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Rotação Oficial - P24 - Survivor Dois Shamansالدوران الرسمي - P24 - خرائط السورفايفور ذو الشامانان 公式カテゴリー - P24 - デュアルシャーマンサバイバル Official Rotation - P24 - Dual Shaman SurvivorRotazione Ufficiale - P24 - Survivor con Sciamani In CoppiaRotation Officielle - P24 - Survivor avec Deux ChamanesOficjalna Rotacja - P24 - Survivor z Podwójnym SzamanemPálya Körforgás - P24 - Két Sámános TúlélőRotația Oficială - P24 - Survivor cu doi șamaniRotación Oficial - P24 - Survivor de Dos ChamanesResmi Rotasyon - P24 - Çift Şamanlı SurvivorOfficiële Rotatie - P24 - Dubbele Sjamaan Survivor
Ifo
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1595804580000
    • Ifo#4275
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#801
  709
@6999321
Tijolinho
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#802
  0
@7759557
Eliterecon
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#803
  0
  • Today's Review
  • Discussed Maps

Left as is


Jasseh#0000

@7519076 - The mobility might make a duo of unexperienced shams struggle here, however I think 2 shams timing their cannons well should make this map feel unbalanced.

@7518627 - The gameplay is not balanced as the map is very much in favour of the players. It will be difficult for the shaman to remove all the players from the map. Additionally, the two curved obstacles on either side are not much of an obstacle as players can easily avoid them. In it’s current state the map will not work in P24.

@7755557 - The map is quite unbalanced when there are two shamans that are well-coordinated. Additionally, it is quite similar to other P24 maps.
Juliandcc#0000

@3780736 - It seems to be too easy for 2 well-coordinated shamans, regardless of whether they use the trampoline grounds. Furthermore, we advise not to make the mice spawn on ice grounds as it can be an instant struggle, as the mice should be able to stay balanced while being shot at by cannons from two shamans.

@3878078 - This map requires edits before it can be considered for P24. The shaman cage is too small and can be constricted for two shams, as there would not be enough room to spawn cannons inside the cage. The middle ground in the cage also makes it difficult for the shamans to climb back up. Less experienced players will have difficulty wall-jumping in such a constrained space. The left side is also too tight of a squeeze, and shamans cannot fall down from that side at all. In addition, the centre ice ground at the bottom require constant movement for mice to stay on the platform, which is something advised against. Furthermore, the proximity of the square blocks to the shaman cage allow players that are knocked back to climb back up. The anti-cloud blocks also make it easy for mice to be shot up. This will make it difficulty for shamans to kill mice due to the players' mobility. The square blocks are also a bit too small for players to adequately survive on. The colour of the grounds is also a bit misleading. The light blue and pink can be assumed to indicate ice grounds, due to their light colours. However, once players figure out that the coloured grounds are wood, they will generalize the assumption to the bottom centre ground with the white border, which is a genuine ice ground. This map would not work for P24 in its current state.

@3905863 - This map also requires edits before it can be considered for P24.Shamans spawn only on the top blue corner of the map, which is unsuitable for balanced gameplay. It is also too close to the perimeter of the screen, allowing for offscreen spawning to the side. In addition, the top solid grounds of the shaman spawns are too close to the navigation bar, allowing shamans to spawn up offscreen. The miniscule despawning ground that mice spawn on is too small to survive on. Shamans are also barely able to reach that ground with cannons; mice can jump over the cannons. The triangle ground on the bottom of the map is ice, despite it appearing to have normal friction. The ground lends high mobility to the map as mice will be easily shot up. Although there is a channel that mice can be shot through and die to the height maximum, that channel is narrow and players are able to move to rebound off the upper solid grounds. It is also difficult to kill players on the opposing side's anti-cloud grounds. Mice are easily able to dodge the cannons as they fall through the ground. It will still be tedious if the shamans move to the solid ground of their spawn. Overall, although this map has an interesting layout, its execution prevents it from working in P24.
Haydie#0000

@7738388 - We suggest that you add a ground above the information bar to stop shamans from moving from their spawn points so they can camp the side of the chocolate grounds and spawn off-screen cannons which other players not be able to see and therefore would have to react quickly.

@7738474 - This map's layout is generic and a bit bland, and thus would lead to repetitive gameplay. The sticky grounds are a unique touch, but they only lend to high mobility for the players, increasing the difficulty for the shamans. There are several areas of the map that are hard to access by the shaman, such as the bottommost platforms, which would require shamans to drop down to the middle level to effectively kill mice. The grounds of the shaman spawn are long as well, which would be tedious for shamans to clear mice off of. This map requires edits before it can be considered for P24, as the gameplay is too skewed towards the mice.

@7745869 - The anti-cloud ground below the shaman spawn allows players to camp this area and makes it hard for the shaman’s to remove these players from the map. Additionally, the middle ground on the left does not need to be anti-cloud as the shaman’s still have easy access to the bottom ground. The anti-ground makes it harder for the shamans to remove the players from this ground as the cannons pass through it rather than rolling on a normal ground. Furthermore, once the diagonal ground has despawned, the players do not have much mobility on the map which makes it hard for them to move around on the map. In it’s current state the map would not work well in the P24 rotation.
Trexexjc#0000

@7758472 - Although this map looks quite nice and has no major flaws, the layout of the grounds is too generic. Most shamans will not notice and use the angled undergrounds, which is one of the unique aspects of the map. In addition, shamans have easy access to the mouse spawn due to the spawn range, which make it difficult for players to survive the incoming cannons. The gameplay will also not be very interesting as shamans will most likely target single platforms. Due to the layout of the grounds, the cannons will not affect other platforms much, so mice would only have to wait until the shamans target their ground. This map requires edits before it can work in P24.

@7758950 - Although the layout of this map is rather unique, it would be tedious for the shamans to kill the players. Most of the grounds are 'isolated' from each other, i.e. that the cannoning players off a certain platform has no effect on the rest of the map. This makes it arduous for the shamans to kill mice, as they have to tackle each platform individually, which takes more time. In addition, the left ramp is hard to aim at, so players can camp on it. The rightmost half-arch column can also be used to camp, as shamans cannot reach that platform. Overall, this map requires edits before it can be considered for P24.
Ifo#4275

@6999321 - The concept of the map is creative, however the spawn points for both the shaman are broken and result in them both being instantly killed. Additionally, as there’s only one shaman on the map at the time, this can be quite boring for the shaman that has to wait as they’re unable to do anything until the other has passed through their cycle. Furthermore, the concept takes up quite a chunk of the map space which then limits the room for grounds and the players. The shaman’s should also have the choice of being able to stand still and spawn grounds as the constant moving cycle can hinder the shaman’s specific spawn. In it’s current state, a lot of edits would need to be made for this to be considered for P24.
Tijolinho#3329

@7759557 - The map breaks several rules, such as the map can be completed which is not allowed in Survivor. Please keep the rules in mind while making maps for P24.


x

Will be discussed

None




x

Ignored

None





If your map was previously added into discussion, check out the general feedback on your map here.



Maps that are now permed


None



Maps that are being temporarily permed


@6975545 by Kratos#2341

https://cdn.discordapp.com/attachments/695399622297780234/742121664313163886/Screenshot_87.png
@510008 by Trexexjc#0000

https://cdn.discordapp.com/attachments/695399622297780234/742121980081471499/Screenshot_88.png
@7502773 by Jasseh#0000

https://cdn.discordapp.com/attachments/695399622297780234/742122002340380783/Screenshot_89.png
@7693014 by Haydie#0000

https://cdn.discordapp.com/attachments/695399622297780234/742122022011666442/Screenshot_90.png

Maps in this section may or may not be removed from rotation after approximately a month.



Maps that have been rejected


@7719472 by Jasseh#0000

The map is very unbalanced when you have two experienced shamans working together and the general layout of the map is quite cramped, as well as being quite similar to other maps already in rotation. The players who are knocked down to the bottom have a slim chance of going back up, but they are often affected or killed by the cannons on top sliding down. The anti-cloud ground between the two shaman spawns is a nice addition as some shaman's used that to their advantages by creating some combinations however it's not enough to be added into the rotation at its current state.

https://cdn.discordapp.com/attachments/695399622297780234/742122374253510728/Screenshot_91.png
@728265 by Trexexjc#0000

The map is extremely difficult for the shamans. To knock off the mice while the anti-cloud grounds move them proved to be very difficult and the shamans' needed to get a very precise shot. Also, with how mice can climb from the very bottom ground to the middle ground, it makes it very forgiving whenever mice do mess up and get knocked down to then recover again. Overall, the mice are provided with too much mobility, especially due to the moving grounds assisting them.

https://cdn.discordapp.com/attachments/695399622297780234/742122394063208448/Screenshot_92.png
@7719559 by Eremiaovidiu#0000

The map was tested with multiple edits made, such as having one shaman and moving the mice spawns to the top grounds. However, even with these edits applied, the map proved to have many concerns. The gameplay would always be unbalanced, whether it was with one shaman or two shamans. With one shaman, it proved to be too easy for the mice as they could move around to other grounds with ease. Whereas with two shamans, it was extremely difficult to survive. Additionally, the shamans were able to spawn planks and boxes to easily get rid off mice. Overall, the concept of the map is very cool but it would not work in the rotation.

https://cdn.discordapp.com/attachments/695399622297780234/742122416909713418/Screenshot_93.png


Dernière modification le 1597007280000
Jasseh
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    • Jasseh#0000
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#804
  1
@7516392 - dual shaman spawn, top left and right / dual mice spawn, middle left and right.
@7665039
@7719472 - edit. / dual shaman spawn, top left and right.

Dernière modification le 1597948920000
Commandantso
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1597077120000
    • Commandantso#0000
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#805
  0
@7307514
@7736460 - edited

Dernière modification le 1597093260000
Trexexjc
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1597159680000
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#806
  0
@728265
@310513
@310521

Dernière modification le 1597165920000
Newen
« Archonte »
1597372260000
    • Newen#6196
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#807
  0
@7701302
@4684778
Stovedove
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1597704120000
    • Stovedove#0000
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#808
  0
@7769073
@7769967

Dernière modification le 1597865940000
M23
« Citoyen »
1597927380000
    • M23#4702
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#809
  0
@7769909
Apo
« Consul »
1598090400000
    • Apo#0095
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#810
  1
Left as is:
@7665039 - Jasseh#0000 - Although there are no major flaws, the layout is generic and it would be tedious to play on. Mice are able to platform hop on the middle grounds to avoid cannons. In addition, the outermost anticloud ice walls prove to be a hindrance to shamans as mice can 'rebound' off the ice walls back onto the bottommost grounds if they are shot against it. There is also no cannon run-off, so shamans would have to clear the mice platform-by-platform, which will be time-consuming and effortful. However, it is nice that players are unable to camp on the platform edges.
@7719472 - Jasseh#0000 - This map has only been edited slightly, but the edits do not address the problems that the previous version suffered from. While it is a bit better, the issues of shamans not being able to target mice on the bottom players adequately and the cannons having a chance to pile up on the lower platforms still persist.
@7307514 - Commandantso#0000 - This map's layout is a bit too generic. The despawning grounds also don't add much to the map as they despawn too quickly for players to reach it or to make use of it. In addition, shamans will have to move around to be able to adequately target the mice. The bottom platforms are unaligned, allowing players to jump back onto the center platform if they are shot against the side platforms.
@7736460 - Commandantso#0000 - While this map has an interesting and unique mechanism, the gameplay of this map is heavily skewed in favour of the mice. The shamans will have an arduous time trying to cannon mice off the moving mechanism, as it is easy to platform-hop to dodge the cannons. In addition, mice are able to climb up to the shaman spawn via the moving anticloud grounds as well. Players have high mobility on this map, which makes it tedious for the shamans. The mechanism is more of a hindrance than a beneficial component.
@310513 - Trexexjc#0000 - While this map has a unique layout, the ramps enable cannons to pile up on the players, making it impossible for mice to dodge the onslaught. In addition, the ramps will put newer players at a disadvantage as they cannot dodge cannons combinations as easily, and will often be overwhelmed when both shamans target the area.
@310521 - Trexexjc#0000 - This map enables cannons to pile up, especially on the ramps and lower grounds. There is easy access to all the grounds throughout the map, which makes it difficult to keep track of what areas the cannons may affect. It is too easy for both shamans to kill the players if they work together.
@7701302 - Juliandcc#0000 - This map would be skewed in favour of the mice, mainly due to its high mobility. Mice are able to access the shaman spawn easily if they cannonjump. As mice spawn a tad bit above the wooden grounds, those who cornerjump immediatly are able to reach the water ground, and subsequently the shaman spawn.
@4684778 - Juliandcc#0000 - This map's gameplay is heavily skewed in favour of the mice. Players have extremely high mobility due to the middle water column. As such, players will spread out easily, and shamans will have a difficult time killing all of the players. In addition, there are many areas that players could abuse. For example, the middle ground attached to the water column will be hard for shamans to kill mice on as the player can rebound off the topmost stone grounds. Players can also camp on the outer edges of the stone platforms, or the water column. The water column refracting cannons will prove to be a challenge for newer players, as those with less experience will not be able to predict how the cannons move as easily.
@7769073 - Stovedove#0000 - While this map has a unique layout, it was difficult for players to survive due to the cannons piling up. In addition, the amount and placement of anticloud grounds allow cannons to travel across the map unobstructed, making it difficult for players to predict what areas the cannons can affect.
@7769967 - Stovedove#0000 - While this map has a unique despawning layout, most players are killed before the map changes to its final form. Players behind the despawning wall found it difficult to dodge cannons there, and the increasing thinness of the grounds do not affect the gameplay much. The top right ground is also difficult to adequately reach from the shaman spawn.


Will be discussed:
@7516392 - Jasseh#0000 -
@728265 - Trexexjc#0000 -
@7769909 - M23#4702 -


Ignored:
None

Dernière modification le 1598550180000
Jasseh
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#811
  0
@7719472 - edit
@7518627 - dual shaman spawn, top left and right
@7522956 - dual shaman spawn, top left and right

Dernière modification le 1600106340000
Newen
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1598738460000
    • Newen#6196
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#812
  0
@4684778 (edited)
@7701302 (edited)
@7703556

Dernière modification le 1599453600000
Commandantso
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1598748240000
    • Commandantso#0000
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#813
  0
@7736460 - edited
Ifo
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#814
  0
@6999325
Apollopolo
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#815
  0
@4465618
@4475035

Dernière modification le 1599327180000
M23
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1599128460000
    • M23#4702
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#816
  0
@7769908
@7766022
@7769906

Dernière modification le 1599845400000
Tadzio
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    • Tadzio#2404
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#817
  0
@7778164
Stovedove
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#818
  0
@7779436
Henrikx
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#819
  0
@7781755 - shaman spawn top right and top left
@7784261 - shaman spawn top right and top left

Dernière modification le 1600783020000
Mapcrew
« Consul »
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    • Mapcrew#0020
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#820
  0
Left as is:
@7719472 - Jasseh#0000 - It looks pretty easy with 2 experienced shams collaborating, it is otherwise very similar to other current p24 maps in my opinion
@7518627 - Jasseh#0000 - Maybe with a ground or two more somewhere in the middle, as it is I can only see it being difficult to handle 2 shams collaborating here
@7522956 - Jasseh#0000 - Despite the numerous grounds and sections I, again, think it'll be slightly unbalanced with 2 decent shams collaborating well, as all those grounds are pretty vulnerable at the edges of the map
@4684778 - Juliandcc#0000 - Not bad, the left section looks easily doable even with 1 sham but the right section isn't as unbalanced, probably because of the wall of the bottom ground to the right which may prove to be very helpful to save mice. Regardless the map doesn't seem that fun to me, mostly because all the spaces are so narrow, you can't even jump properly because you'll hit another ground, and that's not that big an advantage here, since the upper grounds are more vulnerable than the lower middle ones
@7701302 - Juliandcc#0000 - Tested it and the map was cleared within 45 seconds
@7703556 - Juliandcc#0000 - Not bad but 2 shams are probably too much to handle here, it looks doable with 1 sham
@7736460 - Commandantso#0000 - Definitely not bad and the mechanism is well done, however I don't think it's quite balanced enough; despite the mech bringing 4 grounds with no collision so close to each other, there isn't actually that much surface for mice to survive on here and I can only see experienced shams knocking people off each square easily
@6999325 - Ifo#4275 - Unique design but the gameplay is pretty awkward, there is nowhere near enough support for the mice against 2 average shams and honestly the layout is quite boring, unless mice reach the sham - which is likely as the grounds are so close together - they are restrained on like 3 grounds. I didn't manage to use the tramp efficiently, and also I'd say the design of the middle ground is a bit confusing, I can see what you've done to show cannons go through it but personally I don't think that's enough, you should probably just do the usual design with a normal square and another one inside it of the same colour as the background to show that it has no collision with cannons
@4465618 - Apollopolo#0000 - When shooting from right to left the map might work, from left to right though, the mice's spawn doesn't have much support and will get cleared easily
@7769908 - M23#4702 - I'd say it is slightly unbalanced in the shamans' favour, before and after the despawn. Despite the large surface mice have at their disposal and the square in the middle that facilitates continuous running, I sitill think 2 shams can clear it quite easily by just collaborating on each section; even in their original state, the longer sections at the bottom aren't enough to help mice against double attacks from the shams.
@7766022 - M23#4702 - It's not that unbalanced, but for the wrong reasons. The mice are helped by annoying aspects such as continuous running and the shams having to shoot directly beneath them onto a quite long and boring section. Even so, it may be slightly unbalanced with 2 slightly above average shams
@7769906 - M23#4702 - The map is definitely too easy for 2 average shams, as long as they collaborate on each section they can clear it within a minute as all the sections are quite vulnerable, at the edges of the map, and the lower ones particularly don't offer much surface for the mice to survive on. Thus, the tramp at the bottom, another advantage for the shams, is overkill in my opinion
@7778164 - Hackdesamba#0000 - It's not what we're looking for, the gameplay happens on mostly just the one long ground at the bottom which is neither interesting, new, nor balanced, as it's such a big surface to play on. It will be quite annoying, as a sham, to have to shoot directly beneath, and as a mouse, to deal with headsurfs, especially with 2 shams teaming up on you
@7779436 - Stovedove#0000 - Definitely interesting, however it has 2 pretty big flaws, one being that it is possible to reach the sham's spawn ground right off the bat so there will be a lot of hugging, and the other one being the fact that the bottom grounds to the left and right can't be aimed at properly, as the rotated grounds are covering them, unless the shams come down from their spawn which would make them get hugged
@7781755 - Henrikx#0000 - This one on the other hand looks too hard with 2 average shams and even more so if 1 is afk, there's too much surface
@7784261 - Henrikx#0000 - Too easy for 2 shams, once people get knocked off their spawn ground, which isn't very long, the shams can restrain them to just the isolated bottom grounds they are on and the map is easily doable even with 1 sham


Will be discussed:
@4475035 - Apollopolo#0000 - It played well enough, will check with the others


Ignored:
None

Dernière modification le 1600808220000
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