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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@7104381 @7104425 Dernière modification le 1491301800000 |
Silvyna « Censeur » 1491314580000
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Left as is: @5278587 - Zzapp - The concept is interesting, however it won't work and won't be fun either; the fact that mice always die if they are pushed to the sides of grounds is very annoying, while those death tokens really limit the surface that the mice can move on as well. On the other hand, the map can still be hard for the shaman, as the mice can still run between grounds and have a lot of freedom. Also, the coloured rectangles aren't needed as they don't serve any purpose, while they can confuse some people whether they can touch them. @7033488 - David_Qs - The design of the grounds could be better, the combination of multiple ice grounds inside a wood ground doesn't look particularly appealling. Apart from that, the gameplay is boring as it happens mostly on 1 long wood ground. The bigger wood squares also make it possible for the mice to wall-jump continuously and therefore be safe. All this surface that the mice can use to dodge cannons makes me think that it is too easy for the mice. Headsurfs are a problem on such long grounds as well. @7096644 - David_Qs - Again, the combination of multiple types of grounds isn't particularly appealling. The gameplay is quite boring as it mostly happens on 1 long wood ground where headsurfs are a problem as well. The middle and upper grounds are a bit too thick, offering mice the possibility to wall-jump continuously at their sides. The upper grounds are a bit too high up in my opinion, as the info-bar at the top of the map can get in the way when the shaman tries to attack the mice there. The space between the middle wood and the wood at the bottom is too small, often not giving mice the possibility to dodge cannons properly there. Also, it is possible for the shaman to use the trampolines if he spawns cannons inside the wood grounds and therefore make the cannons a bit too powerful and unpredictable, and therefore not fun. @7096650 - David_Qs - With the clouds being that close to the stone grounds, cannons get reflected too many times and therefore become very annoying to dodge multiple times, also, they get a bit too powerful at the first reflection. This continuous reflection of the cannons is annoying not only for the mice, but also for the shaman, as his cannons are messed up by other cannons. Apart from that, the map is just boring, considering that most of the gameplay only happens on 1 long ground. @4033426 - Iprx - Wrong category, map shouldn't have holes. @7070322 - Okpatinhos - What I said last time about it still applies. @7097051 - Okpatinhos - Seems a bit boring, considering that most of the gameplay only happens on 1 long wood ground. The wood isn't well aligned at the bottom part of the map. If the mice are on either of the upper wood grounds and the shaman is far away, the cloud will get in the way, as the shaman's cannons won't be able to reach the mice that can continuously wall-jump at the side of that ground because of it. @7101024 - Okpatinhos - In my opinion, it's a bit easy for the shaman, as, once the mice fall off of their spawn, their possibilities in terms of moving around the map and being helped by other grounds is fairly reduced. The ice grounds aren't really fun either, as mice get pushed against it and die instantly. @7097044 - V_Ntage - So many ice grounds next to each other make it possible for mice to survive easily by just running continuously between them. The rotated ice grounds aren't a good addition either, because mice can use them to continuously get propelled upwards whenever a cannon pushes them against the ramp. The clouds are rather unneeded, as they aren't really well-placed and therefore don't offer good angles. The cheese is rather unneeded as well, as it doesn't stop mice from running. The water is another thing that gives mice too much mobility and that doesn't assure a good gameplay. @2122607 - Rikkeshang - The spawn of the shaman could be moved to the left wood, as, right now, it is a bit annoying for the shaman to not be able to aim properly from above. Apart from that, the map is a bit too similar to other maps. @3861254 - Rikkeshang - Similar to a map currently in rotation, but the grounds are moved a bit. The left part of the map seems a bit too cramped, as there isn't much space between the ground the mice spawn on and the one underneath it, therefore not giving enough space for mice to dodge cannons properly there. @7098000 - Rikkeshang - It feels too cramped, because of the small space between grounds; that makes it, on one hand, annoying for the mice to not be able to dodge cannons properly there, and, on the other hand, too easy for mice to reach other grounds. One idea is that you could remove the 2 unneeded grounds at the bottom, under the middle wood, and put the remaining bottom grounds a bit lower, making more space between grounds. @6582859 - Zealmice - Seems a bit easy for the shaman, as the mice don't have many opportunities to reach other grounds, and their possibilities become more limited as they leave their spawn. It is a bit annoying to have mice between 2 ice walls, as the ice walls either stop the mice from dying if they jump in time, or they make the mice die instantly if they are pushed against them. @6745782 - Zealmice - Having all these walls close to each other makes me think that the map would rely too much on wall-jumping and hiding from the shaman at the sides of grounds, especially on the insides of the two wood grounds at the sides of the map, where the mice can just run continuously between the walls and be safe. Having walls at the sides of the bottom middle wood also means that the mice will be stopped from dying as they hit the walls, if they are on that wood ground. @6716942 - Zealmice - On one hand, the mice are very vulnerable at their spawn, with no other ground to help them if they are shot, and they are too vulnerable if they try to wall-jump on the walls as well, so at first, the map is too easy for the shaman. On the other hand, if the mice succeed in reaching the upper ground by cannon-jumping from their spawn, the map becomes way too hard for the shaman, as the mice can just run continuously between the upper grounds, or go at the shaman spawn and hug him; there, they are very hard to kill, as they can just continuously wall-jump on the walls, or be always stopped from dying by those walls. @7098285 - Imortaliss - Interesting way to get rid of wall-jump camping, however, in my opinion, it is still a bit easy for the shaman, as the mice's possibilities in terms of reaching other grounds and moving around the map are still pretty reduced; most of the gameplay only happens in 1 place, which isn't really fun; the map overall doesn't seem very different from maps already in rotation either. @7098298 - Imortaliss - I think that it is too easy for the shaman to make mice leave their spawn, combining tramp-shots that are powerful with normal shots that don't leave mice with enough time to jump. The knockback that the cannons get when the powerful cannons hit the ground is also annoying to dodge. I don't think the left part of the map will be used at all. @7098306 - Imortaliss - From his spawn, it is a bit annoying for the shaman to have to attack mice from above, so most shamans go to the right middle ground. The trampoline is too powerful and too well-placed if the mice are at the right edge of the ground they spawn on. The mice's possibilities in terms of being helped by other grounds and moving around the map could be better if they are on the ground they spawn on; on the other hand, if they reach the upper grounds, they can just run continuously between grounds. @7098980 - Pjfsamora - I think it is a bit too easy for mice, as they have many opportunities to reach other grounds, especially because of the small distance between grounds that makes it possible for mice to run continuously between them. It feels a bit cramped as well, particularly in the bottom left part, as, under the wood above the bottom left ground, the mice don't have enough space to dodge cannons properly. Also, the upper grounds are a bit too high up, therefore the info bar will often get in the way of the shaman trying to spawn cannons. @7100282 - Tigsonek - Quite boring, considering that most of the gameplay happens on 1 long wood ground, where headsurfs are a problem as well. The little bottom grounds from the sides aren't really needed, considering that the surface that the mice can survive on is too small to help them there. The cage isn't a good addition either, because the mice can survive easily by abusing the rotated grounds and just run continuously between those ramps. @7100291 - Pikkaczuu - Dynamic grounds don't really work in survivor, as they fall pretty quickly with the involvement of the mice that jump on it and of the shaman that shoots it. So, the players that are AFK will die faster and the rest of the players will be obliged to go in the water; staying in water is a bit annoying, as you continuously fall off of it at one point if you don't move, and it is also too thin to offer mice enough opportunities to survive. @7101050 - Luiz_Loco - Map makers aren't encouraged to put decorations in P10 maps, especially couches, tables and other decorations with collision. Apart from that, the map is quite boring and easy for the shaman, as the gameplay isn't really different from maps already in rotation and the mice don't have many opportunities in terms of moving around. It's not looking very appealling either, particularly the very thin grounds. @7101093 - Youcef009 - Feels way too cramped, because of the small space between grounds that makes it very easy for mice to reach other grounds. The quite big height of grounds also makes it possible for mice to abuse the possible wall-jumping at their sides; on the other hand, this lack of space is too beneficial for the shaman in the right/left bottom parts, where the mice can't dodge cannons properly. Looks a bit unappealling, mostly because of the alignment that could be better. The height of the grounds could be made smaller and the upper grounds moved higher to make it less cramped. Besides, not that different from maps already in rotation. @7090496 - Raiioteck - One point is that the mice can reach the shaman's spawn from the start and hug him; apart from that, I think that the mice's possibilities in terms of moving around are a bit reduced and the gameplay isn't that fun either, considering its similarity to maps already in rotation. @7078000 - Eyux - So many wood square/rectangles that have no collision with objects make me think that the map would be a bit too easy for mice, as they can just abuse the corner of those grounds lacking collision and therefore it becomes hard to push the players off of them; on the other hand, the surface that the mice can survive on is quite small on each ground, so they become quite unstable. The movement between grounds could be better as well. Another point is that the mice can reach the shaman's spawn and become extremely hard to kill, if they go off-screen. @7097000 - Eyux - The water grounds give mice too much mobility and therefore make them able to run between many grounds, that makes the map too easy for them if they succeed in reaching the middle of the map. However, on the other hand, if the shaman is awake from the start of the round, the mice are quite vulnerable on those rectangles from the sides, where they can't be helped by other grounds. @6965315 - Krato - If the shaman stays at his spawn, the mice can just abuse the corner of the ramp next to them that often makes it possible to survive without even jumping and become hard to kill. If the shaman leaves his spawn for the top right wood, many players will go on the wood underneath that ground and become hard to properly aim at, from above. Another point is that the bottom left ground can't be reached by cannons if the shaman is at his spawn, therefore he will have to leave his spawn in order to focus on them, which often leads to mice who are in such places to be ignored by him. @7055106 - Krato - Apart from the anti-walljumping purpose that the ice walls serve, they are unneeded. Apart from that, I think the map is a bit too easy for mice, one point about that being the fact that they are often stopped from falling by the top right ground whenever they are shot in that direction. If the shaman is at his spawn, his cannons can't reach the mice who are on the bottom right wood, as the middle ground is in the way; this often leads to mice who are there to be ignored by the shaman, who focuses on the mice his cannons can reach. @7097802 - Krato - Triangle-shaped grounds don't offer a very good gameplay, as the mice can survive easily on it by continuously running between its sides and/or abusing the ramp to get propelled upwards whenever a cannon pushes them against it. The movement that lacks a bit makes some grounds feel a bit isolated and therefore a bit vulnerable. @7102159 - Kimsterjay - I think it would be too easy for the shaman to clear using the trampoline-shots that are too powerful, and their unpredictability isn't fun either; another thing that adds up to the fact that the map is too easy for the shaman is that the mice don't have many opportunities to move around. @6686020 - Grimmaro - The design is interesting, however I'd say that the gameplay is too easy for the shaman, as the mice's possibilities in terms of moving around the map and reaching other grounds are reduced and they don't have any other ground to help them if they are shot to the left. @5283829 - Pinguibiel - Quite confusing how neither the clouds nor the cannon-art have collision with objects, which isn't marked in any way. Apart from that, the mice are way too vulnerable and isolated at their spawn, with no other ground to help them, therefore the map is too easy for the shaman to clear. On the other hand, however, if the mice succeed in reaching the upper grounds, the mice become hard to kill, as they can just run continuously between the top left ground and the longer one next to it. @7102838 - Lucysicy - There is a lot of unused space that could be used to make the map less cramped, as, right now, it feels quite cramped, with not much space between grounds to make mice able to dodge cannons properly (particularly the space between the bottom wood and the middle wood). The bottom wood is too isolated from other grounds and I don't expect any player to be able to survive there, because of reasons listed above. In the middle part of the map, however, it is quite easy for the mice to survive, as they have the walls from the sides to always stop them from falling when they are shot. The players can also abuse the possible wall-jumping on the outer sides of the walls. @7102848 - Lucysicy - I don't like how the map relies so much on wall-jumping right from the start, as most players will rush to climb up the walls, which, on one hand, can be stopped easily by the shaman with just a cannon pointed downwards, but, on the other hand, it will be very frustrating for the shaman to always have to continuously focus on mice who are wall-jumping and running continuously between the walls and the ground they spawn on. The mice can also abuse the possible wall-jumping on the outer sides of the tall walls. @7100845 - Tioeter - The mice are vulnerable at their spawn, with no ground to their left to help them if they are shot in that direction; on the middle ground that doesn't have collision with objects, the mice will be easy to push off, because of the small space between that ground and the ice wall above, that makes it hard for mice to dodge cannons properly there, so, most mice fall down in the lower part of the map pretty quickly. If they stay under the middle square, the small space between it and the ground they stay on doesn't let mice dodge cannons properly either, but, with the grounds between so close to each other, it is very easy for mice to climb back up on that middle ground by cannon-jumping. The mice can also abuse the possible wall-jumping on the outer sides of the middle bottom wood. @7100862 - Tioeter - I'd say it's too easy for the shaman, as, at their spawn, the mice only have 1 ground to help them, and, as they leave their spawn, they become more vulnerable; on the ramp, a shaman that is awake should get rid of them pretty quickly, and, on the bottom left wood, the mice's possibilities in terms of moving around and reaching other grounds are very limited as well. @7102852 - Tioeter - I think that, on one hand, the ice ramps give mice too much mobility to move around those groups of grounds, but, on the other hand, the mice's possibilities in terms of being helped by other grounds is fairly reduced at their spawn. However, if the mice stay on top of the lower wall with no collision with objects, they become hard to kill, as they are often stopped from falling when they hit the other wall with no collision with objects. @7103218 - Kdalfish - Not a major thing, but why is there a set of grounds that serves no real purpose off-screen, in the far left? Having so many grounds so close to each other makes me think that the map would be too easy for the mice to survive, as they can reach other grounds way too easily and therefore never fall. The ice roof isn't needed either and only represents something that takes away from the mice's space if they are on the upper grounds. @838838 - Acemicemans - I think that the mice's possibilities in terms of moving around the map and reaching other grounds are fairly limited, as most of the gameplay only happens on 1 long ground, which isn't really fun either. The middle bottom wall isn't needed, as it doesn't provide enough surface for the mice to survive on, therefore it won't help them. I would also move the upper grounds a bit lower, as, right now, the info bar can get in the way if the shaman tries to spawn cannons there, and also those grounds are hard to reach from underneath. @7103758 - Cassidyv - The clouds are a bit too powerful, especially when used on the outside, and aren't really needed, considering that the map is too easy to survive on, both with and without them: the mice have a big surface to dodge cannons on, which isn't very fun either. Headsurfs are a problem as well on such long grounds; with the squares being quite close to the ground the mice spawn on, they will reach them quite easily by cannon-jumping, and, once they reach those squares, the mice can survive easily by running between them continuously. @7094556 - Ferdamys - Those rotated grounds that the mice spawn on make the map too hard for the shaman, as the players can survive cannons without even jumping, as they get propelled upwards whenever they're pushed against the ramp by them. On the grounds from the sides, the mice are pretty isolated and it is annoying for them to continuously slide off of the ice, however they can abuse the rotated wood next to it to survive. @7067749 - Ferdamys - The mice's possibilities in terms of moving around the map and reaching other grounds are fairly limited, therefore I have to say it's easy for the shaman. @7067746 - Ferdamys - The mice are quite vulnerable at their spawn, with no other ground to help them if they are shot to the left. In the lower part of the map, the wood walls don't provide enough surface for the mice to survive on, therefore they will be unstable there as well; so, I'd say the shaman has an advantage in this map. On the other hand, it is a bit annoying for the shaman how the mice who are on the middle bottom wall often can survive without jumping, as they get propelled upwards whenever they are pushed against the corner of the outer wood walls by cannons. @5716588 - Uhuge - The mice's possibilities in terms of moving around and reaching other grounds are fairly limited, as most of the gameplay only happens on 1 ground; on the other hand, it is possible for mice to run continuously between the 2 middle wood grounds. Once the mice fall down on the bottom wood, they become way too isolated, with even less possibilities to be helped by other grounds. @7104381 - Conscientious - The slight difference in Y coordinates between the standard rectangles and the ones with no collision with objects makes the cannons a bit unpredictable and too well-placed for the mice on the rectangles with no collision with objects to survive. Headsurfs are also a problem on longer grounds (the middle bottom ground). With that in mind, I think the shaman has an advantage in this map. @7104425 - Conscientious - While the mice are quite vulnerable at their spawn, with no ground to their left to help them, they become hard to kill once they fall down on the lower grounds, as, there, they can just run continuously between them, or they can survive without even jumping as they get propelled upwards whenever a cannon pushes them against the corner of the ground next to them. The clouds could be placed better, as, right now, getting a good angle is made quite hard by the lack of power of the cannons reflected by it and/or by its placement. Will be discussed: None Ignored: None Dernière modification le 1491335760000 |
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@7013999 |
Aksale « Citoyen » 1491336000000
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@7009342 |
B_ootcamp « Citoyen » 1491347340000
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@7098980 - Edited |
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@7098000 - Edited |
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@7105455 @7106845 Dernière modification le 1491533940000 |
Fallinfall « Citoyen » 1491420780000
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@7105678 - edited Dernière modification le 1491556140000 |
Judapz « Citoyen » 1491422520000
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Por favor, voltem com os mapas antigos |
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@7105765 Dernière modification le 1491445200000 |
Collecter2 « Citoyen » 1491452580000
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@7105956 |
Rlufus « Citoyen » 1491486660000
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@7106151 @7106226 @7106251 Dernière modification le 1491493020000 |
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@6798653 |
Wolfdang « Citoyen » 1491518040000
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can i load my maps here and to category with 2 shams (survivor) ? Dernière modification le 1491518280000 |
Ferdamys « Citoyen » 1491518400000
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@7094556 @7067749 @7067746 Dernière modification le 1491642840000 |
Mwmmwwwmmmmmmmw « Citoyen » 1491523920000
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@6841124 |
Fallinfall « Citoyen » 1491543540000
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@7106867 @7106903 Dernière modification le 1491554700000 |
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@2933098 Dernière modification le 1491662940000 |
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@7106978 @7107945 Dernière modification le 1491643260000 |