@7795604
@7796520
@7795622
@7795856

Dernière modification le 1603838100000
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