![]() Rotação Oficial - P4 - Shamanالدوران الرسمي - P4 - الشامان 公式カテゴリー - P4 - シャーマン Official Rotation - P4 - ShamanRotazione Ufficiale - P4 - SciamanoRotation Officielle - P4 - ChamaneOficjalna Rotacja - P4 - SzamanPálya Körforgás - P4 - SámánRotația Oficială - P4 - ȘamanRotación Oficial - P4 - ChamánResmi Rotasyon - P4 - ŞamanOfficiële Rotatie - P4 - Sjamaan |
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Left as is: @2973065 - Viniciusdara - Intereting concept but like this you actually are doing it easier for the shamans to build in this map, not harder. Try with different positions for the grounds. @7214538 - Tucancitto - Big slanted grounds with a lot of horizontal grounds don't really match together. We can see why in the right side of the map; it is a lot of unused space and the grass grounds seems a bit random. @7111118 - Eyux - I liked this concept but I suggest you some things: make the grounds disappear later so shams have more time to start an stable build and make then longer since you can go down to the grass grounds by just walking a little to the offscreen. This will also make shamans use the grounds and not just wait until the disappear to start a normal build since the time for the round to finish will be lower. @7245244 - Excasr - When you first look at this map you think of map 5 but then you realize is way longer for 1 shaman. So after all is like a P8 map that it's already in rotation. I recommend you aligning the grounds because that would give a better look to your map since a good gameplay is not all the reasons of why a map got accepted. @7245815 - Tenoteno - If a map doesn't needs to be symmetrical, please don't make it like that. The build ends up being the same as if the anticloud grounds were normal grounds, you need to ask yourself if they really change anything when adding them, otherwise don't add them. @7223744 - Donmickey - I don't see any difference between adding tokens or a normal ground in this map. Sure you get more space to build in the bottom of the map, but when will someone prefer to build there when you can build easily to cheese where you spawn? I'd rather remove the portals and the tokens and that'd be better than how it actually is. @4251660 - Sherrwagn - I don't get it. Forced grounds aren't really a good thing to rely on a P4 map. @7242459 - Tennistete - A little long for one shaman since you are using more than one concept at the same time. Try to make maps for P4 as simple as you can. @6752936 - Mquk - Already P4. @3122870 - Sekui - You need to give the shaman some grounds so he can move at least a little so there's some diversity on the build. Right now it's totally the opposite and therefore is all very restricted; that's not fun. @7212273 - Bendittt - I still see some issues with the cloud grounds and it's that they are a very punctual obstacle, after you build around them it's as if they never were there. Try to give them a real purpose by, for example, adding more of them and separating one from each other, making it so the build is restricted to only one path is not what we are looking for on a P4 map. @5099426 - Pgmsule - The left threadmill could just be an ice ground. Also mixing concepts is not always the best option. I'd prefer to build on a simple map rather than on something like this, wouldn't you? @7243849 - Commandantso - Somewhat long for one shaman and this concept is already used in rotation in a much simpler map. If people sometimes don't complete thet map, how do you think it would be with this one? Also the ice grounds seems a little random since you can just use a big bix and pretend it never was there. @7245200 - Virtini - There's an invisible ground in the middle of nowhere (here) and forcep paths are not really the best thing for P4 maps. @7232116 - Yuugiooohhhh - I liked what you tried with this antigravity concept, however the design makes it so simplistic for the build that it's just a ramp up and you completed the map. Also antigravity concepts aren't the best to search for something cool since almost everytime they will be ending or too smple or too hard, I recommend you starting over with a new idea. @6358763 - V_Ntage - I can see what you tried in here but unfortunately it doesn't work as intended since the tokens in the middle of the map can be avoided pretty easily. The only cool part is the cheese one, I'd like you to keep that but to change everything else too. @7241163 - Maxislow - The build is a bridge + a ramp up to hole, nothing really outstanding in here. @7246439 - Mckeydown - Whe y ou reach the grass grounds next to the green ones you can solo the map. Make sure the build is the main concept of your map, we don't want people soling things on a P4. @7246737 - +Ele - It isn't very clear that the long ice grounds are dynamic. Anyway you can avoid totally avoid them, resulting on a useless adition of those. @7246002 - Kbrasska - Just bridge builds aren't challenging at all and they are boring. @5922119 - Areluissohxx - I don't get why are there so many anticloud grounds on the map. They don't do much to be honest and as you can wall-jump them, some end up being totally useless. Please focus on a challenge for the build and not add random grounds around the map. @4724566 - Danielmago - This map looks so weird, I thought it was a bootcamp at my first sight. That gets me to the enxt thing: you can make a cj in the left ground and land on the slanted ground in the right side of the map, safe and with cheese. I suggest you changing the design to something more friendly and not rushable. @7048028 - Uhuge - The clouds are more annoying than anything, the build is still a bridge with a ramp up to hole anyway. @7247241 - Raton_Br - Pretty much map 134. @5006068 - Namelessh - Why are there portals? They don't fit in this map at all. @7247427 - Jjrules - I just feel like everything in this map has been placed randomly. The only decent thing is the cheese below the cloud and the anticloud next to it. @7247584 - Vomleci - If the map doesn't need to be symmetrical, please don't make it like that. Focus on a challenge for the build and if you want to use portals add the to them build, don't make them the main concept of the map because that's just really boring. @2442478 - Neiiii - On the contrary of the previous map, the portals here serve for nothing because the tokens are just something that was added randomly to make the map tedious for the shaman and not really challenging in a good way. Also there's a lot of unused space. @7241958 - Umagdois - Shaman needs to know what they are building, where are they going to build and where is the cheese and the hole, if they don't then it's super irritating to try to figure it out. In summary, please try to avoid using nightmode for a P4 map. @7247737 - Makudomakudo - The paths aren't balanced since it's way easier to just build a bridge with a ramp up to cheese and hole. Also that build is just boring. @7247747 - Anabooleta - So, cloud ground + death tokens are in essence a normal ground, aren't they? Why would you use those then? The build is just a bridge when you manage to get down so it's not really that fun anyway. @7247751 - Cinnamungirl - If you are going to use rectangles as normal grounds, please use normal grounds instead because if not it's very confusing. Also please don't make the spawns ice grounds because it's so tedious for the mice to be moving so they don't die and also it's doesn't provide the shaman a good base to start they build. @7248085 - Smutny_Nalesnik - I don't like the disappearing ground, it makes the shaman build fast and that's usually not a good thing. Also the map is symmetrycal without a real purpose. @7248485 - Propeoplezs - Forced paths are, in general, tedious and frustrating. Please don't make forced paths. @7234057 - Grimmaro - I love the layout but unfortunately the build it's not that interesting for the shaman. I think it would be fine for P1 but I'm really excited of see how can this improve into a P4 by adding more of those cool grounds, moving the ones that are already there around and removing one cheese. That should work due to its unique layout. P1'ed: @7172528 - Fosoundkems - Cool obstacle but the rest of the map is okish. P1 will do. @7246953 - Papelio - The left part makes it so the shaman doesn't have to build jsut a bridge and a ramp up to hole, but you can actually just jump to mice spawn and start your build from there so it depends on what the shaman wants to build. P1 is fine. @7180892 - V_21 - I'm not really a fan of the water in the middle of the map but I can see its purpose. The build isn't anything really cool or challenging so P1 is ok for this map. @7248409 - Cuphea - Nothing really new but it's ok for P1. Will be discussed: None Ignored: None Dernière modification le 1503553680000 |
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@7234818 |
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Ty for last map @7248714 |
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@7248540 |
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@7242459 - edited |
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@7248934 |
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@7192153 :v |
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/removed o/ Dernière modification le 1503598140000 |
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@7249094 |
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@7215981 |
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@6809198 |
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@5099426 edited |
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@5010050 |
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@3122870 - Edited. |
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@7111118 - Edited |
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@7232116 -- Edit |
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@7248605 |
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@7249888 (Edited version of @7231561) |
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@4958191 |
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@7240365 |