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 |
0 | ||
@6716942 @6582859 Dernière modification le 1497260880000 |
Nanami 1496498340000
| | ||
[Modéré par Mervynpeake, raison : please only post map codes in this thread.] |
Gacha_kris « Citoyen » 1496576880000
| 0 | ||
@7164331 |
Yandere_zineb 1496580120000
| | ||
[Modéré par Eugalileu, raison : Please only submit map codes in this thread.] |
Nanami 1496582100000
| | ||
[Modéré par Eugalileu, raison : Please only submit map codes in this thread.] |
Migchagas « Citoyen » 1496622120000
| 0 | ||
@7162937 |
Grimmaro « Consul » 1496881140000
| 0 | ||
@7167447 |
Perfecteca « Sénateur » 1496922900000
| 2 | ||
@7167674 |
0 | ||
@7167764 |
Nadanadahedd « Citoyen » 1496959620000
| 1 | ||
@27932 |
Silvyna « Censeur » 1497021840000
| 6 | ||
A wild review appears. Left as is: @7146476 - Hirarin1919 - Not that different to maps already in rotation, feels a bit easy for faster shamans since the gameplay will mostly revolve around 2 grounds. Also, I would suggest making the ice at the top more prominent, as I think many players will try to walljump there and will fail. @7148430 - Nellso - The design idea isn't bad, however it won't work, because the players are often helped way too much by the corner of the ice to the left of their spawn point, that makes it possible for them to be propelled upwards whenever a cannon pushes the players against it, which happens on both ''floors'' of grounds. If that is edited, the map becomes too similar to maps already in rotation in terms of gameplay. @7149158 - Nellso - I feel like there are just too many grounds that are also too close to each other, which means that it will be easy for mice to survive by just running around between them. @7153331 - Nellso - The thin wood ground at the top looks a bit weird, but I think that's just a personal opinion. The 90-degree angles created by the ice walls with the wood ground that the shaman spawns on aren't a good addition, as most of the time the mice just hug the wall, making them vulnerable to a good headshot. Apart from that, on the middle bottom ground, the mice are safer, as they are most of the time helped by the fact that they can get propelled upwards whenever a cannon pushes them against the corner of the wood grounds to the left/right. @6638881 - Pgmsule - Newer shamans will find it annoying to have to move from their spawn point in order to reach the mice's spawn point. The design of those fancy wood grounds is definitely good looking but, unless the shaman is on one of the top grounds and the mice are on the ramp, it will be an advantage for the mice, who can camp there so as not to be pushed more to the right/left. Also, in the bottom part of the map, the mice can run easily between the fancy grounds and the wood ground in the middle. The water grounds from the sides are just another advantage for the mice that can use it to reach even more grounds. @4928161 - Pgmsule - For people who don't have the Acrobat and/or Eye of the Eagle skills, attacking mice who are on the ground they spawn on will be quite uncomfortable, as, if the mice stay on the far edge(s) of the ground, they aren't in the spawning area of the shaman. Neither of the grounds to the left are needed because they can't be used. The gameplay becomes very weird if any player reaches the chocolate ground or the incomplete wood grounds to its left/right. @6904360 - Apollopolo - The mice will just abuse the ramp to get propelled upwards whenever a cannon pushes them against it if the shaman isn't careful, or to dodge any cannons that are placed well on the ground that the mice spawn on. @7138681 - Telinhaba - Rather boring, considering that the gameplay most of the time only revolves around 2 grounds. The rotated grounds from the sides make it too easy for mice to survive by just getting propelled upwards whenever a cannon pushes them against it, or they can use the ramp to get back to the ground they spawn on. @7100100 - Eyux - While the movement around the map isn't that good at the spawn point of the mice and they are isolated there, it becomes quite hard for the shaman to kill players once they reach the middle ground, as, there, they have grounds to save them in any direction they are shot, and most of the time they can come back to where they were easily. @7078000 - Eyux - Quite tall grounds quite close to each other mean that the map will revolve a bit too much around wall-jumping and running between walls. The cannons will also be messed up and won't keep a straight trajectory as they hit the corners or walls of other grounds. Also, grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background. (6a7495) @7111171 - Eyux - The water just gives mice too much mobility and therefore makes them hard to kill and gives them more opportunities in terms of grounds to run to. The cheese is definitely a good idea but it's not like it stops people from reaching the ground the shaman spawns on. @7124443 - Maxislow - The trampolines are too powerful. The spawn point of the mice feels a bit cramped, as it is too close to the 2 grounds above and that will make it easy for mice to reach those grounds. @6978251 - Tohpy - The mice are quite isolated at their spawn point, with no other ground to run to, however the ground with no collision with objects above them is very close and that makes it easy for them to reach it, but they are quite isolated there as well; on the other hand, the properties of those grounds make it possible for the mice to abuse the wall/corner of the ground in order to be safe. On the upper grounds to the right, mice getting propelled upwards whenever a cannon pushes them against the corner of either of those grounds is a problem. @7151230 - Tohpy - Again, the spawn point of the mice is too isolated, this time it is also too far from other grounds. None of the grounds seem safe, as the movement around the map is lacking as none of the grounds are connected. @7151235 - Tohpy - Pushing mice off of a quite long ground that doesn't have collision with objects is quite hard, Apart from that, another problem is the fact that, on the bottom grounds, mice get propelled upwards whenever a cannon pushes them against the corner of the ground to their left/right. @7151200 - Plzpinkiepie - Lava shouldn't be used in survivor with its normal properties because it gives cannons way too much unpredictability and power and also propels mice upwards. The grounds are too thin and that isn't really appealling. Chocolate doesn't really work in survivor and the fact that it is rotated will make it even harder to push mice off of it. Feels cramped as well, as there isn't much space between grounds. @7151265 - Plzpinkiepie - The trampolines are too powerful. It will be easy for mice to survive by just being saved by walls that are in all directions, and the mice can also get propelled upwards whenever a cannon pushes them against the corner of the ground to the left. @7151569 - Pashele - All the grounds are just too isolated and the movement around the map isn't great. Rather boring and easy for the shaman as well, considering that the gameplay mostly revolves around 2 grounds, or even one. @7151618 - Slkbixxo - I just don't like the ramps that can be abused by mice (the one to the left can be used by mice to be safer from the shaman's cannons as it is quite hard to get a good shot there, and the one to the right can have its corner abused to either get propelled upwards whenever a cannon pushes the mice against it or to dodge well-placed cannons on that ground). @7151669 - Telinhaba - The invisible grounds to the left are confusing and the lava is too hard to see, also lava shouldn't be used in survivor. The design is a bit weird and the distance between the ground the mice spawn on and the one above it is quite small, making that part of the map feel a bit cramped. Also, mice can run continuously between the 2 lower grounds to the right and hide from the shaman if he is at his spawn. @7151845 - Mrarmagidon - The trampolines are too powerful and there are just too many of them, giving cannons way too many random and annoying reflections. Such thin grounds aren't really appealling. @7152047 - Naviliz - Way too isolated spawn point for the mice, with no other ground to run to, and it is particularly vulnerable if the shaman goes to the left upper ground. The movement around the map is overall not that good and it is hard and boring for mice to stay in one place. @7152356 - Fosoundkems - The 3 grounds in the middle are too close to each other, making it quite uncomfortable for mice to survive there. Also, a bit annoying, especially in a public room, how the shaman has to come down from his spawn point in order to reach the mice who are on the bottom middle ground, as, from his spawn, the clouds block his cannons. @7151709 - Kimsterjay - The cannons are given quite a lot of unpredictability with these map settings and it should be quite easy for the shaman to clear the map, as the mice have to be extra careful not to jump when they aren't under a ground, which is hard to do with cannons coming at you. On the other hand, it is a bit annoying for the shaman to aim at mice who are continuously moving up and down using the trampoline. @7152540 - Kimsterjay - The cannons are given quite a lot of unpredictability with these map settings and it should be quite easy for the shaman to clear the map, as the mice have to be extra careful not to jump when they aren't under a ground, which is hard to do with cannons coming at you. On the other hand, it is a bit annoying for the shaman to aim at mice who are continuously moving up and down using the trampoline. @7152564 - Fuzzyfirsdog - Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background (6a7495). I think it will be easy for mice to survive, as they can just stay to the right of the ice ground and be safe. Apart from that, other problems of this kind of concept are the unpredictable cannons, the fact that the mice move freely a bit too much, and the fact that you die if you jump when there isn't a ground above you. @7152814 - Lucysicy - It's quite hard for a shaman to push mice off of the ground they spawn on, mostly because of its lack of collision with cannons, especially since the shaman is above them, which makes it harder for him to get good shots. If the mice are pushed off of that ground, they are frustrating to kill, as they can just run continuously between the wall of the middle bottom ground and the ice grounds to the sides. @6501612 - Antoniovesel - Off-screen gameplay at the top. Too much space for the mice to run around. Please no decorations and please no background. @7011698 - Antoniovesel - Will be impossible for shamans to kill mice from their spawn as the players just hit the wall and survive, and going to the top of the wall as a shaman doesn't solve the problem, as the mice can just go to the ramp to the left and get propelled upwards whenever a cannon pushes them against it. Just too much movement and running around, @7125187 - Thewtfjason - The unpredictability of the cannons that can't be seen by the mice makes the concept not really fun. Apart from that, will be easy for mice to survive, considering that most of the cannons miss their target and the players also have way too much space to move around. @7130764 - Thewtfjason - The teleporter thingy is original however isn't really convenient/fair for the shaman and sometimes doesn't work as intended. Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background (6a7495) - the rectangle to the right. Apart from that, not really fun for the mice to play on one long ground, where headsurfs are a problem as well. @5179485 - Thewtfjason - Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background. The moving ground can be bugged quite easily. Once that ground is bugged, the mice remain quite isolated, only playing on 1 or 2 grounds that aren't connected, therefore the movement around the map could be better. If the moving ground isn't bugged, it becomes a pain for the shaman that has to time his cannons perfectly and most of the time his cannons can't even reach the mice. @6839287 - Snruter1n1v - The water is a bit problematic considering it gives mice a bit more mobility in quite a hidden place, especially the right part. Apart from that, the spawn point of the mice is quite vulnerable and isolated, with no ground to their left to make them safer. The 2 middle bottom wood grounds are problematic as well, as mice can run continuously between them. @6842545 - Snruter1n1v - Here there is too much movement around the map and just running around. The mice can reach the shaman easily and hug him. Water has the same problem as last map. The squares have the same problem as last map. @6860012 - Snruter1n1v - The shaman's spawn point is way too far away from the mice and his cannons can't reach them unless he comes to that ground, making it extremely easy for them to hug him. Apart from that major problem, mice can just run continuously between grounds in the lower part of the map. @7143916 - Kdalfish - The design is alright, however the water gives mice too much mobility and opportunties to reach other grounds. @7143230 - Kdalfish - Once again, the water gives mice a bit too much mobility and it lets them run around and reach other grounds. If they reach the ground the shaman spawns on, not only they can hug him, but they can also just abuse the ramps and just run around between those 3 grounds. There is no need for cheese in that enclosure and no need for the ground that encloses it. @7142949 - Kdalfish - Circles don't work well in survivor, as the mice just get propelled upwards whenever a cannon pushes them against the circular surface of the ground. @6042361 - Pacisus - The water grounds + middle bottom wood ground give mice too much mobility and too many opportunities to move around and reach many grounds. @7157857 - Pacisus - Once again, water gives mice too much mobility and helps them reach other grounds as well. If water was removed, the map wouldn't be that different to maps already in rotation. @6114513 - Pacisus - Off-screen gameplay to the left. Won't really be fun for mice to play on one long ground, where headsurfs are a problem as well. All the other grounds are too small and isolated to represent an advantage for the mice. @7154176 - Vlacee - All of the grounds that can be reached by the mice are too isolated from other grounds and therefore the movement around the map isn't that good. @6823000 - V_Ntage - Not really fun for mice to survive on 3 typical long grounds, where headsurfs are a problem as well. @7152731 - Fosoundkems - A bit too many grounds for the mice to move around, and they can just run around continuously between them, considering they're close enough. Another problem will be the fact that mice get often propelled upwards whenever a cannon pushes them against the corner of another ground. @7155304 - Miraharindi - The mice can run continuously between the lower grounds and will be saved by either of the rotated grounds from the sides if shot. Those combinations of 2 grounds won't work well, as the mice just get propelled upwards whenever a cannon pushes them against the ramp. @7155310 - Miraharindi - Full-ice grounds are quite annoying to play on, as mice continuously slide off of them. The small upper grounds offer too little surface to actually represent a good alternative for mice. If any mouse reaches the upper part of the map, he can just run between the rotated ice grounds continuously. @7155330 - Apelidunsete - Feels a bit cramped and this small space between the spawn point of the mice and the grounds near it will make it easy for mice to reach either of the upper grounds. There is also not enough space between the grounds next to the spawn point of the mice and the grounds under those. @6805728 - Quinzinhojr - I feel like it is a bit easy for the shaman, considering that the only ground where the mice aren't isolated or too vulnerable is the middle one, and that one doesn't really offer enough surface for the mice to be safe on it either. @6807701 - Quinzinhojr - I always like the idea to make wall-jump caming harder with cheese, but here, it is a bit too far from the wall to actually stop people with a decent wall-jumping ability from camping there. Apart from that, not really fun for mice to play on 2 long grounds. @7156617 - Ratinhodrort - I'd suggest not placing both spawn points on the same ground, considering that it will be very easy for mice to hug the shaman. The clouds are way too powerful. If a player reaches either of the upper grounds, they become extremely hard to kill, as they can just abuse the wall of those rotated grounds to get propelled upwards whenever a cannon pushes them against the ramp. @7154959 - Ratinhodrort - The grounds that the mice spawn on are too isolated and there aren't too many grounds for the mice to move around. On the other hand, it can become frustrating for the shaman to have mice run continuously between the ground they spawn on and the wood grounds in the middle. @7153390 - Ratinhodrort - Circles don't work well in survivor, as the mice get propelled upwards whenever a cannon pushes them against the circular surface of the ground. @7157329 - Smutny_Nalesnik - The ground that the mice spawn on is quite isolated and it's not really fun for them to play on one long ground. The cloud is a bit too powerful but not really well-placed for mice who are towards the right edge of the ground they spawn on. If mice reach the ground under the ground the shaman spawns on, they can take advantage of the cloud and hide in it. Also, shamans without the Eye of the Eagle skill most of the time need to spawn cannons off-screen in order to reach the mice who are on the upper left grounds, from their spawn point. @3030412 - Viniciusdara - The walls that lack collision with objects aren't really an addition to the gameplay, considering that wall-jumping makes mice vulnerable and the distance between the smaller grounds and the taller walls is too small to make it possible for mice to survive well there. Without those grounds, the movement around the map isn't that good and it is rather boring to play on 3 grounds. @3814057 - Viniciusdara - The design is definitely original and I like it however it won't work, because it forces the shaman to use just straight cannons (rotated cannons will just get stuck in the cobwebs and not really have an effect on the mice), and most experienced players won't be killed by straight cannons. Also, newer shamans will find it annoying to have to come up in order to reach the mice. The mice can hug the shaman easily if he comes up. @1981719 - Viniciusdara - Grounds that don't have collision with cannons should be marked with an inner rectangle of the same colour as the background (6a7495). The ramps make it possible for mice to survive without even jumping by getting propelled upwards whenever a cannon pushes them against it. @6776804 - Xxxskywalker - Mice can just run continuously between the ground they spawn on and the lower one next to it. Apart from that, I'd say it's not that different from maps already in rotation. @7157588 - Xxxskywalker - Reminds me of another map in rotation. The white/black grounds at the bottom have nothing to mark that they don't have collision with mice, therefore many players will die trying to jump on them. A bit annoying for mice to play on full-ice grounds, as they continuously slide off of them. The movement between grounds could be better. The restitution of those lower grounds is too high and they aren't really well-placed, considering that it is quite hard to get a good shot using them. @7157304 - Xxxskywalker - Reminds me of another map in rotation. The white/black grounds at the bottom have nothing to mark that they don't have collision with mice, therefore many players will die trying to jump on them. A bit annoying for mice to play on full-ice grounds, as they continuously slide off of them. The movement between grounds could be better. The restitution of those lower grounds is too high. @7157806 - Papelio - Shaman spawn point shouldn't be placed on the same ground as the mice spawn point, as they can hug him easil. Apart from that, not really fun for mice to play on mostly one or two grounds. @7089639 - Yuugiooohhhh - The trampolines are way too powerful and, considering the fact that there isn't any ground to the left of the ground the mice spawn on, that is one vulnerable spawn point for them. Should be easy for the shaman to clear the map just spamming cannons with the help of the very powerful reflections of those 2 trampolines. Mice getting propelled upwards whenever a cannon pushes them against the corner of a nearby ground is a problem, on the other hand. It is quite rare, but it's possible for the mice to go off-screen to the right and reach the right edge of the trampoline, becoming safe from any attack. @7110602 - Yuugiooohhhh - The grounds to the right weren't often used and most mice were isolated on 2 grounds. I'd suggest adding a double mice spawn (the one it currently has + one on the ground to the right with the same Y coordinate) in order to cover a bigger part of the map and resubmit it as it is. @7157863 - Yuugiooohhhh - I know people will move to the safer place from the start of the round, but that is still a vulnerable spawn point for the mice. The quite tall wall of the collision-lacking rectangles (almost squares), particularly the lower one, and the nearby grounds help mice to run continuously between the 3 grounds and/or base their gameplay on wall-jumping on the wall of that box, which isn't fun. @7152796 - Tioeter - Way too much possible continuous running between the middle bottom ground and the 2 others to its sides. @7159056 - Tioeter - The biggest concern I have about this map is the possible under-hugging that makes it harder for the shaman to aim properly at the mice, and most players will move with the shaman if he tries to move from his spawn to get rid of that problem. Another problem is that, if the shaman is at his spawn and the mice are under him, he must only shoot in one direction, and that is to the right, because to the left, the mice survive without even jumping as they are stopped from dying by the wall of the taller ground. @7159308 - Tioeter - I think that, because of the long ground that the shaman spawns on, the entire map is placed in the bottom half of the map, making all those grounds seem a bit too close to each other, which would make me think that the players will move around a bit too freely. Minor thing, I'd move the shaman spawn a bit to the right/left so that the shaman doesn't fall on the bottom ground. To make more space I'd just remove the despawning ground altogether as it stays for just 20 seconds and therefore isn't really needed. @554215 - Amaciadoo - Easy for mice to survive at their spawn point without even jumping by getting propelled upwards whenever a cannon pushes them against the corner of the ground to the left. Possible continuous running between most grounds. Also, since the shaman can't reach the ground which is at 320 Y coordinate from his spawn, mice can hide there until he notices, and when he moves closer to reach it, they can just climb back up and hug him. @7161675 - Nicolasla - Quite isolated spawn point for the mice but it's not hard to reach the upper grounds, and when they do, it becomes extremely hard for shamans to kill them, as they can survive easily by getting propelled upwards whenever a cannon pushes them against the ramp. It's also possible for mice to run continuously from one stripe of water to another and/or hide from the shaman under the wood ground if he isn't near. @7152870 - Imortaliss - Fair play for thinking about those icy rectangles, but I don't think they're needed really, as most people will find it hard to get good angles/shots using them. The cheese is also a good addition but it's worth it to get the cheese honestly, because people will just abuse the ramp to get propelled upwards whenever a cannon pushes them against it. Also, possible continuous running between the lower squares. @7160300 - Imortaliss - Even for the short 20 seconds that the circle stays, it is still problematic, as people will abuse the circular surface to get propelled upwards whenever a cannon pushes them against it from the start of the round to get to the shaman's spawn point. After the despawns, the map seems too similar to maps already in rotation and most grounds feel a bit unsafe, mostly because of the small surface that they offer (the squares) and because of the quite big distance between the 3 squares, that makes movement between different parts of the map quite hard. @7161721 - Imortaliss - I know the mice will move from the start but that's one vulnerable spawn point for the mice to be honest. And once again, smart thinking with the cheese but most experienced players will succeed in reaching the shaman's ground and/or gaining too much mobility using the water. So, unless the shaman is fast and spams cannons from the start of the round when people are still in vulnerable places, he won't be efficient. @6716942 - Zealmice - This may just be my personal preference, but I think the rotation is just oversaturated with groups of 4 grounds placed like that. After the mice move from the ground they spawn on, they can survive easily by getting propelled upwards whenever a cannon pushes them against the corner of the ground to the left, not to mention the fact that, with 3 or more grounds on the same Y coordinates, the mice are given a bit too many opportunities to recover from a good attack. The ice ramps can be abused by the mice to get propelled upwards whenever a cannon pushes the player against them and the continuous running between the 2 ice ramps using the ice ground is just another frustrating advantage for the mice. @7164331 - Krzysztof90 - Dynamic cloud ground not needed. Lava shouldn't be used as it just makes cannons chaotic and overpowered if the shaman leaves his enclosure and realises that he can use it. The smaller cloud grounds next to the trampoline just mess up the cannons and make them more unpredictable, which isn't fun. Such rotated squares (or rectangles) don't really work in survivor, as the mice can survive easily by getting propelled upwards whenever a cannon pushes them against the rotated surface of the ground. That, plus the long surface that the mice can survive on and the possible continuous running between the wood grounds and the rotated squares make the map too easy to survive. @7162937 - Migchagas - I'd swap all the trampolines that don't have collision with mice with cloud grounds, because they are a bit confusing and I bet most people will think they can step on them. Cheese placed right on top of a ground isn't really fun considering it really limits the surface of the ground that mice can survive on and limits their possibilities. All the trampolines are too powerful and honestly they aren't well-placed either, considering the fact that getting a good shot using them isn't easy.The movement around the map could be better, as, from their spawn, the mice are far away from every other ground. @7167447 - Grimmaro - I like the concept, but I think newer players will be caught off guard and won't predict the cannons coming from the set of 3 cannons; headsurfs will be a problem as well, particularly on the long wood ground. I like the cheese and maybe you can move it up just a little bit, so that people can't abuse the ramp and the corner at all. @7167674 - Perfecteca - Before and during the despawn it seems too similar to maps already in rotation in my opinion; also, I suggest moving the entire map a bit higher to make more space, because there is unused space in the upper half and it could be used to make the map feel less cramped. The top of the ice wall is a bit too close to the ground the mice spawn on and I bet most mice will reach it easily, hugging the shaman. @7167764 - Janiecnata - Ice grounds having 0.5 restitution are weird. The spawn point of the mice is quite isolated/far away from every other ground and the movement around the map could be better. On pyramid-shaped ground, it can play in 2 ways: if the shaman is fast and experienced, the ground is cleared easily; if the shaman is newer or slower, the mice just run continuously from one side of the triangle to another, so such grounds never offer good gameplay. Will be discussed: None Ignored: @25306 - Nadanadahedd - Posted more than 3 maps (#8677, #8716, #8720, #8730) @26960 - Nadanadahedd - Posted more than 3 maps (#8677, #8716, #8720, #8730) @27272 - Nadanadahedd - Posted more than 3 maps (#8677, #8716, #8720, #8730) @27932 - Nadanadahedd - Posted more than 3 maps (#8677, #8716, #8720, #8730) Dernière modification le 1497815760000 |
Autumn 1497030240000
| | ||
[Modéré par Eugalileu, raison : Please only submit map codes in this thread.] |
0 | ||
@6974858 @7050147 @7050165 Dernière modification le 1497617700000 |
Nellso « Citoyen » 1497119340000
| 0 | ||
@7169950 @7178179 Dernière modification le 1497810660000 |
Elhectordm « Citoyen » 1497215040000
| 1 | ||
@4018348 |
Fluffyshine « Citoyen » 1497230880000
| 0 | ||
@5668331 |
Farabi « Citoyen » 1497293760000
| 0 | ||
@7172064 |
Truansformio « Citoyen » 1497304860000
| 0 | ||
@7172194 @7172201 @7172205 |
Lezbez « Citoyen » 1497464280000
| 0 | ||
@7173769 |
0 | ||
@7174462 -edited Dernière modification le 1497547380000 |