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 |
Anabooleta « Sénateur » 1498001160000
| 0 | ||
@7180446 @7194472 Dernière modification le 1499154720000 |
Papelio « Consul » 1498049040000
| 0 | ||
@7180818 |
Grimmaro « Consul » 1498060860000
| 0 | ||
@7167447 - edited @7178784 @7178781 Dernière modification le 1498064040000 |
Shadow « Censeur » 1498092900000
| 0 | ||
@7163740 |
Viaxeiro « Sénateur » 1498110780000
| 0 | ||
@7181671 |
Rachyl « Citoyen » 1498222200000
| 0 | ||
I made this map. Its not that good, I would be joyful to see it while playing survivor, though. :) @7182776 |
0 | ||
............ Dernière modification le 1498752720000 |
0 | ||
@6745782 @6582859 @6906702 Dernière modification le 1498903440000 |
0 | ||
@7185658 |
Imortaliss « Citoyen » 1498564020000
| 0 | ||
@7179652 @7179662 @7186954 |
Vintage « Consul » 1498570620000
| 0 | ||
@7187038 @7187042 |
Kenzari « Citoyen » 1498592760000
| 0 | ||
@7187403 j'espere qu'elle vous plaiera i hope you'll like her |
Casemeow « Citoyen » 1498744080000
| 0 | ||
@7189160 |
Casemeow « Citoyen » 1498744560000
| 0 | ||
@6878082 |
Viaxeiro « Sénateur » 1498785480000
| 0 | ||
@5799242 |
0 | ||
@7190063 |
0 | ||
@7169086 |
Mapcrew « Consul » 1498821840000
| 2 | ||
Left as is: @6974858 - V_21 - The clouds are a bit awkwardly placed in my opinion and they can't really help the shaman if the mice aren't on either of the lower grounds from the sides. Apart from that, it feels a bit boring, considering that most of the time the mice only play on very few grounds. @7050147 - V_21 - Feels a bit hard for the shaman, as the mice can either run continuously between the grounds at their spawn and the rest of the grounds aren't that far away from each other either, so the movement around the map will be a bit too emphasised. I don't think the middle cloud is a great addition, considering the fact that, when used the first time, it will surprise the mice with its reflection, and the second time it will just be abused by mice to reach the ground the shaman spawns on as they get propelled upwards using the cannons reflected upwards by the cloud. @7050165 - V_21 - Such grounds with 50 heights make me think that the map will revolve too much around wall-jumping and running between sides of grounds. The water is just another thing that gives mice too much mobility. A possible edit would be to move grounds farther away from each other so the map doesn't feel as cramped. @7169950 - Nellso - The choice of colours is a bit weird but I don't mind it too much, maybe a bit less bright would be better. The tall walls aren't a good idea because the mice will just abuse the possible wall-jumping at their sides and the fact that those grounds don't have collision with objects help them die harder, while the fact that the walls to the sides + the wall in the middle + the ground in the middle are so close to eachother means that the mice can run continuously between them. @7178179 - Nellso - The 4 bottom grounds seem like a lot of running around since they are so close to each other, especially the 2 middle ones with the taller sides. @4018348 - Elhectordm - The mice are given too much mobility by the big water grounds that also give them the opportunity to run between grounds. Apart from that, it is a bit annoying for mice to play on full-ice, as they continuously slip off of the grounds. @5668331 - Fluffyshine - The chocolate is rather useless, considering the fact that it is very easy for the shaman to push mice off of it. Apart from that, a bit annoying for the shaman to have to attack mice from above, as it is harder to get good shots. Not that different to maps already in rotation. @7172064 - Klarry69 - Chocolate in survivor isn't a good addition. Such long grounds are boring, a big surface for mice to survive on, and headsurfs are also a problem on such grounds. If mice reach the shaman's spawn point, they can survive without even jumping by getting propelled upwards whenever a cannon pushes them against the rotated grounds, no matter in which direction. @7172194 - Truansformio - Such few grounds that are so far from each other make the gameplay rather dull and hard for mice as well. A shaman that is awake should be able to get rid quickly of any mice that try to get up the snowy ramps, therefore the map only revolves around the 2 tall walls from the sides that don't offer much safety to the mice; they offer too many wall-jumping possibilities on the other hand. @7172201 - Truansformio - With the spawn point of the mice being so far away from any other grounds, I doubt that the series of 4 grounds to the right will be used much, so the map only revolves around one ground, which means the map becomes boring and too easy for the shaman. If someone reaches the 4 grounds, though, the gameplay feels cramped, as there isn't much space between the 4, and the mice will either die quickly because they can't jump properly in such small spaces, or they reach the shaman's ground and hug him. @7172205 - Truansformio - Way too many grounds for mice to run between. Circles and such rotated grounds don't work well in survivor because mice can survive easily by getting propelled upwards whenever a cannon pushes them against the ramp/circular surface of the ground. @7173769 - Lezbez - Such long wood grounds are a bit dull, they offer a lot of surface for mice to survive on and headsurfs are also a problem on such grounds. The rotated grounds will be a problem as well, as the mice can run continuously between them. @7174462 - Luskws - Just by staying at the middle of the long ground, mice dodge any reflections of any of the trampolines. Such long grounds are dull, they offer a lot of surface for mice to survive on and headsurfs are also a problem on such grounds. Apart from that, other problems are: the possible running between the grounds that are close to each other, the fact that the trampolines have collision with mice, therefore they can use them to run around even more or to get propelled upwards continuously and/or even reach the shaman's ground, and the trampolines itself that feel a bit oddly-placed and their number makes powerful combos possible. @7174724 - Uhzinhooo - Not that different to maps already in rotation, The mice can just drop down and hug the shaman, so his spawn point should be changed as well. Apart from that, not much movement around the map. @7175000 - Eyux - Possible continuous running between grounds close to eachother can be a problem. It is possible for mice to reach the top of the cage the shaman spawns in and therefore make the gameplay off-screen. @7111777 - Eyux - Mice can get propelled upwards whenever a cannon pushes them against the corner of the lower grounds to the sides and reach the upper grounds. Apart from that, not that different to maps already in rotation. @7111177 - Eyux - A bit annoying for the shaman to have to attack mice from above, as getting good shots is harder. If the shaman goes to either of the middle grounds from the sides, the mice can get propelled upwards whenever a cannon pushes them against the corner of either of the lower grounds to the sides. @7175396 - Llight - Mice can run continuously between the rotated grounds. In such scenarios, the map can only play 2 ways: if the shaman is fast and experienced, he can clear the map quickly, if a shaman is slower, the mice can just run from one side of the triangle to another continuously and survive easily. @7128907 - Naviliz - Such long grounds are boring, they offer too much surface for the mice to survive on, and headsurfs are a problem on such ground as well. Apart from that, mice can run continuously between the ice ramps. @7176631 - Nevenzet - At the moment the shaman spawns in the same place as the mice, which means they can hug him easily, that should be edited. The movement around the map is lacking, the grounds are too far away from each other. Mice can reach the top of the ice grounds and therefore the gameplay becomes off-screen. @5816532 - Kinhusxd - The slight rotation of the wood grounds makes cannons more unpredictable. That, plus the quite vulnerable spawn point of the mice at the edge of the map, makes me think that a shaman that is awake from the start of the round should find it a bit too easy. The wind shouldn't be a problem but reducing it a bit seems like a good idea. @7178177 - Rooriluloooo - The huge surface at the bottom that mice can survive on, the long water grounds that give mice a plus in mobility and helps them reach other grounds, and the few upper grounds that the mice can run between make the map too easy to survive. @6990411 - Tohpy - Rather vulnerable spawn point for the mice. It becomes a bit boring to play on 2-3 grounds at most and the movement around the map could be better. @6995149 - Tohpy - Again, rather vulnerable spawn point for the mice and a shaman that is awake from the start of the round can clear the map quickly. It feels also cramped there, as there isn't much space between the ground the shaman spawns on and the one underneath it. @6990686 - Tohpy - Possible continuous running between the wood grounds and the stones next to them, plus the mice can get propelled upwards whenever a cannon pushes them against the corner of the nearby ground if the shaman isn't careful. @5360483 - Brenoouuw - Mice can survive without even jumping by getting propelled upwards whenever a cannon pushes them against the corner of the nearby stone square. Apart from that, not that different from maps already in rotation. @7179054 - Bendittt - The clouds are rather oddly placed, consdering that they don't add anything to the gameplay, as they can't be used to get good shots. The water grounds aren't needed as they just offer a hiding spot for the mice and apart from that, the movement around the map is lacking. Not that different to maps already in rotation either. @1380881 - Bemmh - I like the fancy design but in terms of gameplay you can tehnically only play on 3 grounds that you can't even move between without the shaman's involvement and without a good corner-jump, therefore I'd say it's a bit easy for the shaman. @6186862 - Bemmh - The mice will just abuse the big ramp, either to get propelled upwards whenever a cannon pushes them against it (if the shaman stays at his spawn) or to hide from cannons (if the shaman moves to the middle ground to the left - he can also be hugged there). Apart from that, mice can get propelled upwards whenever a cannon pushes them against the corner of a nearby ground. @4832315 - Donmickey - There are only 4 ground that the mice can play on, and they don't offer much surface for the mice to survive on. The cloud combo is rather unpredictable at first but after that, it doesn't really represent a big advantage for the shaman. @4869778 - Donmickey - That lower ice triangle makes it a lot easier for mice to survive on the bottom ground as they can just run between its sides. The grounds to the left/right offer too little surface for mice to survive on and are also too isolated to represent an alternative for mice, and, excluding them, there are really only 2 grounds for the mice to play on. @4869830 - Donmickey - Having so many death tokens on one grounds doesn't look like a good idea, considering the fact that dodging cannons (and potentially other objects) while also trying to avoid them seems very hard and annoying to do. @7164331 - Krzysztof90 - The trampoline is way too powerful. Even though the ground the mice spawn on is so far away from the shaman, it seems easy to kill them as they are quite isolated on that ground and can't move, same story for any of those 3 grounds really. The circle is hard to reach but when it is reached, mice can get propelled upwards whenever a cannon pushes them against its circular surface. @7179849 - Krzysztof90 - There wouldn't be a need for those death tokens and the lava if the ground was edited so that it was shorter. The defilante settings that make mice die when they go not that far away to the right/left are annoying. Once the mice reach the upper grounds they can just run around between the 3 grounds that are close to eachother. @7180446 - Anabooleta - Feels a bit cramped, as there isn't much space between the 3 middle grounds where the mice could jump properly, so a possible edit would be to reduce those grounds' height and move them farther away from eachother. Also, the walls at the sides offer a bit too much possible wall-jumping so it would be good to edit that as well, one possible edit being covering the left (for the ground to the left) or right (for the ground to the right) side with ice, I wouldn't remove all of it though. @7180818 - Papelio - Too similar to a map currently in rotatiion, mice can survive without even jumping by getting propelled upwards whenever a cannon pushes them against the ramp, lava shouldn't be used in survivor, and it is quite boring to have such a long ground that offers so much surface for the mice to survive on and headsurfs are a problem there as well. @7167447 - Grimmaro - I felt like the mice could reach the shaman's spawn point way too easy and hug him, apart from that I liked the trajectory the cannons get using those upper grounds but it is more like a one-time thing, after a few shots that surprise mice it becomes quite easy to dodge, plus the cannon is often messed up by the corner of the highest ice ground. @7178784 - Grimmaro - Such mechanisms would be great in survivor if shamans wouldn't just bug them with a plank with a red anchor. A bit annoying for the shaman to have to attack mice from above as it's harder to get good shots, so most shamans go to the middle ground to the right anyway. Considering the fact that the 4 longer wood grounds are quite vulnerable as they don't have another ground to the left/right to give mice another chance if they mess up, the safest ground seems to be the ground that moves, which is a disadvantage in big rooms where many mice rush to there. @7178781 - Grimmaro - If the shaman stays at his spawn, the mice will just abuse the ramp next to their spawn point to get propelled upwards whenever a cannon pushes them against it, so the first edit I see would be to move that spawn point to the upper ground to the right. @7163740 - Thyst_Cat - Grounds that don't have collision with objects should be marked with an inner rectangle of the same colour as the background (6A7495). Mice get a lot of mobility using the water that also helps them run between grounds, but they can also use it to hide at the right side of either of the grounds to the right. @7181671 - Commupro - This may just be my personal opinion, but I don't really like cobwebs in survivor as I think it gets boring and annoying to get blocked in it and move very slowly, becoming also more vulnerable to good shots from the shaman. Even players who know how to move efficiently around it become vulnerable. Cannons can get blocked in it and mice climbing up them becomes a bit confusing and annoying for the shaman. Apart from that, the spawn point of the mice feels rather vulnerable. The ice isn't a bad addition but it doesn't really influence anything either. @7182776 - Haammie - Definitely unique but very weird, only seems like a good idea when playing it for the first time and it becomes a bit dull afterwards. The mice can survive without even jumping by getting propelled upwards whenever a cannon pushes them against a corner of any of those smaller cloud grounds at the spawn point of the mice. @6716942 - Zealmice - Possible continuous running between the 4 upper grounds, plus the shaman can be hugged easily. The bottom part isn't really a good addition in its entirety, as it just represents a way for mice to run around the map even more, and the mice can abuse the icy ramp to get propelled upwards whenever a cannon pushes them against it. @6906702 - Zealmice - Mice can hide from the shaman's cannons on the middle ground to the far left, as the shaman can't get that good shots there, and, if he decides to come closer, the mice can hug him. Apart from that, I feel like mice would run continuously between lower middle ground and the lower ground to the far right. @7185658 - Xxwodsxx - The water at the bottom isn't needed. The small water square isn't needed either considering that it only represents a hiding spot for mice under that ground. The trampoline is a bit too powerful. The bottom left ground is too isolated and doesn't offer enough surface for the mice to survive on, so, apart from the water to the right that somewhat gives the mice some mobility, the movement around the map is lacking and grounds that the mice can actually play on are lacking as well. @7179652 - Imortaliss - It feels a bit easy for the shaman, considering the fact that I think the only safe ground is the one in the middle, as all the other ones are quite isolated from other grounds. Also, if the mice are on that ground, they can get propelled upwards when a cannon pushes them against the corner of the ice grounds to the left. @7179662 - Imortaliss - I'm a fan of those little ice grounds that can help experienced shamans do combos and stuff but it just looks weird. Apart from that, I feel like the movement around the map is just a bit lacking. @7186954 - Imortaliss - Apart from the quite vulnerable spawn point for the mice, I don't like how the map revolves around wall-jumping and running around between those 3 lower grounds after the round starts. @7187038 - V_Ntage - The shaman's cannons can hardly reach the mice, as the ice ground is in the way, and shamans without the Acrobat skill are disadvantaged a lot, as they can't stay on the ice ground, therefore they are forced to either stay at their spawn where they can't attack mice properly or go to the mice's ground where they can be hugged. If the mice reach the ice ground, they can just run continuously between its sides. Also, it gets boring to only play on 1 ground or 2 at most. @7187042 - V_Ntage - Kind of dull to play on such a limited number of grounds, one of which is also a bit too long so it offers quite a lot of surface for mice to survive on. That, plus the lack of collision with objects of those 2 grounds that makes it harder for mice to be pushed off of them, makes the map a bit hard for the shaman. On the other hand, it feels quite cramped as there isn't much space between the grounds and therefore the mice can't really jump properly. @7187403 - Kenzari - Shaman spawns at the same spot as the mice therefore he will be hugged easily. The big walls to the sides not only offer mice too many wall-jumping opportunities at their sides, but they also often stop the mice from dying as the mice hit them when they are shot. Three grounds are quite boring as well. @7189160 - Casemeow - Not that different to maps already in rotation, plus the mice can run continuously between the lower grounds, and, if the shaman isn't careful, the mice can get propelled upwards as they are pushed against the lower rotated grounds by cannons. @6878082 - Casemeow - Kind of boring for the gameplay to mostly revolve around 1 long wood ground. Also, mice can get propelled upwards whenever a cannon pushes them against the corner of the nearby ground. @5799242 - Commupro - Lava ground forgotten at the top of the map should be removed. Circles don't work well in survivor as the mice can get propelled upwards whenever a cannon pushes them against their circular surface. Also, with those circles being so close to each other, plus using the propelling tokens, mice can run continuously between them. @7190063 - Toucanu - At first, the map is not that different from maps already in rotation and it is also quite boring to play on 1 long ground that offers mice too much surface to survive on and headsurfs are also a problem on such grounds. I'd say the clouds are a good addition but if the shamans discover that they can get way more powerful shots by experimenting with cannons inside that cloud, the map could be cleared within seconds. After the despawn, the circle is a problem, as mice can get propelled upwards when a cannon pushes them against its circular surface, and the map still isn't that different to maps already in rotation. @7169086 - Minoudzpro - Boring to only play on 1 ground or 2 at most, that are also way too long, offerring mice too much surface to survive on, and headsurfs are also a problem on such grounds. Will be discussed: @7110602 - Yuugiooohhhh - @6582859 - Zealmice - Ignored: None Dernière modification le 1499102460000 |
Tioeter « Citoyen » 1498841700000
| 0 | ||
@7159056 @7191097 @7187878 Dernière modification le 1499602380000 |
Anabooleta « Sénateur » 1498881960000
| 0 | ||
@7191040 |