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 |
Cheesecakeca « Citoyen » 1490409960000
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@7093159 |
Imortaliss « Citoyen » 1490449440000
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@7093490 @7093501 @7093539 |
Nicemouse786 « Citoyen » 1490458320000
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@7086771 I edited it again |
Nellso « Citoyen » 1490466060000
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@7093902 @7093939 @7095250 Dernière modification le 1490554920000 |
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@7087466 despawns Dernière modification le 1490746860000 |
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@2933098 @6745782 Dernière modification le 1490786280000 |
Ferdamys « Citoyen » 1490526540000
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@7094556 @7067749 @7067746 |
Tioeter « Citoyen » 1490527800000
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@7089080 @7092390 @7094668 |
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@7095664 @7095672 Dernière modification le 1490600040000 |
Silvyna « Censeur » 1490618700000
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Left as is: @6103942 - Jotatavo - The clouds aren't really well-placed, considering that personally, I never succeeded in getting a good angle for cannons reflected by the cloud, therefore it is rather useless and its unpredictability isn't that fun either. If the clouds were removed, then the map would be just too similar to maps already in rotation, and its gameplay wouldn't be very balanced either, as the mice don't have many possibilities to move around the map. @1513078 - Jotatavo - Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background (the wood grounds from the sides). It is a bit annoying for mice to spawn on ice, as they continuously slide off of the ground because of this. Also, it seemed annoying for the shaman how the mice could just run continuously between either of the lower ice grounds and the wood grounds next to them. @1565089 - Jotatavo - Reminds me too much of other maps in rotation; also, a bit annoying for the mice to spawn on ice, as they continuously slide off of it because of this. @7089759 - Chemaxxdxxdx - Wrong category. Map shouldn't be exported to the server and shouldn't have holes either. @7089775 - Collecter2 - Please no backgrounds or decorations in P10 maps. The cheese isn't really well-placed, considering that it greatly reduces the mice's possibilities in terms of moving freely on that ground. Apart from that, the map is just boring, just 3 long grounds. There could be more space between grounds as well, as, right now, jumping and dodging cannons properly is made quite hard by that lack of space. @7089828 - Tohpy - Just boring to be honest, not many possibilities for mice to be helped by other grounds, also, will be annoying for the shaman to see most mice always get propelled upwards whenever they are pushed against the corner of the bottom ground from the right by cannons. @7089831 - Tohpy - On one hand, possible continuous running between those 2 lower grounds would be annoying for the shaman, but, on the other hand, the map is actually to easy to clear, considering the fairly reduced possibilities of mice to be helped by other grounds in the lower part of the map. The water is just too long and therefore gives mice a bit too much mobility and doesn't assure a really great gameplay. The ice wall isn't needed, as it is only another detail that often stops the mice from dying in an annoying way in the upper part of the map. @7089871 - Collecter2 - The design is too confusing, some grounds have collision with objects, other don't, even though they have the same design. Grounds which don't have collision with objects should be marked with an inner rectangle of the same colour as the background. The map relies too much on wall-jumping on those 2 lower walls, which becomes annoying for the shaman at the point when mice always climb back up on them whenever they are shot on either of the lower grounds from the sides. With those little ramps at the bottom at each wall, it is possible for the mice to annoy the shaman even more by continuously switching between which wall they wall-jump on. Also, the shaman's cage isn't enclosed, therefore mice can reach it if they go off-screen and become very hard to kill, as they are trapped between 2 walls, so they can't be shot off. @7090322 - Zpcwin - First of all, the combination of so many different types of grounds makes the design quite unappealling. Such thin grounds add to that characteristic of the map as well. Some of the grounds don't even have any reason to be where they are (specifically, the lava inside the wood walls that doesn't make the map look better, the trampolines at the sides of the shaman's enclosure that can't be used to eliminate the players). The lava on top of the shaman's enclosure is too hard to see, therefore most mice will die touching it, not knowing what hit them. The 2 trampoline structure doesn't look like a great addition either, considering that the angles are quite random and the reflected cannons are too unpredictable and therefore not fun to survive; the cannons get too powerful as well. Some other details that help the mice too much and therefore annoy the shaman are the water that often saves the mice and gives them too much mobility to reach the outer walls and the outer walls themselves, that the mice would be saved by, because the cannons hit them against the ground and therefore they can't fall. @7090382 - Cassidyv - First of all, the design of the ground is confusing, that inner rectangle of the same colour as the background would make me expect a ground that doesn't have collision with objects. The fact that the rectangle of the same colour as the background covers a big part of the lateral sides of the wood grounds would make many mice think they can go in between the 2 stripes of wood with the rectangle between them. The spawn of the mice could have been thought better, because, if the shaman is awake as soon as the round starts, he can take advantage of the vulnerable spawn of the mice at the left edge of the ground. Apart from that, the map was quite boring, considering that most of the gameplay happens on 1 long ground. @7060162 - Okpatinhos - Too similar to a map recently put into discussion, just reversed; in most tests it didn't seem balanced. @7087397 - Okpatinhos - On one hand, it felt rather empty and not really many grounds to play on that would help the mice, so that would be a big advantage for the shaman, but, on the other hand, it is quite hard for the shaman to push many mice off of grounds that don't have collision with objects. @7086323 - Tigsonek - Boring because it isn't really different to maps already in rotation and the lack of grounds to help mice makes them only have 1 place to survive on, therefore it is really easy to clear for the shaman. @7090890 - Tigsonek - On one hand, the fact that the shaman spawns so far away from the mice would be annoying for newer players, because it will be frustrating for them to waste a lot of time trying to climb up. On the other hand, the spawn of the mice on the vulnerable left edge of the wood, the lava that they mistakenly touch and the long, rotated wood ground at the top ( headusrfs will be a problem on it, and, also, on grounds rotated like that, the gravity makes cannons harder to anticipate for newer players) are most of the things that make the map too easy for the shaman. The ground at the bottom won't be used very often, and, if it is, mice are very vulnerable on it, because there aren't any other grounds to its left to help mice who are shot towards that direction. @6798653 - Mquk - The coloured grounds were a bit confusing at the point when the light purple ones didn't have collision with objects, which is traditionally marked with an inner rectangle of the same colour as the backgrounds. At first, before the purple grounds disappear, I think it is quite easy for the shaman to push the mice off of the ground they spawn on, taking advantage of the straight surface that would cause headsurfs but particularly because of the 90-degree angle of the corner created by the first-despawning purple ground and the longer purple one near it. Not that fun overall either, considering that, once the mice fall off the ground they spawn on, the only ground they have is 1 long wood. @7091314 - Naviliz - Very annoying for the shaman that the mice will always be helped by the ground next to their spawn to come back every time they're pushed off of the ground they spawn on. Also, if the mice abuse the wall-jumping at the side of that ground to the right, the shaman's cannons can't reach them if he's at his spawn, and, if he moves to the ground to his right, the mice have enough time to just climb back up to their spawn, where the shaman can't aim properly, being above them. Another point is that, if the mice are on the longer ground under the ground the shaman spawns on, they can always be saved by the same ground to the right as well, as, if they are shot towards that direction, they can just let themselves move in the air and reach that ground. @7068171 - Naviliz - Too easy for the shaman, as the mice actually only have 1 ground to play on, as I highly doubt most of them can reach the upper ground, where they are way too vulnerable as well, considering that they don't have any other ground, to the left, if they are on the left one, or to the right, if they are on the right one - that applies for the lower grounds as well - to stop them from dying when they are shot in that direction. The clouds is another unneeded addition to the map, whose gameplay is already unbalanced, being easy for the shaman to clear. @7068021 - Naviliz - It was a bit boring how most of the gameplay only happens on the ground the mice spawn on, which is 1 long wood. It is annoying for the shaman to not be able to aim properly at the mice if he's at his spawn from above, so many shamans prefer to go on either of the middle lateral grounds. Headsurfs are also a problem on such long grounds. I think that, if the mice reach any of the upper grounds that don't have collision with objects, it will be too easy for them to survive, just abusing the possible wall-jumping at the sides of the grounds and the lack of collision with objects that would make it hard for the shaman to push them off of those grounds. @7091702 - Tiojeje - I guess it's an original concept, but it won't really work and will be very annoying for both the mice and the shaman; for the mice, because it is rather unpredictable where the cannons go and it is frustrating to always die with nothing to do if a cannon propels you upwards; for the shaman, because it is rather hard and unpredictable to get a good angle of the cannon using the clouds, therefore not being able to aim at the mice very well, especially if they run continuously on the surface they have. Also, minor thing, grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the backgrouns - talking about the long rectangle at the bottom. @6888886 - Quinzinhojr - If the shaman spawns cannons pointed downwards and the mice are under them, on any of the dynamic grounds, they will either go through to the ground or they will just make the ground get propelled quite powerfully downwards, which is a problem in all maps with dynamic grounds like those. Apart from that, quite boring consdering the similarity to other maps in rotation, and, while the dynamic grounds are still there, it is quite hard to push mice off of them, as they don't have collision with objects, and also there's always a ground to the left and to the right to help the mice if they are in the middle. @7092014 - Azohohbensth - Similar to other maps in rotation. The mice are too hard to kill, mostly for 2 reasons: it is hard for the shaman to aim properly at the mice from above, and the distance between the middle grounds and the ones next to it is too small, making it possible for the mice to take advantage of the corner and just let themselves get shot against it and therefore propelled upwards, let alone they're stopped from being shot towards any direction. The upper grounds are too high up, making the gameplay quite uncomfortable for the shaman there, as there is the info bar in the way, which often leads to him spawning cannons off screen as well. @7093156 - Lzereturn - Too hard for the shaman to be successful, considering the fact that in any direction they're shot, the mice always have that structure of rotated ice grounds to help them run back to where they were, using the ramp created by them. In the unlikely scenario that a player falls on the lower grounds, on one hand, the trampoline is too powerful and can probably eliminate him quickly, but, on the other hand, there's the vertical ice wall to the left that would stop the mice from dying if they jump in time. @7093159 - Cheesecakeca - No backgrounds or decorations please. Quite annoying for the mice to spawn on an ice grounds, as, after they move, they will continuously slide off of it. On one hand, the cannons are way too chaotic, powerful and unpredictable with so many trampolines with such high restitution. On the other hand, the mice can just use the trampolines themselves to continuously run around the map and therefore gain way too much mobility. In the very likely scenario that the mice succeed in reaching the upper edge of the upper trampolines and therefore go off-screen, they become almost invincible, as they can just use the trampoline to fly continuously off-screen, with no way for the shaman to reach them, unless he escapes his enclosure. @7093490 - Imortaliss - I'd say the right part of the map is quite vulnerable for the mice, with no ground to their right to help them if they're successfully shot in that direction. The wall doesn't look like a good idea either, beause, on one hand, it only gave a small surface for the mice to dodge cannons on, and, on the other hand, it assured a lot of possible wall-jumping that the mice could abuse and rely on. @7093501 - Imortaliss - The spawn point of the mice is pretty vulnerable, with no other ground to the right to help mice if the shaman is awake from the start of the round; on the other hand, once the mice realise it is better for them to fall down, they can just run continuously between those 3 steps, no matter how experienced the shaman is. @7093539 - Imortaliss - It was quite annoying for the shaman how the mice could just abuse the wall-jumping and the ramp created by the rotated ice square next to their spawn. Also, on the left wood underneath the ground the shaman spawns on, the mice are safe, no matter which direction they're shot in: to the left, they have the ramp and the wall to always stop them from dying and/or help them come back to where they were, and, to the right, they have another wood that stops them from falling and/or helps them get propelled upwards by getting pushed against the corner, which can be done if the mice don't move when the cannon hits them. @7086771 - Nicemouse786 - At first sight, the design could be better: so many different types of grounds combined don't make it look great; such little length and height of the 10x10 grounds is another detail that doesn't look great. The alignment could be better (specifically, the small squares over the ice grounds). It is annoying for the mice to spawn on an ice ground, as they continuously slide off of it. The small grounds in the middle left and right of the map aren't really a good addition, considering that the mice can't really survive properly on such a small surface. If they reach the ground the shaman spawns on, the mice become very hard to kill, as they can just take advantage of the ramps and run between them. And, if these grounds are edited, the map will most likely be too similar to maps already in rotation. @7093902 - Nellso - Just so many possibilities for the mice to move around and be saved, considering all those walls with a lot of possible wall-jumping and overall all the places that the mice can run between. Also, all those walls make me think the map would rely much on wall-jumping and hiding from the shaman on the sides of grounds. @7093939 - Nellso - Again, having all those walls makes me think that wall-jumping at their sides would help the mice too much and make it too frustrating for the shaman to have to always have mice coming back up. Also, at their spawn, the mice are most likely to be stopped from falling by the wall to their left, everytime they're shot towards that direction. @7095250 - Nellso - I think the map would be a pain for the shaman in most cases, mostly because of the mobility and the possibilities to be saved the mice have on the middle ground: to their left, they can just keep trying to climb up to the shaman's spot and therefore frustrating him, as he must focus them; to their right, there is the corner of the wall with no collision with objects to be pushed against, making it possible for them to be continuously propelled upwards if they don't jump. From the bottom left wood, the mice can always come back to the middle ground. On the bottom right wood, most mice just hug the wall and therefore their possibility of dodging cannons properly is reduced. @7087466 - V_21 - Before the despawn, it seems just so similar to maps already in rotation and the gameplay doesn't seem balanced either, considering that the mice are saved by another ground no matter what direction they're shot in and therefore can always come back to where they were, using the corner to get propelled upwards. After the despawn, however, it seems hard for the mice, as their possibilities in terms of moving around the map and being helped by other grounds is greatly reduced; it doesn't seem that different to maps already in rotation either. @2933098 - Zealmice - It just feels so cramped and that makes me think that it would be very easy for mice to move between grounds and never actually reach a vulnerable place. The distance between some grounds allows even more than that, and that is running continuously between them, specifically the bottom grounds from the sides and the squares next to them. @7094556 - Ferdamys - The detail that makes the map too easy for the mice is that they can survive easily without even jumping by getting propelled upwards whenever a cannon pushes them against the rotated grounds. Also, I'm not a big fan of the possible wall-jumping on the outer ramps of the grounds from the bottom left and bottom right, that are blind spots for the shaman if he's at his spawn. @7067749 - Ferdamys - Should be pretty easy for faster shamans to clear the map by combining cloud shots with normal shots and therefore not leaving mice with enough time to jump. The movement around the map could be better as well, as the mice can't reach other grounds without the shaman's involvement if they fall down. @7067746 - Ferdamys - In my opinion, the concept isn't the best, mostly because I found it annoying how the mice always manage to come next to the shaman or even hug them, using the reflection of the cannons from the cloud that helps them reach the ground the shaman spawns on. Also, I don't feel comfortable surviving on either of the bottom walls from the sides, as the surface that you can dodge the cannons on is actually very small. @7092390 - Tioeter - With all those ''steps'' so close to each other, I found it annoying how the mice could just run continuously between those 3 grounds. and there, also, shooting mice to the right is often made harder by the walls that they often hit if they jump in time. @7094668 - Tioeter - It seemed annoying for the shaman, as the mice were often saved and made to come back to where they were by the ground on the left (if they were shot to the left) or by the ground to the right of the ground they spawned on (if they were shot to the right), as they often got propelled upwards when they were pushed against the corner of that ground by cannons. @7095664 - Zzapp - On one hand, the small part of the water that the mice can use would be frustrating for the shaman, as it can be used by them to always come back to their spawn whenever they are shot on either of the bottom grounds from the sides. On the other hand, the water that can't be used by the mice is an advantage for the shaman which makes cannons more unpredictable and therefore less fun. Besides, looks not that different to maps already in rotation. @7095672 - Zzapp - On one hand, it is frustrating for the shaman to always have to focus runner-mice who are continuously trying to wall-jump on the tall wall to get up, and, sometimes, if the players time their movements and they place their mice well, they can be propelled upwards by a cannon reflected from the cloud pushing them against the wall, therefore making them able to reach and hug the shaman and become tough to kill. On the other hand, the clouds themselves don't look too great, considering the fact that they make the cannons too unpredictable and therefore not very fun to survive, and often too well placed and fast for the mice to dodge. Will be discussed: @7089080 - Tioeter - Will give it a try. Ignored: None Dernière modification le 1490821080000 |
Yandere_zineb 1490620140000
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[Modéré par Silvyna, raison : Please submit map codes only here. Thank you.] |
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Mapcrew a dit : @5278587 - Edited a little, because we playing a survivor without tokens now. @7095672 - Edited Dernière modification le 1491128760000 |
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@7033488 @7096644 @7096650 :) |
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@4033426 |
Okpatinhos « Citoyen » 1490738460000
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@7070322 @7097051 @7101024 Dernière modification le 1491048780000 |
Vintage « Consul » 1490739000000
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@7097044 |
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@2122607 @3861254 @7098000 Dernière modification le 1490971860000 |
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@6582859 @6745782 @6716942 ( double mice spawn) Dernière modification le 1491054120000 |
Imortaliss « Citoyen » 1490889660000
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@7098285 @7098298 @7098306 |
B_ootcamp « Citoyen » 1490968980000
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@7098980 |