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Parkour Map Submissions
Vincentfarm
« Citoyen »
1730447460000
    • Vincentfarm#0000
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#61
  0
@7858566
@7828869
@7959940
Chocojell
« Citoyen »
1731521580000
    • Chocojell#0000
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#62
  1

#parkour Map Reviews: November 2024


Posts #45 - 57



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 map @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 with your map @code.



Accepted (3)


Vincentfarm#0000 - @7889281

Vincentfarm#0000 - @7889297

Vincentfarm#0000 - @7889619


Almost There (5)


Antoni0#8587 - @7958065
- (Cp 1) Make the slanted ice at the end larger.
- (Cp 5) The space can be adjusted by extending the acid coverage more to force players to use the trampoline on the left side to maneveur to the slanted trampoline on the right side; it would be an interesting idea.
- (Cp 6) Consider putting the checkpoint placement closer to the trampoline. The intended way is also confusing and inconsistent, consider making it easy (e.g. extending the ice on the exit or making the trampoline less stiff. Please cover the lava corner as it can kill players/create shortcuts.
- (Cp 7) Add an ice slope between these platforms so that players are not punished from getting too high and missing the up corner-jump.

Geneeskunde#0000 - @7958196
- Cover the water with foreground on the overlapping areas such as checkpoints 6 and 7.
- (Cp 2) Change the property of the ice (ie. color) to make it different from normal so players know it can be climbed. The jump image (can be found in the guidelines) can also be added to hint players to jump near the water.
- (Cp 8) Move the cheese and the checkpoint placement to the top of the slope to reduce time for redoing.

Ledgiic#0000 - @7958774
- (Cp 5) Reduce the preciseness of the corner-jump by widen the ice at the left.

Ledgiic#0000 - @7959334
- (Cp 1) Can change the diamond trampoline to a vertical one.
- (Cp 4) Walljumping with cheese and the short exposure of wood plus the acid below is challenging. Consider making it easier.

Zeus#6550 - @7941098
- Make sure treadmills are not colliding with objects.
- (Cp 1) Change to a different idea as now the horizontal force feels insignificant to the gameplay and the water lift you too high.
- (Cp 2) Move the checkpoint placement.


Rejected (7)


Antoni0#0000 - @7959086
- The concepts on the map are acceptable, but the difficulty level is excessively high.
- Make objects static by adding mgoc=-1 on wind or gravity maps.
- (Cp 1) The length of the ice is not necessary as the acceleration of the wind is enough. This excessive speed prevents players from realizing the trampoline has friction.
- (Cp 2) The setup here makes the boost less obvious, making the obstacle confusing.
- (Cp 3) Cover the trampoline at the top so players won't confuse it as part of the checkpoint. Jumping on the top of water works a lot better than the arrow you suggested, but this idea is overused in the map, so it is suggested you can diversify the gameplay.
- (Cp 4) The environment is not clear and safe enough for players to test out that with cheese you can regain jump in water, make it more obvious. Walljumping with cheese on wood in a wind map should not be casually included in a tedious obstacle.
- (Cp 5) The beginning can be done without using left trampoline. The idea itself also needs proper introduction instead of suddenly appearing in the map. You should try to make it a theme and create more with it so players can have guidance.
- (Cp 6) Too open to interpretation and too tedious to redo due to the need for precise speed and angles.

Begum#0687 - @7957998
- A great percentage of the map is generic.
- Please be aware of the top game bar (which is 20 pixels) will block the view of the map when you are at a higher checkpoint, so avoid using a ceiling that will be covered, especially acid.
- (Cp 2) Repetitive and easy to redo.
- (Cp 3) The trampoline at the beginning does not introduce challenges at all and it has no relationship to the latter part of the checkpoint. Too time-consuming to redo, especially the latter part.
- (Cp 7) The ceiling is not sealed and you can easily complete it by going above the chocolate.

Pluvious#7849 - @7958097, @7958098, and @7958099
- All of the maps feel generic and lacks creativity.

Zeus#6550 - @7959075
- The beginning is nice, it's good and simple for players to get used to the mechanics. But the spaces of checkpoints 5-6 can be reorganized to make more meaningful obstacles.
- (Cp 4) It is possible to go directly to the right side, you can add a wall here to block this path.
- The beginnings of checkpoints 5-7 are fillers. For the latter part of checkpoint 7, you can try something like this since it is a bit dull at the moment.
- (Cp 6) The beginning is not super necessary, you can go up with the water and up corner-jump the ice.
- (Cp 8) Add an arrow to indicate players need to go down. Cover the entire wood with ice so turnarounds are not possible.

Zeus#6550 - @7941097
- The entire map felt very repetitive with the gameplay, most of the slippery ice didn't introduce enough challenge and just becoming a part of the walk.
- (Cp 2) Indicate the path properly as the obstacle is confusing.
- (Cp 7) The slippery effect is too easy, making the obstacle feel insignificant, consider changing the idea.
- (Cp 9) There are some confusing aspects about the obstacle, if you want a detailed explanation and suggestions on how to improve, please contact a member of the Mapper team directly.


Dernière modification le 1731521820000
Antoni0
« Citoyen »
1731541320000
    • Antoni0#8587
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#63
  0
@7958065 ediy
Ledgiic
« Citoyen »
1731546960000
    • Ledgiic#0000
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#64
  0
@7958774 - edited

@7959334 - edited
Geneeskunde
« Citoyen »
1731687960000
    • Geneeskunde#0000
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#65
  0
@7958196 - edited
Zeus
« Censeur »
1731760200000
    • Zeus#6550
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#66
  0
@7941098 - edited
@7959075 - edited

Dernière modification le 1731762840000
Hgfgghjkfare
« Citoyen »
1732123560000
    • Hgfgghjkfare#0000
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#67
  0
@5331185 - edited

Dernière modification le 1732141200000
Jasseh
« Censeur »
1732138320000
    • Jasseh#0000
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#68
  0
@7908283
Jaw
« Citoyen »
1732237440000
    • Jaw#9368
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#69
  0
@7961851
The_king
« Citoyen »
1732312560000
    • The_king#5102
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#70
  0
@7959676
Rioxmaps
« Citoyen »
1733045340000
    • Rioxmaps#3702
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#71
  0
@7962433
Pk_mapper
« Citoyen »
1733050980000
    • Pk_mapper#6262
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#72
  0
~CHECKPOINT~
Rioxmaps
« Citoyen »
1733313180000
    • Rioxmaps#3702
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#73
  0
@7962528
Ghibil
« Citoyen »
1733363220000
    • Ghibil#8171
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#74
  1
@7962151
Markoneytor
« Citoyen »
1733890260000
    • Markoneytor#6890
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#75
  0
@6787475
Pk_mapper
« Citoyen »
1734486240000
    • Pk_mapper#6262
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#76
  0

#parkour Map Reviews: December 2024


Posts #60 - 71



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 map @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 with your map @code.



Accepted (6)

Difficulty 1:

Jasseh#0000 - @7908283

Difficulty 2:

Hgfgghjkfare#0000 - @5331185

Rioxmaps#3702 - @7962433

Vincentfarm#0000 - @7828869

Difficulty 3:

Jaw#9368 - @7961851

Vincentfarm#0000 - @7891601 (edited version of @7959940) (temporarily perm)


Almost There (1)

Zeus#6550 - @7959075
- (cp 4) We apologize for the unclear advice from the last review. he chocolate ground should be added to ensure your intended path isn't blocked, as demonstrated here. Please test your obstacles thoroughly after making adjustments. Alternatively, you could consider shortening the chocolate slightly.
- (cp 5) The obstacle is too irrelevant. The wall could be removed, allowing players to directly run through the old cp6 section as shown here. You may also consider some idea like this for a more dynamic layout.
- (cp 7) Consider lowering the bottom wood friction to make it less precise. Another option is to turn it into ice, challenging players into pulling back themselves in order to be able to grab the wood.


Rejected (4)

Aomry123#0000 - @7960754
- Don't make ice climbable with honey.
- No need to put yellow nail on last cp.
- (cp 1,2,4,6) Are generic obstacles.
- (cp 3) The obstacle has potential but the chocolate ta is too wide, which can make retries feel frustrating.
- (cp 5) is too confusing and precise for players to try.
- (cp 7,8,9) the ideas have potential but the execution feels too basic. The slippery trampoline could be expanded on, providing an extra challenge.

Aomry123#0000 - @7960099
- Overall, the map shows good attempt on using the cheese lifting water. Yet the layout is messy, and the obstacles are too automatic, have unclear setup or a provides simple chains of bounce.
- No need to put yellow nail on last cp.
- Please do not always use the stop tag on checkpoint unless it is necessary.
- (cp 1) the cheese behind the players is misleading, however it also offers an interesting potential for future obstacle design, where the cheese could be used to proceed through the level.
- (cp 5, 6) The cps are mostly automatic chains of bounces, the use of the cheese and water is too oblivious. You should consider the interaction between cheese and water in a more meaningful way.
- (cp 7) There are multiple ways of completing the level such as the one displayed here. Try focusing on a specific solution to make the obstacle feel more purposeful and intentional.

The_king#5102 - @7959676
- Overall, the map is very generic.
- the difference of width between grounds gives the map a messy look.
- (cp 1) not sure about the intended way, but hitting lava corner is possible to complete the map.
- (cp 8) the obstacle has potential if given more space, allowing players more time to react and jump.

Vincentfarm#0000 - @7858566
- (cp 5) On the final bounce, players often don't attempt to turn left to maximize momentum by hitting the ice. Perhaps making this more intuitive could help, such as by visually representing it as a trampoline or adding an arrow to indicate the direction of the momentum boost.
- (cp 6) The timing for the jump feels quite precise and inconsistent, which can be frustrating. A slight adjustment to the timing window would likely improve the experience.
- (cp 7) The ice in the middle of the lava might be misleading, as it suggests players need to use it. Additionally, the momentum control when hitting the lava could benefit from a wider margin of error. A more prominent stop warning could also be helpful to avoid confusion.


Dernière modification le 1734488340000
Ledgiic
« Citoyen »
1734916140000
    • Ledgiic#0000
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#77
  0
@7961942
@7962989
Zeus
« Censeur »
1734935700000
    • Zeus#6550
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#78
  0
@7963044
@7963043

Dernière modification le 1735368540000
Zeus
« Censeur »
1735562040000
    • Zeus#6550
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#79
  0
@7963040
Vincentfarm
« Citoyen »
1735845060000
    • Vincentfarm#0000
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    • Tribu
#80
  0
@7891599
@7891602
@7889166
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