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« ‹ 43 / 55 › »
#Divinity Map Submissions
Stovedove
« Citoyen »
1610999460000
    • Stovedove#0000
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#841
  0
@7825047 (edited version of @7694452) made wood triangle on top section bigger and flipped wind to 5 from feedback from Force_shaman
Blackout
« Citoyen »
1611115620000
    • Blackout#6525
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#842
  0
Hii.
Some people said this map's hole is hard to get in. So, I did changes.
what you think?
Original map: @7608416 (in rotation)
edited: @7825389

Dernière modification le 1611115680000
Divinity
« Citoyen »
1611136080000
    • Divinity#0177
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#843
  1
Blackout a dit :
Hii.
Some people said this map's hole is hard to get in. So, I did changes.
what you think?
Original map: @7608416 (in rotation)
edited: @7825389

We welcome any improvements or adjustments to any existing maps in rotation – check your DM.

Ebisu a dit :
@7819667

Sunny a dit :
@7822016

Please be reminded that only P22 (tribehouse), P1 and P4 maps are allowed to be submitted. You can find this by doing /info @mapcode in-game.
Feniksboy
« Citoyen »
1611224520000
    • Feniksboy#0000
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#844
  0
@7813241
@7823692
Sunny
« Citoyen »
1611272760000
    • Sunny#8865
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    • Tribu
#845
  0
@7822016 **- Changed to tribehouse
Sunny
« Citoyen »
1611273000000
    • Sunny#8865
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    • Tribu
#846
  0
@7824808
Dom
« Citoyen »
1611279540000
    • Dom#1097
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    • Tribu
#847
  0
@7825951
Felps
« Citoyen »
1611770100000
    • Felps#0537
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#848
  0
@6540360 @6587953
Rose
« Citoyen »
1611779100000
    • Rose#8692
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#849
  0
@7827512
Blackout
« Citoyen »
1611971700000
    • Blackout#6525
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    • Tribu
#850
  0
@7826759
@7609904
@7584378
Divinity
« Citoyen »
1612101540000
    • Divinity#0177
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#851
  0

CHECKPOINT
Posts #824 – #850
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


PRE-REJECTED


a dit :


Ebisu#6644
@7819667

Sunny#8865
@7821398

Domlucas87#0000
@7825951

Rose#8692
@7827512

The above maps have been rejected as they were of P0 perm.

Newen
« Archonte »
1612267800000
    • Newen#6196
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    • Tribu
#852
  0
@7809676
@7815103
@7815105

Dernière modification le 1613921400000
Casserole
« Citoyen »
1612981200000
    • Casserole#1798
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    • Tribu
#853
  5
  • Reviews
  • Changelog
  • In Discussion (February 2021)

https://i.imgur.com/oXmbY3U.png


Hello shamans,

The OP has finally been updated with the latest information! On that note, we'd like to bring up something that has been kept silent for a quite while now – applications. Yes! Applications for DivCrew are now open once again, and if you are interested, do read the OP for instructions on how you can apply. Note that if you have submitted an application before this, your responses would probably have been discarded and you will need to re-apply again.

If you also have not joined our Discord server, now is the great time to do so. Aside from receiving latest updates, you get to chat with the #Divinity community, post your wonderful constructions, report maps, suggest features, and more!

Well without further ado... it's review time!

MAP REVIEWS
FEBRUARY 2021: UP TILL POST #850


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)

Yinjackson#0000
  • @7820320 - It's pretty straightforward but shamans have to build strategically with the mech grounds. The gap on the right evades the challenge of the sticky ground, and we’d like to see more freedom on the top. Suggested changes - Remove the top cloud, gap on the right, and move the hole further to the right: ref
  • @7823748 - The concept of this portal map is new to Divinity and would certainly introduce a fresh concept into the rotation. If the top portion to hole can be reworked to prevent this cheap solution, the map could be considered again.

Portwave#8221
  • @7791297 - Hidden roof should not collide with objects. Please enable balloons – they don't make the map any easier, but provide more varied solutions. Shaman or mice could spawn on the bottom right to utilise that space.

Feniksboy#0000
  • @7813241 - Swing maps are common in rotation but this one is slightly different. I haven't seen one where the cheese is located under the typical splint path. Also, it's nice how the players can utilize the slits to create dynamic solutions. Considering that the creativity pool is limited in this map, Cat 2 will do. Please make some adjustments before the map is accepted – there appears to be a visual misguidance with regards to the nailbox of the no-anchor zone, surfaced as a result of oversized clouds. Nailing like this would trigger the anti-anchor mechanism.

Blackout#6525
  • @7826759 - The building experience was fine and would serve well as an introduction to anti-gravity. Consider widening the gap by which the dynamic ground would go through – shamans who are slow to build would find themselves stuck in a pixel perfect situation to move the ground out.

https://i.imgur.com/gHdfoEo.png?1 Accepted (2)
Arnees - @3904261: Difficulty 6 Category 1
Jfrl - @5702311: Difficulty 4 Category 1

https://i.imgur.com/uWQ2fPj.png?1 Rejected (21)

Hackdesamba#0000
  • @7820533 - The anticloud circle obstacle fails to provide any meaning to the map. Shamans can just build a ramp up from both sides of the map which is repetitive. Overall, the map theme isn't well executed or planned out.
  • @7820527 - Much of the building can be avoided in this map. After mice get cheese, they can either climb the stone above or corner jump the ground below them. As a result, it becomes soloable halfway through the map.
  • @7820838 - While it was fun to construct a base for the first time, it easily becomes uninteresting when replayed. As shown in this solution a lot of space can be wasted, and we suggest that the layout be reworked.

Nhokw#0095
  • @7820008 - While the map seemed like a good challenge when you had to splint across both uneven grounds to construct a stable build, it appears that it wasn't necessary at all. It turns out that the ground was actually slanted in favour of supporting build weight, making it too easy to construct a build stable enough, without applying proper locking. Also, the hole is soloable and the overall gameplay is way too short. We suggest revamping the layout to encourage varied paths and use of divine structural tactics to distribute build weight.

Arnees#0000
  • @6818053 - With the bigger range in divinity, the timer and cloud have little significance when you just wrap around one of the angled grounds, like this.
  • @6812568 - The layout is really nice, and while the numerous gaps allow for distributed build support along with the huge free space, it fails to introduce any new concepts to the rotation and will become generic very quickly. The cage also deems useless in Divinity as you get the full range in any case. Additionally, I find that some players prefer to rely solely on the top right gap, as this was conveniently and strategically placed towards the center of the map.

Kinhusxd#0095
  • @7809375 - The mass of these wheels is overwhelming and too hard to be dealt with comfortably. The replay value with Divinity is poor as it often involves luck and timing, with little knowledge of divine structural basics.

Yinjackson#0000
  • @7824506 - Due to its excessive and lengthy design, the building process becomes redundant where shamans just continually extend their build up to hole. It is extremely frustrating to have to deal with an extended steep ramp in a scrolling environment, and this is going to get worse with heavy mice shaking the build in an actual room, especially due to the absence of additional support grounds. Overall, this gameplay is too unenjoyable in divine mode.

Portwave#8221
  • @7799227 - Invisible ceiling. The purple anticlouds pose little to no challenge, aside from how little support build has while building up.

Feniksboy#0000
  • @7823692 - It is a fun dynamic building map if built as per concept, but it still poses flaws where shamans could lay down loose objects within the no-anchor zone, seen here as an example.

Blackout#6525
  • @7609904 - The whole map practically feels like scaffolding in a tunnel. It’s too cramped and neither the base nor the bridge/ramp introduces any new concepts to Divinity.
  • @7584378 - Unclear what concept the map is trying to accomplish with the wind. There are pretty ridiculous builds you can make from just the tiny bumps off the end of the ground.

Bielpratasqn#0000
  • @6540360 - Unclear what concept the map is trying to accomplish, especially with the wind. In Divinity, we try to provide at least two points of support to encourage stable builds. We suggest that you play more of the module to see what kind of maps we are looking for.
  • @6587953 - The wind did not make any difference to the building experience, nor did it pose any further challenges for mice to climb up to the hole. Furthermore, it was easy to force in between ice-wood grounds which would encourage people to force instead as it's harder to get a base. See above review – we do not encourage building unstable bridges without a secondary support.

Edytka1#0000
  • @7812762 - Issues raised from the last review were still not fully addressed.

Edenyay#0000
  • @7823311 - Poor aesthetics and no concept behind the cage + wind. Builds don't use the map space fully; the top right is neglected.

Sunny#8865
  • @7822016 - Confusing cloud collision and poor aesthetics.
  • @7824808 - Confusing cloud collision, poor aesthetics and bad gameplay.

Uhuge#0000
  • @7820543 - It is too frustrating to construct a consistent base here. The overall buildathon is not a welcomed feature.

Newen#6196
  • @7808274 - The map is too simple and lacks replay value. Even as a low-diff, mice skills are often relied on to ensure no death occurs to the acid.
  • @7808833 - "Acid" ground is easily avoidable. It doesn't make much sense to only have one right in the middle of the map. Furthermore, the "acid" doesn't have the original texture – In the long run this is going to be more misleading than not. Grounds seem to have no systematic alignment and feel poorly placed. I suggest you take more careful considerations of alternative paths and ensure that their difficulties are balanced.



CHANGELOG


a dit :

Changed difficulty:
@6878899 - Category 1 → Category 2: It is an undeniably challenging map at first sight, but becomes generic over time. Cat 2 will do.
@6997617 - Difficulty 3 → Difficulty 4
@6894763 - Difficulty 6 Category 1 → Difficulty 5 Category 2
@6853775 - Difficulty 7 → Difficulty 6




DISCUSSION STATUS


a dit :

Yinjackson#0000 - @7820320: ACCEPTED (Difficulty 5 Category 1)
Yinjackson#0000 - @7823748: ACCEPTED (Difficulty 7 Category 2)
Portwave#8221 - @7791297: ACCEPTED (Difficulty 6 Category 1)
Feniksboy#0000 - @7813241: ACCEPTED (Difficulty 7 Category 2)
Blackout#6525 - @7826759: LEFT AS IS


https://i.imgur.com/Fc4I4lm.png

(with love from coral)



Dernière modification le 1614535440000
Portwave
« Citoyen »
1613048520000
    • Portwave#8221
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#854
  0
@7799227 - new (and Not fun)
Blackout
« Citoyen »
1613105040000
    • Blackout#6525
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    • Tribu
#855
  0
@7826759 edited but I dont know if its good lol
Wiannix
« Citoyen »
1613135940000
    • Wiannix#7716
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    • Tribu
#856
  0
@7829652
@7830024

Dernière modification le 1613272680000
Nhokw
« Citoyen »
1613136600000
    • Nhokw#0095
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    • Tribu
#857
  0
@7832032
@7833539

Dernière modification le 1613609400000
Arnees
« Citoyen »
1613761140000
    • Arnees#0000
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    • Tribu
#858
  0
@3900708
@7826656
@7833936
Cave
« Citoyen »
1613920920000
    • Cave#0647
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    • Tribu
#859
  0
@7834390

Dernière modification le 1614189000000
Skyler
« Citoyen »
1613963220000
    • Skyler#7183
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    • Tribu
#860
  0
@7830534 (@7125171 original, but i editted it)
@7829067
@7834212
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