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Starshipbay a dit : For one, there's a difference between a job and voluntier work. They're voluntier's and only will work when they damn well please. If you don't like the way they're doing things then go to one of the other map reviewing groups and see if they do any better. Otherwise either be patient or stop posting maps for review. "They signed up for it" isn't even a valid arguement. If it were say, A PAYING JOB. Maybe then they would have to do it or else they would be fired. Honestly, I'd like to see you do a better job then they already are. Plus, we're only human, we're going to make mistakes and we're never going to be perfect. You shouldn't even expect good reviews to be coming from an unofficial group to start with but they still try their damn well hardest to give you the best advice possible. Even if it isn't helpful. Just remember. They're here to help your craft, not get you a higher perm. Also, as I've said many times. We can't make the map for you. |
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Shadowwinter a dit : I don't have to do a better job. Because it is not my job. If they signed up for it, it is their job. You don't have to be paid to be working. And, look, I did stop posting maps for review. Because it doesn't help to post more that won't be checked. I never said that you weren't doing your job, it's just that the people that I sent the maps in for a particular catergory aren't. |
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I sent in my application! |
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Starshipbay a dit : They don't have to do their "job" they signed up for just because you want them to either. Again it's voluntier work. Not a "job". Starshipbay a dit : They signed up for it to dedicate what time they had to helping others out, not spend their lives doing this. Again many of them have school work and jobs in real life that keep them off this game and unable to review maps. While I was on the team I was kind of frustrated with the lack of a partner in reviewing the one category but I cut down on my reviews because I wanted them to have some work. It isn't exactly easy to review maps and I know very well some of my reviews were bad but I at least acknowledge it. Each category has it's own difficulty of work and each one deserves the attention of the next map. I recently haven't seen any reviews posted but you have to relise that the team is kind of crippled a bit at the moment. I'm thinking about joining back just because of that reason. Oh, and lastly. It was never your job to complain about their work either. But that still happened didn't it? To be fair, no one should be able to complain till they have been in the shoes of who they are complaining at. But that won't always happen. |
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Seeteegee a dit : Sorrieee.......I'm not meaning to do that........ Ctg a dit : When did I EVER copy someone's map? I check the mechanical maps on cheeseformice and nothing is related to it. |
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@2966638 Category: P8 (dual sham) Both shamans spawn at the regular spawn point for shamans. If there should be a separate shaman spawn point for both shamans, please let me know. ^^ Thankies! ^^ |
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Todorovski a dit : Yes, this group is still active. I've been trying to explain for the past few days now that we have this thing called "real life" which we have to attend to. Some of our members are already resigning due to the sheer amount of the workload so we're thinner than ever. Please don't be upset if it seems that we're ignoring your maps. They are all on our database, if you'd kindly just see the links I keep providing. Remember, I don't get upset either that you seem to have ignored all my posts expaining the situation. Zhichengzhan a dit : @164404 Starshipbay a dit : You are correct that I should do the work I signed up for. But see, the work *I* signed up for is for professional services with an accounting firm that pays me a semi-monthly salary and gives me work experience I can put on my curriculum vitae. I signed a real contract which my employers also signed. This reviewing thing is for absolutely free. Our members just review maps because we care about helping other mapmakers get better at mapmaking. The only thing we agree on is that our reviewers will provide quality reviews WHEN they want to review, not that they're under obligation to review whether they want to or not. This isn't a job where I pay them money. This isn't even official like the moderation team and map crew. We're just volunteers who signed no contracts about the amount of work needed to be done. We never promised that we'll post reviews everyday, because we know we can't do that. What we promised however is that we WILL review your maps eventually. And when we do, we'll provide service of the highest quality we can offer. Right now, our database is loaded with maps on the queue for review. Maybe you should check to see if your maps aren't there before you start thinking that we're ignoring your maps? Shadowwinter a dit : Thank you. Shadowwinter a dit : Yes, please. Shadowwinter a dit : Please don't scare away our clients. ;-; |
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Ugh why is everyone complaining. You should be thanking these guys for actually taking the time to review ur maps for free -.- |
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Ok here! I dont know if i sent them before but improvements was made! @2801118 @2642720 P5! |
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@2353553 by Hidudelol Interesting gameplay. I'm personally a fan of the "no background" approach to maps. Since you're a big boy now, I suppose I can just describe to you the suggestions I want done, instead of doing the map for you. First, the static ice bars in the middle should be thick enough to at least cover the rotating anchor. Make it foreground so it appears over the anchor. Maybe 30 pixels or so. Next, I personally feel that the platforms would be better off being fixed rotation since you already rotated them anyway. I would suggest, instead of using the long plank shaman object, use a colored ground instead with color=#6a7495 and linear damping =30. Make sure it's not foreground! I also want you to move the grounds with cheese and hole nearer the edges so the entire map length is filled. I think it would look better aesthetically. Finally, I think you should interchange cheese and hole locations to extend gameplay. @2935935 by Hidudelol Quite the challenging map you have there! Here are my suggestions: ![]() To try and solve the difficulty issue in your map, I suggest deleting the ground in the red box. Maybe connect it elsewhere on the mech. I also think you should move the grounds in the green box a bit higher, and the grounds in the yellow box a bit lower. This is so the mice won't get pushed out when they're gathering near the top area only to get pushed down by the roof. Finally, I suggest that you match the "passable" backgrounds by either making the c=4 grounds in the maze black, or make the rest of the map color=#6a7495. @2937532 by Zhichengchan Is this what you're trying to do? ![]() Well, here's how I'd go about the mechanism: LINK Enjoy. @2932316 by Arthiola Interesting concept. I've sometimes thought of making a map like this, and now I'm helping you make it. Quite the strange sequence of events, isn't it? Anyway, here's the mechanism of the map: LINK Just build the rest of the map on there and tweak as necessary. Enjoy~ @2886177 by Supereemory I recommend deleting the grasses; hidden cheese maps are deletable by mods particularly when it's the highlight of the map. It's also free cheese as there are no challenges to getting the cheese, so I also recommend adding walls or a pit. @1540649 by Sapphiretnr I would say that this one is a case of decospam. The sheer amount of decorations makes the map look more messy than playable. I recommend that you delete everything in the orange circles here: ![]() I recommend that you make your stone grounds at the edge of the map each have 40 width and equal heights. Also, their Y values should be identical. The X value of the left stone should be 20, the right should be 780. If you want to keep the chocolate stairs, I recommend you make them of the same lengths and heights and place them so they don't overlap. @1581907 by Sapphiretnr This is deleted because it's free cheese. No challenge for the mice, so it breaks the game economy by giving cheese for no effort. Hugs for everyone, etc. |
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Seeteegee a dit : Scaring them away is different from the ones that already left. If I have scared some away i'm sorry. I don't see why they would have left.. Kind of. |
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APPLICATION UPDATE Bethdacat - 0-0-5 Zhichengzhan - 0-0-5 Sephirothxzx - 0-1-4 Monsterrs - 0-1-4 Meisftw - 0-2-3 Siemdraak - 0-2-3 |
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Seeteegee a dit : What about mine? *-* |
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Hidudelol a dit : 3 votes so far. Not yet decided. @2943206 by Dddin I think it's very nicely-planned! I like how you hid the anchors by using just one large ground. The only thing I can say about it is that perhaps you can make the wood grounds a little bigger and put fewer of them there. Right now it looks as if they're kinda "spammed", rather than placed deliberately. So if there are less of them there, it would look as if each one were planned. ... I think. @2944440 by Xtrolleyizx Nicely constructed. I like how stable the mechanism looks and how you aligned the grounds well. Here are my suggestions: ![]() There is an ice ground under the white circle, and in my opinion it makes the map a little too unforgiving if the player doesn't jump in time. He would have to do the tramp bit all over again just to have another crack. I recommend that you remove the ice to make gameplay easier. I also recommend that you remove the Ca="" to be more honest to the players. Map crew don't like that anyway. For the circle in the orange ring, I suggest you make it o=#ffff00 or something like that. For the rectangles in the red circle, I think it's better to make them wood grounds. I also suggest that you foreground all of these to hide the anchors. @2657546 by Gmiolo ![]() Nice and simple, I like it! Is this your entry for category 1? I like how the challenge is immediately obvious at first glance, and I'm glad you didn't overdo with any decorations. The more obvious suggestion I have is to change your wood static ground up top to Grass ground. I've heard rumors that map crew prefer grass to wood, so it's best for your map if you desire a higher perm. Also I think the top ground should have 40 thickness, while the see-saw wood should have 20 thickness. The less obvious one is to make your map "honest", since it's a shaman map. The grounds you put in the chat do affect gameplay, although it's not immediately obvious. You can make your map "honest" by making all the grounds that affect gameplay visible on screen. In this case, it's by deleting the ground under the chat and placing two diamond cloud grounds below the see-saw like this: ![]() @2965092 by Arber Nice and funny concept! I like how the axe thing keeps chopping away, and how the wood flips up a little bit. I think the map would be a bit better though if you removed the Ca="" since I find it annoying. I also think the scrolling is unnecessary and that you can take it out. Same thing goes for the roof. This may one may use archaic mapmaking knowledge, but I think it'd be better still. For the "barrier" that prevents the wood from shooting too high, I think you can make use of invalid rotation. Just put a cloud ground somewhere offscreen [or maybe rectangle with o="#6a7495" and c="3"] and make its restitution 36090. Here's a sample: LINK The ice barrier to the left of the hole for me is pointless; you should consider taking it out. The cheese can be brought down maybe 5 pixels or something to lay flat on the ground. For the axe, maybe you can use wood grounds for the handle. It'd be more realistic-ish that way. @2943685 by Physcolo ![]() Another nice and challenging map! I like how the grounds are all evenly-sized as usual, and how the map is properly centered, and the alignment in general is well-done. I think it would be better for the "honesty" of the map if you removed the roof and instead extended the ice that separates the mice and shaman by adding an ice ground up top. Aside from that, maybe widen the gap where the water breaks through to the top. This will allow more building room for the shaman. Aside from that, there's not much to improve here. Hugs to you all, especially Dddin who's been diligently reviewing maps like there's no tomorrow~ |
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@2923687 by Catochi The yellow arrow move that ground 2 pixels downer. The red arrow move that ground 1 pixel to the left. The black arrow-line make the 2 grass grounds equal. The green arrow move that ground like 12 pixels upper so it no longer encourage hardmode and more space to build under. ![]() @2953073 by Todorovski The black arrow make the water till that point so you can’t go and get the cheese just by walng in the water. The red arrows make that ice grounds with 40 L points. The green arrow move that ice ground upper 2-3 pixels and make it with lesser Z points then the grass ground at his base. The turquoise arrow move there the hole . ![]() @2954318 by Delatex The black arrow move the hole downer 2 pixels. The red arrow make that ground 80 L points. The green arrow add there an ice ledge so you can’t climb on there. The yellow arrow make that grass ground with 40 H points. The pink arrow make that ground 40 H points and move it upper and after that move the hole map upper. The turquoise arrow make that ground 80 L points and 60 H points and move it upper and more to the right with the cheese too. ![]() @2942727 by Fatsexybeast The turquoise arrows remove that ice grounds. The blue arrows make the L of the ice smaller in order to be under the grass grounds. The yellow arrow remove that cloud ground. The red arrow move the hole there. The green arrow move the cheese there. The grey arrow make that grass ground with more Z points. ![]() @2894059 by Imangrybird The green arrow move that ice ground upper. The red arrow move that ice ground downer a bit. The pibk arrow move that ice ground upper and lefter. Add a background. ![]() @1787723 by Imangrybird The green arrow move that ground upper and make it harder to sink because mice can die sine shaman can be a little afk also in hard mode or newb. The red rectangle make that a wood 160 L points ground and 40 H points. The yellow square add there the cheese. ![]() @2924425 by Darklantern The yellow lines fill that gap. Add a roof so mice can't solo the way to the hole. The grounds inside the red lines move them downer because the way on the stone ground it's offscren. ![]() @2937299 by Gmiolo First thing you need to do is to add a roof. Move the cheese 2 pixels to the left. Move the hole 2 pixels to the right. The red rectangles add there ice grounds with like 100 H points and 40 L points. ![]() |
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Seeteegee a dit : Wait, wasn't that the one that trick the mice to use the wooden plank and make the last three gounds fall out of the map? If yes, I'll like to see the "unseen part" of the mechanical to see how it's related to my map (No trying to argue with you though, you did a nice job, if it's related, I'll leave that map) |
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Zhichengzhan a dit : There are two of those. It's just that I decided it's a better use of my time to review the other pending maps and fix the admin stuff than scouring the other mapmakers' databases to look for an old map. I'm sure it wasn't intentional, but it is still almost identical. |
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@2753965 by Nkhow: Nice map, a few things though.. 1: I have no idea whatsoever how to get cheese.. I know.. fail. 2: It seems to straight forward, I found it easy to do it all. Not much thinking for the shams part. Try to make it maybe.. a little bit tougher. Not a lot though @2806505 by Nkhow: I found the map a little simple for the bottom left shaman, and I thought it was mostly a build-a-thon. I did however, find it fun to sham. I like the idea of a slanted map. I think you should make an ice ground or a ground under the bottom left ground, so the sham has to build up, not under. good map :) @2920027 by Tnulm: This map seems better fit for room shaman if that's okay with the user? If not, I will review it again. @2922894 by Physcolo: 1: I'm a noob shaman, and I found it a little hard to sham this. 2: I really like the concept, so maybe get rid of wind? Or make it a little softer. Good maps, I apologize completely for my lack or reviewing due to school work, and my life. Thank you all for being patiant. -Hugs- |
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@2953553 by Catochi ![]() Not bad! I was somewhat challenged by your map. I like how the grass all have lengths divisible by 40. Shows you care about alignment. However, there are some thing you can improve: ![]() I think the ice grounds in the red and yellow circles should be made to have the same length as the ice ground on the far right, which I think should be removed. Ice that's too thick doesn't look too well for me, and the one on the right seems like a filler. Instead, maybe you can move the grass ground a bit higher until it touches the cheese. It would solve the tight build spot in the right yellow circle, too! |
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*useless post* Keep up the good work guys~ :'D Sorry for being inactive as well. ~_~ I've been busy with school and I spent my time on tfm making my own maps. |