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#Divinity Map Submissions
Divinity
« Citoyen »
1608797820000
    • Divinity#0177
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#821
  0

CHECKPOINT
Posts #804 – #820
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



Dernière modification le 1608864120000
Blackout
« Citoyen »
1608844380000
    • Blackout#6525
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#822
  0
Divinity a dit :

CHECKPOINT
Posts #808 – #820
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



what about posts #804-#806?
dont forget us :(

merry christmas everybody!!!!!

Dernière modification le 1608844440000
Divinity
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1608864900000
    • Divinity#0177
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#823
  1
Blackout a dit :
Divinity a dit :

CHECKPOINT
Posts #808 – #820
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



what about posts #804-#806?
dont forget us :(

merry christmas everybody!!!!!

Thanks for letting us know. I made changes to the post accordingly. Happy Holidays!

Dernière modification le 1608865080000
Newen
« Archonte »
1609178280000
    • Newen#6196
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#824
  0
@7808274
@7808833

Dernière modification le 1610471880000
Ebisu
« Citoyen »
1609294500000
    • Ebisu#6644
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#825
  0
@7819667
Nhokw
« Citoyen »
1609377540000
    • Nhokw#0095
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#826
  0
@7820008
Lina
« Citoyen »
1609410360000
    • Lina#5958
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#827
  0
@7809375
Arnees
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1609498380000
    • Arnees#0000
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#828
  0
@6818053
@6812568
@3904261

Dernière modification le 1609583940000
Yinjackson
« Citoyen »
1609505340000
    • Yinjackson#0000
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#829
  0
@7820320 - original map is Viniciusdara#0000's @198769.
@7824506 - Force_Shaman's @4961414, but add two water to prevent cannon cheat.
@7823748 - i hope no more bugs in this portal map.

Dernière modification le 1610834280000
Tadzio
« Citoyen »
1609561920000
    • Tadzio#2404
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#830
  0
@7820527
@7820838
@7820533

Dernière modification le 1611437520000
Uhuge
« Citoyen »
1609579020000
    • Uhuge#0000
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#831
  0
@7820543
Sunny
« Citoyen »
1609810440000
    • Sunny#8865
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#832
  0
@7821398
Divinity
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1609961700000
    • Divinity#0177
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#833
  2
  • Reviews
  • Changelog
  • In Discussion (Jan 2021)

MAP REVIEWS
JANUARY 2021: UP TILL POST #820


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 (5)

Karaka#0647
  • @7816610 - I find the dynamic element of this map to be rather compelling, but some flaws I feel need to be addressed. First, the monorail should need a small amount of force just enough to pull the dynamic ground towards the shaman when untouched. This should give the shaman a second chance in case the monorail is shot out-of-range by accident. Next, the map is too short and lacks distribution. The hole should be put further away from the cheese (X-wise) to make the map more center-weighted. Furthermore, the “noob” message next to the cage caused suicidal rates around the world to soar at an unbelievable speed. Not the mention that there are excessive grounds of diff colors – creates confusion. I was uncertain about which ones were collision or not. Overall, I can see the creativity in this map but the gameplay is lacking.

Danielmago#0000
  • @6997617 - The gap on the right by the shaman is too small, causing build glitches. Please ensure that it is at least 10px wide. Alternatively you may get rid of both gaps entirely for a higher diff category. Please also prevent the pink anti-cloud from being wj-able.
  • @5015250 - Please make the following edits: Move the cheese down to #1; Make ground #3 an anticloud. This helps balance the paths and make ground #2 useful. image

Blackout#6525
  • @7608416 - Though there is nothing too flashy about the map’s design, it has a decent enjoyment level and does allow for versatile bases. Please remove the wind as it serves no purpose other than making it slightly more annoying. While at it, we suggest making the two offscreen blocking grounds invisible for aesthetic purposes (hide misalignment on big screens).

Stovedove#0000
  • @7694452 - I enjoyed the challenge in this map, but there is a concern the about offscreen advantage here, which can potentially provide more stable builds. The map should be edited to also allow shamans with small screens to perform the same stabilizing technique.

https://i.imgur.com/gHdfoEo.png?1 Accepted (3)
Lei#0020 - @4254694: Difficulty 3 Category 1
Frostedcookie#7453 - @6961257: Difficulty 3 Category 1
Urook#1131 - @7811375: Difficulty 3 Category 1

https://i.imgur.com/uWQ2fPj.png?1 Rejected (28)

Portwave#8221
  • @7791297 - Shamans may resort to using force due to the grounds and disabling of balloons. Throughout the map, there are many spots in which the objects can be lazily penetrated through. Additionally, the roof doesn’t have any collision against shaman objects. Overall, I like the flow of the map, but find it a little plain.
  • @7783237 - The gray grounds are poorly placed in a way that forces shamans to build in a certain way. Along with the fact that these have confusing and inconsistent collisions, the placements are awkward and make it painful to build through cramped paths.

Edytka1#0000
  • @7802517 - I understand what you tried to do with the water but we already have a few maps that play with this concept. It’s also unusual to disable balloons in the map that requires stabilization for an all water map. The gameplay is too inadequate and generic for rotation.
  • @7812762 - A low cheese placement partnered with the water obstacle is a disastrous concept and risky idea. The building in the water on this map was very time-consuming and excessive.
  • @7813952 - Shamans would only need to build on the right side since mice are able to float, rendering the left side completely unused. Also similar concept in rotation: @421718

Karaka#0647
  • @7817574 - This feels more like a mini-challenge than anything else. The map is admittedly too simple and short and therefore unsuitable for the Divinity rotation. Additionally, the no-anchor zone is poorly indicated, and more often than not it’d be mistaken for being anchorable instead.
  • @7812971 - The idea is there, but it wasn’t demonstrated well enough. Relying on buoyancy is an issue here because there is too much weight on a balloon which can make it unstable. The blue walls are thin so that it leaves room for balloon objects to spin and the concept is breakable as shown in the screenshot.

Zetdey#3845
  • @5898535 - There are issues regarding the ground since shamans can utilize force between the grounds. Even without force, it's still a plain bridge solution that is repeated on both sides: ref.

Danielmago#0000
  • @4662485 - While there is a generous amount of grounds for support, we’re afraid that low-diff shamans may come across this as more overwhelming than favorable. Additionally, the path is cramped and therefore makes this map rather linear.

Lobirna#0000
  • @7813376 - Map design is poorly executed for multiple reasons. Usage of the cloud ground encourages forcing between cloud grounds and the symmetrical design leaves one side of the map ignored. image
  • @7813432 - While we can see what the concept is trying to accomplish, it is a rather poor execution because it is very easy for shamans to overnail onto the beads. Furthermore, the left wood-rectangle remains unused. Overall, the map is too unpredictable for the Divinity rotation. Nonetheless the mechanism has potential to be repurposed with a map rework.
  • @7817135 - Generic gameplay and dull design.

Blackout#6525
  • @7609177 - The ice obstacle by the cheese hardly adds any value, as a bridge can be built stably enough without it. The bottom right is awkwardly aligned and leaves unused space on the far right. Consider shifting the bottom right section +x, so that the map will be better centered and the ice will be necessary to be used for a stable build. Even with edits, this map is too generic (overused layout) and adds little value to the rotation – you should rethink the design.
  • @7608441 - Misaligned grounds with strange properties as demonstrated with the pixelated top ice ground. The map can be done with a cannon from cheese to hole directly or a catapult build. Since there’s no hole on the right side, there is no point on the right side of the map.

Lilith#0123
  • @6160490 - Map was too dull and linear. While there was an option to use the two side grounds to support the building, we concluded that they would be underutilised by lower diff shamans. Though the use of random backgrounds was pretty innovative, there were certain backgrounds that did not play well in terms of contrast with the gray grounds.
  • @6161958 - Painful buildathon coupled with the strong wind. While it was a good challenge to plan the building path properly to counter the wind, this is too frustrating and long-winded to be completed within the stipulated time. With the current limitations and settings in the map, builds are bound to be very laggy.
  • @6162679 - There may be accidental mice death with the confusing -1 gravity in the map. Offscreen gameplays as shown by the left and top boxes. It's unnecessary to build a ground if a sloped plank was built toward the hole, which makes the bottom of the map useless. Nonetheless, the concept was unique and fun to an extent. Unfortunately, the design is not foolproof enough for the Divinity rotation.

Shushyou#0000
  • @7812417 - Take away the acid grounds and all you’ve got is the little itty bitty wood and cloud. Not enough proper supporting grounds to stabilize builds. Furthermore, there is an excessive use of acid grounds.

Eyux#0000
  • @7444424 - Buildathon map. Forcing is possible through the ceiling. The gameplay needs to be revised and focused more on the concept.

Cemrae#4469
  • @7816804 - Pointless shaman cage since the shaman has sufficient range for the entire map. The map consists of unclear ground properties because it is misleading whether or not the shaman cage or mice spawn ground have collision against shaman objects. There aren't enough support grounds for the path to hole. Lastly, the gameplay is common and generic in Divinity.

Nhokw#0095
  • @7816952 - There is some useless space, which you can find on the right and top portions of the map, and it should be used as another variation for the shaman to take. Unfortunately, it is on the simplistic side of things that do not inspire shamans to try unique builds. The gap near the shaman spawn is also often missed due to blocking names/cartouches, leading to forcing. Other than that, the map utilizes uninteresting ramp gameplays and generic ground foundations.
  • @7817393 - The tetris-like foundation is insufficient to start from. Shamans are bound to force through the thin strip of wood on the right.

Thegbc#0020
  • @6660265 - The grounds in the map are too short that it limits the possible starting base for the shaman. Nonetheless, there isn’t anything special about the map. Overall there are a lot of unused spaces and the map feels too cramped in the middle.

Tdft#0000
  • @7221109 - The right side of the map is too narrow to build on due to the thick cloud. The left side of the map is practically useless.

Dextech#0000
  • @3678346 - It is still difficult to stabilize the bridge properly especially with the absence of balloons. Inappropriate use of ice to denote grounds with relatively high friction. We also have a similar map in rotation (@317521) that is better received in demonstrating the concept of side basing.

Hackdesamba#0000
  • @7816739 - The rainbow artwork is unique looking, but too bad the gameplay isn’t.
  • @7816097 - Although you implemented the anti cloud concept, it didn’t serve much of a purpose. Once shamans build off to the side, the anti cloud ground isn’t obligatory in this solution. The map overall is too incomplex and dull to be accepted to the module.
  • @7815825 - The anticloud ground does not add value to the gameplay since it’s used poorly as an obstacle for the Shaman to encounter. Building a bridge below that ground isn’t challenging since you left sufficient space at the bottom of the map. Needless to say, the map is quite underwhelming in its current state.



CHANGELOG


a dit :
Changed difficulty:
@421718 - Difficulty 4 → Difficulty 5

Edits:
@2840108 - Replaced in favor of @7819520: Mice can no longer go over the roof
@7420408 - Author added glitch exploit prevention



DISCUSSION STATUS


a dit :

Karaka#0647 - @7816610: AWAITING EDITS
Danielmago - @5015250: ACCEPTED (Difficulty 3 Category 1)
Danielmago - @6997617: ACCEPTED (Difficulty 3 Category 1)
Blackout#6525 - @7608416: ACCEPTED (Difficulty 4 Category 1)
Stovedove#0000 - @7825047: ACCEPTED (Difficulty 7 Category 2)




Dernière modification le 1612281660000
Danielmago
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1609987380000
    • Danielmago#0000
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#835
  0
@6997617 fixed
@5015250 fixed
Sunny
« Citoyen »
1609989120000
    • Sunny#8865
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#836
  0
@7822016
Portwave
« Citoyen »
1610112960000
    • Portwave#8221
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#837
  0
@7791297 idk
@7799227

Dernière modification le 1610194380000
Edytka1
« Citoyen »
1610192340000
    • Edytka1#0000
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#838
  0
@7812762 - edited

Dernière modification le 1612987140000
Edenyay
« Citoyen »
1610397900000
    • Edenyay#0000
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#839
  0
@7823311
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