![]() 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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Left as is: @7083022 - Andunka - The mild rotation of the outer grounds makes it possible for mice to survive cannons without even jumping, as they get propelled upwards whenever the cannon pushes them against the ramp. The small distance between wood grounds makes it easy for mice to just run continuously between them and particularly the possible wall-jumping on the sides of the middle grounds would be another annoying detail for the shaman. There are blind spots on the map that the shaman's cannons can't reach from his spawn, making him obliged to espace his enclosure. The design isn't really appealling. Another flaw is that the mice can climb on top of the big horizontal ice rectangle at the top of the map, even though that's quite unlikely to happen, and therefore make the gameplay happen off-screen. @7084739 - B_Q - Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background. The clouds are way too powerful. Another thing is that the mice can climb on top of the big horizontal ground at the top of the map quite easily, making the gameplay become off-screen. The bottom part feels a bit cramped, as there isn't much space between the bottom ground and the wood above it, making no space for the mice to jump and dodge the cannons properly. The fact that there are the walls of the wood grounds on the left and on the right to stop the mice (that are on the bottom ground) from falling when they're shot is another flaw. @7084782 - Tonkymycat - The design isn't appealling, particularly the very thin grounds. Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background. The map isn't particularly fun, considering that most of the gameplay happens on a long wood ground, nothing new. The poor alignment of the bottom wood with the walls that are also off-screen creates corners at the left and right edge of that ground that makes mice always get propelled upwards, as the cannons push them against the corners. The thicker wood grounds next to the bottom ground aren't really a good addition, considering they only provide another ramp for the mice to get pushed against by cannons and therefore getting propelled upwards. Another flaw is that the mice can reach the ground the shaman spawns on, if they go high up enough off-screen, as his place isn't well enclosed. Also, 90-degree angles created by 2 grounds should be avoided, especially when there is possible wall-jumping next to it, as it is easy for mice to survive there in most cases by just wall-jumping continuously. The cheese and the wall next to it aren't needed, not many people will use that part of the map. @7084928 - Cassidyv - The design of the grounds isn't particularly appealling, try not to combine random ground types. Apart from that, the gameplay is quite boring and not that different from maps already in rotation. considering the fact that most of the gameplay happens on 1 long ground. The cloud is way too powerful. @6919126 - Zlogg - I think there are just too many opportunities for mice to move around and therefore make the map too hard to clear, particularly the water that is one detail that gives mice a lot of mobility and assures access to other grounds. The ice ramps next to the stone grounds at the bottom are another annoying thing for the shaman, as the mice will just abuse the ramp and get propelled upwards whenever a cannon pushes them against it. @7085722 - Guguwrx - The water just gives mice too much mobility and assures their access to many grounds; the vertical water ground on the left is specifically annoying, because the mice can use it to come back up whenever they're shot down there. @7085717 - Guguwrx - A shaman that is awake should be able to clear the map quite quickly, considering the fact that the mice are quite vulnerable at their spawn, having no other ground to help them if they're shot towards the left, and if they do go on the ramp, they are still very vulnerable there. @6883670 - Quinzinhojr - It was annoying for the shaman how the mice could just run continuously between the 2 middle grounds. Not that fun either. @7085844 - Tigsonek - Not many possibilities for mice to move around if the shaman is awake, and if he starts shooting directly after the round starts, the map could be cleared within 3 seconds. On the other hand, if the mice reach the right edge of the ramp, they become extremely hard to kill, because they have the ramp to help them, and they will be able to survive easily by getting propelled upwards whenever they are pushed against it by cannons. Also, the mice can just run continuously between the tall wall and the ramp. @7086153 - Imortaliss - Overall I have to say it seemed a bit easy to clear, considering the fact that only one ground was really safe; if the mice reach either of the upper grounds, they are vulnerable, with no ground to the left (if the mice are on the upper left one) or to the right (if the mice are on the upper right one), therefore they often come back down to the ground they spawn on. On the other hand, the not-perfect alignment of the small horizontal wood with the ramp on the right of the map creates a corner that makes it possible for mice to survive without even jumping, as they get propelled upwards whenever a cannon pushes them against the ramp. @7086161 - Imortaliss - It is a bit annoying for the mice to always have to move because they continuously slide off of the ice. So many small squares and grounds close to each other make me think it would be quite easy to survive on the map, particularly the middle ones, because the mice can run continuously between them. @7086168 - Imortaliss - The design is nice, however won't be amazing for the gameplay. On one hand, the mice are too vulnerable at their spawn, with no ground to help them if they're shot towards the left, and even on either of the lower grounds from the sides, where the same thing is still valid. On the other hand, on the middle bottom ground, it is possible for the mice to just run continuously between the ramps and the walls from the sides, which also often stop the mice from dying. @7086352 - Migrange - The ramps make the mice survive easily, because they can just get propelled upwards whenever they are pushed against them by cannons. Another thing that makes the map easy to survive is the fact that the mice can just run between the ramps and the middle bottom ground. Apart from that, quite boring and not really new from other maps in rotation. @1565089 - Jotatavo - Just way too similar to a map already in rotation. @1513078 - Jotatavo - A bit annoying for the shaman, considering the fact that the mice can just run continuously between the lower ice grounds or even between the lower ice grounds and the wood grounds next to them if they jump properly. Apart from that, I'd say it's boring. @7086771 - Nicemouse786 - The design isn't appealling, as the grounds are way too thick and there are a few random ground types on the map. This thickness and the small distance between grounds willl make it easy for mice to abuse the possible running and the possible wall-jumping between grounds. It feels a bit cramped as well, particularly the bottom part, as there the mice don't have enough space between grounds to jump and dodge cannons properly. @7086888 - Oicebolinha - Lava makes the gameplay way too chaotic, and, on one hand, it helps the mice always be able to fly by slowly hitting the lava and dodge the cannons, but, on the other hand, it also makes the cannons too powerful, unpredictable and chaotic. The design isn't really appealling either, considering the very thin grounds of very different colours. @7087184 - Tdft - Too many death tokens that really limit the mice's possibilities and it is annoying for them to always die if they are pushed too much to the left or right. Apart from that, quite boring, considering the fact that most of the gameplay happens on a long horizontal ground. @7070322 - Okpatinhos - Most shamans find it difficult to clear, particularly because of the quite long ground that doesn't have collision with objects, where the mice are hard to push off. @7087392 - Okpatinhos - Seems quite easy to clear, considering that there aren't many places for the mice to go to. Apart from that. too similar to maps already in rotation, quite boring, and the combination of those ground types in the lower grounds isn't particularly appealling. @7087397 - Okpatinhos - A shaman that is awake should clear the map quite quickly, considering that the mice are vulnerable at their spawn, with no ground to their left to help them if they're shot towards that direction, and, if they decide to go on the ramp, a fast shaman should get rid of them there easily. @6974858 - V_21 - The mice just have so much mobility and freedom to move around. The rotated squares from the sides are just another annoying detail that would help the mice survive easily by getting propelled upwards whenever a cannon pushes them against the ramp. The cheese isn't really needed and it is rather annoying, as it is in the way whenever the mice try to cannonjump to reach the middle ground. @7050058 - V_21 - The map is rather boring and not that different from maps already in rotation. The cloud won't really have an effect, considering the fact that the mice will be pushed against the ramp of the ice wall by cannons and therefore get propelled upwards. The small distance between the middle grounds makes it easy for the mice to just run continuously between those 3 grounds and/or abuse their corners. @7087466 - V_21 - Both before and after the despawn of the outer grounds, the map is just too easy to survive on, considering the small distance between the middle grounds that would make it possible for mice to abuse the possible continuous running between grounds and/or the corners. @2519554 - Framnm - Please no holes in P10 maps. There is, for some reason, an off-screen ice wall to the right of the map. Cheese is placed randomly on the map and doesn't really influence the gameplay. Triangle-shaped grounds usually don't offer very good gameplay, because it is annoying for the shaman, as the mice can just run continuously from one side of the triangle to another. Apart from that, not that different to maps already in rotation. @7088594 - Velozratonn - The design could be better. The map's simplicity makes me think it is too similar to maps already in rotation, consdering the fact that most of the gameplay happens on 1 long wood ground. The walls from the sides are too annoying for the shaman, as they almost always stop the mice from dying no matter which direction they're shot in. I don't think the trampolines have that much of an effect. @6686020 - Grimmaro - I would say the mice are quite vulnerable on the map, considering the fact that there is no ground to help them if they're shot towards the left once the round starts. On the other hand, if the mice reach the shaman's spawn place, they become extremely hard to kill, both if the shaman stays at his spawn or if he moves to another place, as they have the wall to help them. Also, if you have a big screen, you can see the top of the tall ice wall, therefore it is possible for the mice to reach it and therefore make the gameplay become off-screen. @5372347 - Travonrodfer - On one hand, the map seems easy to clear with a shaman that is awake, headsurfs being one annoying thing on multiple grounds with the same Y coordinates and with clouds between them. On the other hand, if the mice reach the higher structure of grounds, they mice quite hard to kill in my opinion, because they can just abuse the ice ramps and the possible running between all those rotated grounds. @5372380 - Travonrodfer - I'd say it is too easy for the shaman to clear the map, as the mice are vulnerable on all grounds, because they don't really have other places to help them if they're shot towards the left (if they're on the left grounds) or towards the right (if they're on the right grounds). The gameplay isn't that fun or new anyway. Also, I personally prefer a tall wall at the top to make sure the mice can't stay off-screen, but that's a matter of preference, and the lava shouldn't be a problem. @5377542 - Travonrodfer - Almost identical ground placement as another map in rotation but plays differently. The combination of multiple ice and wood grounds of different rotations doesn't make the design too great. About the gameplay, the mice are too vulnerable on the tall walls from the sides, with no ground to help them to the left (if they're on the left one) or to the right (if they're on the right one), however, if they go down to either of the middle structures, they become hard to kill, considering the fact that they can just run continuously between them and the fact that there are tall walls to the sides that would stop the mice from dying. If the mice reach the shaman's spawn, they become especially hard to kill, because they have 2 ramps there to help them, either by getting them propelled upwards whenever cannons push them against the ramp or by assuring a lot of mobility. @7084555 - Tioeter - The design is nice, however it won't work very well: in the upper part of the map, it isn't that bad, but just assures more possibilities for mice to hide there, while in the lower part, it does influence the gameplay in a bad way: the mice can hide behind those multiple grounds (if the shaman is far away). or they can use them to get propelled upwards whenever a cannon pushes the player against the corners created by those grounds (if the shaman is on the tall wall next to them). The fact that there are walls to the left and the right is another flaw, because they often stop the mice from dying and therefore represent another annoying detail for the shaman. @7085201 - Tioeter - Before the despawn, it seems quite hard/frustrating to be a shaman on it, because most mice rush to the ground underneath the shaman's spawn and the shaman has to continuously stop them from going there, and, once they do reach it, it becomes a bit hard to aim properly at them from above, and they also have the corner of the ground to their left to stop them from dying if they're shot in that direction. After the despawn, the continuous running is stopped, and the mice's possibilities in terms of moving around are fairly reduced, therefore I have to say it seemed quite easy to clear in this stage. Also, minor thing: for some reason, I felt the use of the warning ground that was about to despawn was a bit weird; my personal preference would be to place an inner rectangle of the same colour as the background in that ground and remove collision with objects to make it less weird. @7089080 - Tioeter - Same as last time, it seemed to hard to be a shaman on it, because the ground to the left of the mice's spawn always stopped the mice from falling and helped them always come back to the middle ground. @7076713 - Rikkeshang - Way too similar to maps already in rotation. On one hand, the lack of places for the mice and the overuse of ice walls makes it hard to survive on, while, on the other hand, the walls from the sides that can often stop the mice from dying are a very annoying detail for the shaman. Overall, I have to say it's easy to clear. @7078389 - Rikkeshang - Ramps like those don't work well in survivor, because the mice can survive easily by getting propelled upwards by cannons whenever a cannons pushes them against the rotated ground. The small wood square that the mice spawn on isn't a good addition, as it only makes the propelling even more powerful, as the mice are pushed against the ramp and the square as well. Apart from that, just too much running possible between all those ice grounds; the cheese doesn't influence the gameplay that much in my opinion, as it is very unlikely that someone will actually take it unintentionally without dying. @7089231 - Ratufufu - A bit weird and annoying how the rectangles have some properties of ice: it is frustrating for the mice to always slide off of those grounds, like on ice. Apart from that, so much surface that the mice can survive on on the same Y coordinates makes me think that the map is boring, easy to survive on and doesn't really offer something new, while headsurfs are also a problem on long surfaces on the same Y coordinates. Will be discussed: None Ignored: None |
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