Rotação Oficial - P10 - Survivorالدوران الرسمي - P10 -السورفايفر 公式カテゴリー - P10 - サバイバー Official Rotation - P10 - SurvivorRotazione Ufficiale - P10 - SurvivorRotation Officielle - P10 - SurvivorOficjalna Rotacja - P10 - SurvivorPálya Körforgás - P10 - TúlélőRotația Oficială - P10 - SurvivorRotación Oficial - P10 - SurvivorResmi Rotasyon - P10 - SurvivorOfficiële Rotatie - P10 - Survivor |
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@7076713 Edited @7078389 Using same concept above Dernière modification le 1489342380000 |
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Left as is: @6883670 - Quinzinhojr - First of all, I would change the spawn positions, as it is a bit awkward for the shaman to spawn above the mice there, because it will be hard to aim at them properly, especially with those 2 other wood grounds covering part of the bottom ground. So many small grounds close to each other with the same Y coordinate mean that it will be easy for mice to run continuously between them and always be able to come back whenever they're shot. @6888886 - Quinzinhojr - Seems quite easy for the shaman, as the mice are vulnerable on all grounds, because there aren't many places to help the mice, especially if they're shot towards the left. @6900310 - Quinzinhojr - It is quite easy for the mice to survive by just climbing back up to a safer platform whenever they are pushed to a lower ground. I highly doubt that the upper grounds with no collision will be used much. Also, if they're shot towards the left, the mice are quite vulnerable, considering there isn't really another ground that could save them. @1565089 - Jotatavo - If you swap positions of 2 layers of grounds it will transform into a recently permed map. @7080404 - Fallinfall - First of all, the gameplay is quite boring, considering that most of it happens on 2 very long wood grounds that aren't really original, where headsurfs are a problem as well. Secondly, it doesn't look great, for the same reason stated above, but also because of the alignment that could be better (specifically the upper right ground). Just the amount of space that the mice can stay on makes it too easy to survive. @7080841 - Lililalafoq - First of all, the mice can reach the shaman's spawn, as it isn't an enclosed space, and, once they do that, they become incredibly hard to kill, as they can either use the trampoline to propel themselves upwards or just stay next to the ice wall, touching it, and shooting them towards the left results in them being saved by the trampoline. Also, if the mice stay on top of the ice wall at the shaman's spawn, the gameplay will be off-screen. The cloud isn't a good addition, as it is way too strong and not well placed, and it often makes mice who are on the ice ramp not be affected by cannons. The ice ramp is a flaw of the map itself, for the reason stated above and because it is just unconvenient for the shaman to always have to push mice off of it. The water isn't needed, it's just a frustrating obstacle for the shaman, as he has to leave his spawn in order to be able to attack the mice who are camping in it. @7076713 - Rikkeshang - Looks quite unappealling. Shooting mice towards the left often ends up in them being propelled upwards by the ice ramp that they had been pushed against by the cannon. Still possible to run continuously between the middle ramp and the wood ground from the left. @7078389 - Rikkeshang - Feels quite easy to clear the map as a shaman, as, on one hand, it is possible for the mice to run between the ice ramps, but, on the other hand, they gain the cheese and they become easy to kill on the ramps, because they are quite large and the shaman has time to attack the mice. Players staying at the interior corner of a wood ground is a bit inconvenient for the shaman, as the ramp often helps mice get propelled upwards whenever they are pushed against them by cannons. On the wood grounds, the mice are too vulnerable, as there aren't any other grounds to the right or to the left that would help them if they are shot towards those directions. @7081302 - Papelio - Reminds me of other maps in rotation. Those tall walls almost always end up in being abused by players, as they can use their corners and the possible wall-jumping at their sides to avoid the shaman's attacks. In addition, the walls are very convenient for the mice who are on the middle wood as well, as they are often saved by them. @7070346 - Okpatinhos - Shaman and mice spawning at the same place is a flaw, as hugging will be a problem. Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background. Also, not very important, but why is there an off-screen wall high up? @7074516 - Shamapas - First of all, it is quite boring, as most of the gameplay happens on a very long, unoriginal wood ground, where headsurfs will be a problem as well. Once the mice fall down on a lower platform, their possibilities in terms of places to help them are fairly reduced and therefore they become way too vulnerable. Another point is that the ground the shaman spawns on is a bit too high up, the information bar will get in the way when he's trying to spawn cannons at the mice's heads, or he will even spawn off-screen. @6704816 - Krato - All tests made it clear that it is quite easy for the shaman, as every round there were only 2-3 mice left after 40 seconds. @5493321 - Lucasrslv - What was said in the last review about this map still applies: on my screen, I could still see the off-screen spawning area of the shaman, so players with big screens have an advantage over players in full-screen mode/with small screens. There are just too many apples that give the shaman the opportunity to attack mice from way too many angles, making the gameplay a bit confusing and rough for them. @7080252 - V_Ntage - The defilante settings that make mice die instantly at the borders of the map are annoying. The skull tokens are too unconvenient, because they are too hard to dodge and are just too in the way of the mice when they try to move around. After the 2 lower tokens are used, the map just becomes boring and similar to maps already in rotation. @7081932 - Rayan1304 - Backgrounds aren't allowed in P10 maps. The use of the clouds is a bit confusing, as they are usually used with trampoline restitution, and the small restitution of the clouds makes it possible for cannons to just get stacked up at the place of the mice's spawn and therefore become a safety net for the mice. The map is quite boring and easy for the shaman to clear, considering the gameplay happens on 3 grounds that are so far away from each other. @4049755 - Zombiewd - Nice mechanism, but it won't work, mostly because it is circle-shaped, and circle-shaped grounds don't work in survivor, because the mice can survive easily on them by being propelled upwards whenerver they are pushed against the sides by cannons. Apart from that, the water gives mice a lot of mobility that is also unconvenient for the shaman. @4054263 - Zombiewd - Again, nice mechanism, but it won't work. Circle-shaped grounds don't work in survivor maps, as mice can survive easily on them by getting propelled upwards whenever they are pushed against the sides of the circle by cannons. Also, the circle gets in the way and pushes the mice who are on the upper right ground, considerably reducing the surface they can survive on. The water just helps the mice reach the circle easier. Apart from that, quite boring. @7082114 - Tigsonek - The design could be better, try not to combine different random ground types. The ice is annoying for the mice and shaman, as they slowly glide continuously on it. Circle-shaped grounds don't work well in survivor maps, as the mice can survive easily on them by getting propelled upwards whenever they are pushed against the sides of the circle by cannons. Not really that interesting to play on a long, rectangle like the one at the middle of the map, and another point is that the mice shouldn't spawn on the same platform as the shaman, as they can hug him. @7079129 - Tiojeje - Unless the mice move from their spawn, they are way too vulnerable, as they don't have any ground to help them if they are shot towards the left. There is unused space on the map that could make it feel less cramped. @7082840 - Imortaliss - Quite boring and too similar to maps already in rotation; also seems quite easy for the shaman, mostly because there aren't many grounds to help the mice, the spawn points are specifically very vulnerable. @7082842 - Imortaliss - The small distance between the middle grounds will make it very annoying for the shaman, as the mice will be able to survive easily by just running continuously between them and always come back to where they were if they are shot. @7082846 - Imortaliss - Seemed quite hard to be the shaman on it. One particular thing that helped the mice too much was the ground next to their spawn that often stopped them from dying and helped them go back to where they were. @7076662 - Tioeter - Quite boring and similar to maps already in rotation. Apart from that, the small distance between grounds will make it annoying for the shaman, as the mice are often saved by the corner of the left wood. @7079478 - Tioeter - The trampolines are too powerful and maybe not very well-placed. The amount of ramps and walls at the bottom makes me feel like it will be easy to survive by just running around and wall-jumping between those grounds. Also, after the despawn, there is still an invisible ground in the upper middle of the map that the mice can stay on. @7080469 - Tioeter - Multiple tests showed that it was too hard for the shaman, most mice were helped by the taller ground from the left that often saved them from falling down. @7083198 - Maxislow - First of all, that design is generally used for grounds that don't have collision with objects, making its use confusing here. The shaman's cannons can't reach the upper grounds unless he escapes his spawn. Apart from that, there are just too many grounds, too many walls that offer mice just too many opportunities to move around and surface to survive easily. @5482164 - Raiioteck - The rotation of the grounds is a bit awkward, as it often makes the mice able to survive without even jumping. The wind isn't really a huge problem, but it isn't really needed either and it often is annoying for shamans, mostly when they try to spirit-jump or cannon-jump without the Acrobat skill. Apart from that, it's quite boring, considering the gameplay only happens on 3 grounds. @7000398 - Raiioteck - Will be too easy for the mice to survive on the middle square, because they can either use the ramp to get propelled upwards whenever they are pushed against it by cannons or they can just run from one side of the square to another. Again, the rotation of the 2 lower wood grounds is a bit awkward, often making it possible for mice to survive without even jumping. If the middle square was to be removed, the map would just be too similar to maps already in rotation. @7083435 - Nellso - Seemed hard to be a shaman on it, either because of the small space between the 3 upper grounds with the same Y coordinates that helped the mice be saved whenever they were shot towards the left, or the lower structure, where the mice could survive easily, using the ramp farther away from the shaman that his cannons can't really reach from his spawn. @7083437 - Nellso - I actually loved the design of the grounds, unfortunately the gameplay turned out to be too similar to a map recently put into discussion. @7068021 - Naviliz - The spawn point of the mice is too vulnerable, with no ground to help them if they are shot towards the right. The map isn't particularly that different to maps already in rotation. The upper grounds that don't have collision with objects will be a bit annoying for the shaman, as mice usually just abuse the corners and the wall-jumping on the sides to survive. @7068209 - Naviliz - Quite boring and not really different from maps already in rotation, considering that most of the gameplay happens on such a long wood ground, where headsurfs will be a problem as well. There isn't much space between the upper grounds, making it annoying for the mice to not be able to dodge cannons properly there. @7067894 - Naviliz - In my opinion, it's quite easy to clear the map if the shaman is awake and starts attacking the mice the second the round starts, as there isn't a ground to the left to help them if they're shot towards that direction. With a decent shaman, the mice won't probably be given enough time to reach the ramp and headsurfs will also be a problem on a long ground and a ramp like that. And, once the mice do reach the ramp, they become too hard to kill if they abuse the corner of the ramp to get propelled upwards by cannons by getting pushed against the ramp by cannons. Will be discussed: @7083439 - Nellso - Nothing particularly interesting about the map and reminds me of another map in rotation, but it worked alright so I'll give it a try! Ignored: None Dernière modification le 1489693200000 |
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