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 |
Jokaspra « Citoyen » 1514659020000
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@7347551 |
Extremq « Citoyen » 1514833620000
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@7346113 |
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@7349897 @7345830 |
Commandantso « Censeur » 1514900820000
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@7230579 @7296629 |
Manhososs « Citoyen » 1514905020000
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@7350233 @7350237 @7350247 para 2018 novos maps |
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@7316967 |
Faaackuuu « Censeur » 1514924160000
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@7249156 editado |
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@1565089 |
Chopico « Citoyen » 1514986500000
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Hola este es mi mapa de survivor espero que les guste @7350125 |
Zzzzzzzzzzzzzzzzzzz « Citoyen » 1514989740000
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@7347307 |
Heated « Citoyen » 1515077040000
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@7352192 |
Heated « Citoyen » 1515104160000
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@7352714 - sorry, wrong category. Dernière modification le 1515104220000 |
Lizakijulki « Citoyen » 1515106140000
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@7352743 |
Heated « Citoyen » 1515156300000
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@7353110 |
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@5863821 |
Twikkel « Citoyen » 1515185580000
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@7353599 @7353606 |
Sebaisseba « Citoyen » 1515189120000
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Left as is: @7342156 - Zekkrom24 - It's really easy to hug the shaman so making him and the mice spawn in different places would probably be a good edit. The ones who decide not to go straight to the top-right ground and hug are provided with a grim choice of grounds to survive on, such rotated icy grounds aren't suggested in survivor. The taller ground to the far left isn't a good choice, as it serves as a safety net for mice struck towards it and its small width offers no stability, also the ground that the mice spawn on can be reached from there. About the bottom part, mice can run around too much between those many grounds and there's almost always a square (or the wall) to save the mice. Aesthetically, the smallest height isn't the best for grounds. @7342162 - Okaiiiiiii - With the mice spawning in between the icy square and the little wood ground, there is no possible shot that the shaman can do that would affect the mice, as they can only get propelled upwards as they are struck against the rotated surface, and not downwards. With the small wood squares removed, the map is still too easy to survive on, as the large ice squares offer mice too much mobility, they can even reach the shaman with enough momentum. Triangle-shaped ground concepts don't work most of the time in survivor (referring to the rotated squares too). The water is unneeded, as there is already too much mobility for mice. @7342901 - Andjelamaca - From the start, most mice will choose to drop down onto the wall next to the ground that they spawned on, so that they have the ground now to their left as a safety net if they are hit. Just those 2 grounds alone make for an uncomfortable try for the shaman, with the water offering the mice an alternative to run to if the shaman isn't attentive. Also it looks like you've put a shrinked version of a map currently in rotation above a shrinked version of another map currently in rotation. @7330604 - Dariussebyy - Awkward for the shaman to be spawning above the mice so most will decide to go to the right middle ground; in that case, another advantageous spot for the mice becomes the ground on 590,394, so as for them to have the rectangle they had just left as a safety net. @7343813 - God_Gd - You forgot to place the mouse spawn and shaman spawn so the mice just fall to their death. Gameplay on circles is awkward and not suggested on survivor, as their circular surface makes it easy for mice to survive, them being so close to eachother meaning that there's gonna be a lot of running around as well. Another edit would be to keep the original colour of the grounds as they are pretty off-putting and also their placement seems a bit random. @7342506 - Haulesh - May be just my personal preference, but I'm not a big fan of the "race" concept, as the mice and shaman rush to better places right from the start of the round - the mice have no chance unless they reach the middle grounds. There is possible movement between absolutely all the grounds on the map so the shaman can be hugged. On the ground on 445,234, mice can survive without even jumping as they get propelled upwards whenever a cannon pushes them against the corner of the ground to the left. Just a detail, but I'd suggest removing the water from inside that same ground which is unneeded. @7352306 - Haulesh - Half of the grounds used aren't actually a part of the gameplay, particularly the 3 under the top grounds that are kind of unneeded. With that being said, there aren't actually many grounds to play on as the mice reach the middle grounds and the water giving enough mobility for the mice to always be able to move up make for an awkward gameplay. @7350771 - Haulesh - The last despawn is useless as it happens right as the round ends. Before the despawn of the grounds next to the one that the mice spawn on, mice can make the gameplay pretty awkward for the shaman by running around the 3 middle grounds. The last 30 seconds are pretty dull, with the shaman only being able to position himself awkwardly. The trampoline should be removed as well, unpredictable shots can occur if the shaman spawns cannons inside the bottom ground. @6996967 - V_21 - It seems like you've added 1 ground above a map currently in rotation, and the way it plays is pretty similar as well. @7217119 - V_21 - May be just my personal preference, but I don't suggest this "rush to the wall" concept, as, right from the start of the round, the map turns into a game of preventing the mice from reaching the middle grounds, which is annoying to do continuously as the mice can always go back there. Triangle-gameplay at the middle is usually awkward for shamans as experienced mice just run from one side of it to another. The ramps at the end of each lateral bottom ground aren't suggested either, as, without a well-aimed shot from the shaman, they can save the mice again and again. @7344975 - Ahyenn - Apart from the overpowered mobility that is given to the mice by all the grounds that are close to each other and the triangle, the design for the middle grounds is a bit off-putting for me, I'd remove the smallest wood plank within them. @7344978 - Ahyenn - At the start it is pretty boring if the mice don't spread, and once they are forced to, the gameplay becomes awkward for the shaman: the mice are at an advantage if they're positioned on the ground below the one that the shaman positions himself on (they will get propelled upwards towards their spawn point whenever a cannon pushes them against the corner of the ground to the left/right - depending on the shaman's positioning) and if the shaman descends he exposes himself to hugging. @7341541 - Tioeter - In my opinion such concepts are a bit annoying for shamans, as they have to continuously be aware of mice trying to climb up the wall and even hug them - experienced shamans can therefore make the gameplay only happen on 1 ground for the mice, the one that they spawn on. @7343090 - Tioeter - Apart from the water that isn't really a needed/great addition, the map just consists of 2 long grounds that the mice can survive on - concept used numerous times already. Shaman can't get great shots from where he spawns, so many decide to drop down where they can get hugged. @7343119 - Tioeter - Considering the fact that the lower group of grounds to the left won't really be used, the rest of the map feels pretty boring and empty and, as much as I hate judging maps on that, pretty common concept. @7345929 - Xdcadete - First of all, the mice can survive easily by hiding in the cloud ground, which is wide enough for them to not be affected by cannons. The fact that the grounds that the mice and the shaman spawn on are full-ice is a bit of an annoying detail because you have to be always moving if you don't want to slide off of the ground. The top grounds are placed a bit too high as the info bar of the map gets in the way for the shaman, and the game is completely over if the mice reach the top middle ground, as the mice get propelled upwards whenever a cannon pushes them against the rotated surface - any movement from the shaman is useless in that scenario. I also feel like the bottom middle ground should be enlarged, as right now, it is too far away from other grounds to be considered an opportunity to run to, and its small width offers no stability for mice to survive there. @7345935 - Xdcadete - Too hard for the shaman - from his spawn point, there are blind spots for the mice to hide in that are hard for the shaman to reach (the top ground to the far left and the left ramp), but most mice will just abuse the right ramp to make it awkward for the shaman to get a good shot. Just so much surface, a mix of rotated and straight grounds, on the bottom half of the map, gives mice too much freedom to always recover from any sort of shot. Also, if the shaman drops down he will get hugged in 9 out of 10 cases in public. @7345953 - Xdcadete - The ground design you used for the platform that the shaman spawns on is traditionally used for grounds that don't have collision with objects. That, plus the weird 90% empty squares, make for a confusing design. The ground that the shaman spawns on is way too long, if the mice reach it it's game over. The group of mice has nowhere to go from their spawn point, yet the gameplay becomes awkward for the shaman if any of them reach the squares, more experienced mice will just run continuously from one side of them to another. @6662775 - V_Ntage - Once you drop down it is easy to come back up mostly because of the close distance between those grounds and also because of their slight rotation. If those properties are edited in a better way, the map will play the same as other maps currently in rotation. @7347551 - Florinyooo - The highest ground is placed a bit too high and is far away from the ground to the far right, therefore the info bar will get in the way for the shaman. About the other grounds, such combinations of rotated grounds with straight ones don't work most of the time, especially in public. @7346113 - Extremq - The mice's spawn point being on an icy ground makes for an annoying detail - the mice have to continuously move so as not to slide off of it. Too much mobility given to the mice by the annexation of the ramps with the straight icy ground, plus the close distance between 80% of the map's grounds (the bottom wood ground is unneeded). @7349897 - Ukingthebest - The design you used for the circles is generally used for grounds that don't have collision with objects, the fact that you've made them without collision with mice is confusing and will make many shamans fall to their death. With the top grounds being so far away from the group of bottom grounds that the mice have access to, the gameplay is a bit awkward for the shamans that have to constantly snipe, yet the mice don't have much surface to survive on. Gameplay on circles isn't suggested in survivor, as it is easy for mice to survive on them. @7345830 - Ukingthebest - Chocolate grounds shouldn't be used in survivor. Mice can survive easily by continuously abusing the ramps to run around, they will also always have a safety net to both the left and the right. In addition, if the mice reach the chocolate part, the game is truly over, as they are given way too much surface to survive on and run around on by the mixture of rotated and straight grounds (plus the fact that it's chocolate). @7230579 - Commandantso - The cloud ground is high enough for experienced mice to be able to camp at the internal side of the upper grounds by wall-jumping well. Also, the bottom half of the map feels a bit cramped. @7296629 - Commandantso - The mobility that the water gives the mice makes them a bit too advantaged, as they can spread from the start of the round onto 6 grounds (including the quite tall water) @7316967 - Eyux - Before the despawn it seems like a zoomed version of a map we have already, and after the despawn it seems like a shrinked version of another concept commonly used already in rotation. @7249156 - Faaackuuu - The trampolines are too strong. I suggest removing the trampolines altogether and using the cloud grounds with the same role but smaller restitution, as the current design is a bit confusing; there is no need for the wood grounds near the trampolines either. Apart from that, the gameplay is quite boring as it mostly happens on 1 long ground and headsurfs from reflected cannons won't make for a pleasant round. @1565089 - Jotatavo - It is hard to get mice off of such long grounds that lack collision with objects unless there are headsurfs involved, which is annoying. In addition, the map feels a bit cramped, not much space is given between different layers of grounds. @7350125 - Chopico - Remove the background and you will see just how much it resembles other maps currently in rotation. The clouds' placement is weird, I can't figure out how to use them properly. Such long grounds are boring and not suggested as they advantage the mice with all the surface that they offer, while headsurfs are also a problem. @7347307 - Zzzzzzzzzzzzzzzzzzz - Too many grounds to help the mice, most of the map also feels too cramped with little space given between them. It is almost impossible for the shaman's cannons to reach mice that are hiding on the bottom ground to the far right unless he moves to the right part of the map, where there are potential huggers. @7352192 - Spriteexotic - The trampolines are useless, the way that they are positioned makes no good shot possible, unless their corners are abused from within the wood grounds. The cloud grounds are offscreen. Apart from that, it is quite boring how the gameplay will mostly happen on 1 (too long) ground, where headsurfs will also be a problem. @7352714 - Spriteexotic - You forgot a small wood square below the map. Mice can camp at the top of the water grounds under their spawn point and the shaman's cannons can't reach them unless he moves to a place with potential huggers. Alignment could be better. The gameplay is awkward on the icy grounds for the shaman, it is hard to get experienced mice off of such triangles. @7352743 - Lizakijulki - Aesthetically it isn't the best, you've combined random dimensions for grounds. There is too much surface for the mice to survive on and playing on such long grounds is particularly boring. @7353078 - Yolboy - Shaman being encaged is a minus, especially since he can't get a great shot on mice that are staying at the edge of the ground that they spawn on. Apart from that, it's kind of boring and easy for mice, the bottom ground is too long and all the grounds except the ones next to the shaman are too tall. @7353110 - Spriteexotic - Gameplay on such rotated squares is awkward in itself, the fact that 2 of them are so close to eachother making it possible to continuously run around adds to the mobility of the mice. @5863821 - Curinfake - I would just keep the clouds (with bigger restitution of course) in trampoline-roles. I'm not a big fan of the ramps to the sides of the lateral upper grounds but it is still easy for the shaman to get mice to drop down using the trampolines. Overall I think it's slightly unbalanced in the shaman's favour. @7353599 - Twikkel - A bit too much surface given for mice to survive on by the (too) long grounds where headsurfs are also a problem, also, boring concept not different from others already in rotation. @7353606 - Twikkel - Experienced mice can waste the shaman's time by continuously jumping on and off the tall wall; the ground that the mice spawn on is a bit too long. Also, a decent shaman means that the left part of the map will rarely be used, only playing on 1-2 long grounds will become boring after a while. Will be discussed: None Ignored: @7345689 - Manhososs - Posted more than 3 maps (#9138) @7345694 - Manhososs - Posted more than 3 maps (#9138) @7345753 - Manhososs - Posted more than 3 maps (#9138) @7345755 - Manhososs - Posted more than 3 maps (#9138) @7344639 - Manhososs - Posted more than 3 maps (#9134, #9145) @7344643 - Manhososs - Posted more than 3 maps (#9134, #9145) @7344645 - Manhososs - Posted more than 3 maps (#9134, #9145) @7350233 - Manhososs - Posted more than 3 maps (#9134, #9145) @7350237 - Manhososs - Posted more than 3 maps (#9134, #9145) @7350247 - Manhososs - Posted more than 3 maps (#9134, #9145) Dernière modification le 1515258000000 |
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@1565089 - Edited what was said in the review |
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@6996967 @7217119 |