Rotação Oficial - P24 - Survivor Dois Shamansالدوران الرسمي - P24 - خرائط السورفايفور ذو الشامانان 公式カテゴリー - P24 - デュアルシャーマンサバイバル Official Rotation - P24 - Dual Shaman SurvivorRotazione Ufficiale - P24 - Survivor con Sciamani In CoppiaRotation Officielle - P24 - Survivor avec Deux ChamanesOficjalna Rotacja - P24 - Survivor z Podwójnym SzamanemPálya Körforgás - P24 - Két Sámános TúlélőRotația Oficială - P24 - Survivor cu doi șamaniRotación Oficial - P24 - Survivor de Dos ChamanesResmi Rotasyon - P24 - Çift Şamanlı SurvivorOfficiële Rotatie - P24 - Dubbele Sjamaan Survivor |
Bluevintrix « Censeur » 1617299160000
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@7844515 @5076632 Dernière modification le 1617781200000 |
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@1701758 @1252949 @1538493 Dernière modification le 1619122440000 |
Budweiser « Censeur » 1617932040000
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@7837103 @7842940 @7851045 Dernière modification le 1619478540000 |
Jasseh « Censeur » 1618081920000
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@7609568 Dernière modification le 1621416360000 |
Louree « Citoyen » 1618256340000
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@7847396 |
Okpatinhos « Citoyen » 1618441260000
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@7847685 |
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@7808833 - New @7814225 - New @7798828 - New Dernière modification le 1618619040000 |
Xzowtx « Citoyen » 1618527720000
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@7848257 |
Haydie « Citoyen » 1618586040000
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@7763118 @7856032 @7856270 Dernière modification le 1621465620000 |
Ferdamys « Citoyen » 1618808220000
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@7385154 - edited @7246497 - edited |
Trexexjc « Citoyen » 1618920480000
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Sunlight « Consul » 1619126700000
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Xaxadoooooo « Citoyen » 1619281920000
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Diostauro « Citoyen » 1619300880000
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Xaxadoooooo « Citoyen » 1620427680000
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Mapcrew « Consul » 1622225280000
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Left as is: @6437354 - Zetdey#3845 - Too easy for 2 ok shams as there isn't actually much surface for mice to survive on, most grounds are pretty short and the mobility they have due to the water is somewhat risky to use as it's vulnerable at the edges of the map and can be easily cleared by shams that pay attention. Some of the acid is also somewhat useless, such as the block below the water to the left, as mice would be dead anyway if they fell down there, or the design at the top of the map. @7840739 - Zetdey#3845 - Before everything else, the map needs a roof to stop the shaman from climbing offscreen. However, even with the roof on, the map is biased against mice: 2 shams can easily combo and kill mice efficiently, no matter where they are. Not only that, but the bottom grounds are completely against mice because they have no way of countering the shots effectively, especially from 2 shams. However, the mech is interesting and the ice corners could've been a bit better angled, as they’re inconsistent. @7844735 - Xaxadoooooo#0000 - This map requires edits before it can be considered for P24- the upper leftmost ‘anticloud’ ground has solid properties, which misleads players, and the shaman that spawns on the top ground of the cage is unable to access the bottommost right ground. Furthermore, the upper leftmost ‘anticloud’ ground is not easily reached by either shaman. In general, the layout feels a bit underwhelming and grants easy access to all platforms for mice. The map is not viable for a single shaman to complete, as well. @7844515 - Bluevintrix#6860 - With all that acid I can't help but think it will be easy for 2 shams actively collaborating which is facilitated in this map by the fact that they spawn together. The bottom section is so long yet a terrain severely plagued by acid, and unsafe. I don't think the upper section is enough to balance it out, though mice are saved by the lateral grounds when hit off the middle ground, shams that can react quickly won't let them get back there. @1538493 - Jota#0676 - The gradient of the shaman spawn is very cool, but the grounds appear as solid ground despite having anticloud properties. Furthermore, this map is biased towards the mice due to the high mobility it offers, and the location of the wooden platforms. The middle wooden ground blocks shamans from accessing the bottommost grounds efficiently, and the sticky ground does not impact the gameplay as mice can traverse across it easily. @7851045 - +guai#0000 - It's possibly hard for 2 shamans as everything is so close together and mobility is facilitated, not to mention the anticloud triangles that propel you upwards or the slightly campable spots inside the clouds; it is not at all doable by 1 shaman. @7847685 - Okpatinhos#0000 - The map has some issues regarding balance. The middle portion is really annoying to deal with as a shaman because of three reasons: Firstly, the grounds are anticlouds, making it difficult for shamans to act on and the sticky ground doesn’t have any impact, as almost nobody got the cheese. It could’ve been removed. Secondly, mice have incredibile mobility, because they can access both the left and right spawns from the middle portion and also come back without any risk. Thirdly, mice can get to the shaman spawn way too easily, allowing them to survive for even longer, the grounds are too close. Leaving out the middle portion, shamans have their reach blocked by the information bar because they spawn too high up while also permitting them to launch cannons from outside the screen. All in all, this map doesn’t have a good enough layout for it to be discussed further. @7808833 - Newen#6196 - Within the first shots, mice can easily jump over to the sham spawns. That is an annoyance to deal with - the grounds are anticlouds and the other sham can't reach to help with some cannons. Furthermore, the long platforms provide no real gameplay other than spamming cannons that will also collide with each other. Not only that, mice have a high amount of mobility when on the bottom grounds: they can walk from the left of the screen to the right with no risk at all, creating further annoyances. @7814225 - Newen#6196 - This map has gameplay that resembles those already in rotation- unfortunately, the ice grounds do not add much, and the acid grounds are ineffective as mice would die anyways should they land there. @7798828 - Newen#6196 - This layout doesn't bring up anything interesting for both mice and shams - it only encourages spamming cannons until you clear all mice. There is no room for combos and mice don't have that many grounds to play with, just some pillars and a big platform, turning the layout into a rather uninteresting one. @7848257 - Xzowtx#0000 - The height of the map is pretty awkward to deal with both as a sham and as a survivor, as you either can't see all mice without moving (which creates a big issue for inexperienced shamans - they won't be able to come back up to kill more mice once they descend), and you can't see cannons coming your way until very late. @7763118 - Haydie#0000 - While the map doesn't have any immediate flaws, it's inherently uncreative in design. As a shaman, you really don't have anything other than 3 options: shoot left, shoot left under you and shoot under you but diagonally, and that's it. No other terrain or obstacles to utilize, making it way too straightforward to play on. Besides that, the despawning grounds have no use, it would be better just to remove them so as not to give any wrong impression. @7856032 - Haydie#0000 - The concept with the cobwebs is interesting, but overall it only serves to increase mice's chance of survivability on a map that already favours the players over the shaman. The middle anticloud grounds are a bit too far from the shaman spawn for unangled cannons to hit players there, and mice are easily able to jump between those platforms. Furthermore, the cobwebs can be camped by players, and experienced mice are able to walljump up it. Mice have too high mobility on this map, and shamans are required to snipe at players, which is unfavourable for less experienced shamans. Objects can also be trapped in the bottommost cobweb, which can block players from falling down inside it. @7856270 - Haydie#0000 - While the layout appears to be interesting at first sight, it has major flaws when it comes to mouse mobility. Firstly, you can simply ride the ice to get to the middle grounds, which by themselves are really hard to control because of the awkward angles. Secondly, you can also get on the grounds below safely from the middle anticlouds, which just promotes a cycle of dodging-climbing, dodging-climbing. Lastly, the layout at the top adds to the frustration because shamans cannot comfortably spawn cannons on top of the wood on which they stay to easily combo, instead the cannons bounce off the corners in a wild manner. @7385154 - Ferdamys#0000 - The map has an unique concept, but there are several errors that prevent it from being viable. Most of the platforms surrounding the shaman spawn's cage is anticloud, but it has the visual appearance of a solid platform. The topmost ice platform of the shaman spawn is also too close to the information bar, and allows for offscreen spawning. In addition, the restitution of the trampolines is too high, and makes it nearly impossible to dodge rebounding cannons. Furthermore, mice are able to spread out easily, and can camp the vertical rightmost column. The grounds also block shamans from firing at certain platforms depending on their location (for example, shamans standing beside the water column are unable to aim at the topmost ground by the trampoline)- this makes the map incredibly difficult for a single shaman. The two bottommost grounds beside the vertical column are also a bit too small for them to be viable to mice. @7246497 - Ferdamys#0000 - To start with the pros of the map, the triangle trampoline is really fun and versatile and it’s well balanced by the acid over it. However, there are two grounds which look like anticlouds but they have no collision at all - neither mice nor objects can collide with it (usually, you should let objects pass and make mice collide with hollow grounds). There is also a misunderstanding regarding whether you can reach the middle grounds or not as a mouse from the spawn - the grounds should either be clearly distanced or brought closer, so mice don’t get tricked by its design. Other than that, the anticloud platforms are a bit difficult for shamans and should be balanced more thoroughly. @7770293 - M23#4702 - There are many interesting mechanisms on this map, but unfortunately they prevent the gameplay from feeling cohesive. The shaman cage requires a roof as shamans can move to the upper half of the chocolate ground and spawn offscreen. In addition, the rightmost sticky ground is easily abused by players. Mice who are shot off can easily recover by jumping across the sticky ground, and may be able to go offscreen. The map also requires coordinated sniping on the moving anticloud ground in order to efficiently kill players there. Furthermore, two shamans are able to wipe the bottommost wooden grounds with cannon combinations that will be extremely difficult to dodge. @7770298 - M23#4702 - While the aesthetic is nice and balanced, there are a few flaws when it comes to being a shaman on this map. First things first, the structure on which mice spawn is an exceedingly difficult spot for shams to act on - because the shamans are on opposing sides, their cannons collide most of the time, rendering them useless. Not only that, but the slopes on the side aid the mice heavily, and should be removed. Secondly, the spike is interesting but it’s in an uncomfortable spot for shams to aim, as the spike is moving all the time and the slopes aid yet again the mice. Lastly, while the flaws provide a considerable minus for the design, the rest of the map doesn’t aid the gameplay that much - it is rather snipey and way too challenging for the opposing shaman to reliably hit & control, rendering the map in favour of the mice. @7770278 - M23#4702 - The concept of the apples and portals is quite interesting and is a smart solution to the problem of having a single shaman on a dual-shaman map. However, the general layout of the map has flaws that must be taken into consideration before the map can be discussed. One major issue is that shamans can barely hit mice that stand beside the topmost acid ground. Due to the anticloud platform, cannons often fall down before reaching players there, and the cannons that do reach can be easily avoided by jumping. Furthermore, the abundance of anticlouds makes the gameplay rely heavily on sniping and severely limits the opportunities for cannon combinations. Shamans are also unable to efficiently reach most of the map without switching between the cages- while the apples do provide some range, it is not nearly enough. @7850379 - Xaxadoooooo#0000 - While the idea of having the shamans in circle-shaped cages is definitely something fresh and fun, the map fails to explore its potential and is flawed in some areas. Firstly, mice are exceedingly mobile: the grounds are too close to each other and are walljumpable while also not having collision with objects, making the cannons easily predictable and avoidable. Secondly, the circles are too high up for the shams to utilize the slopes provided to them, as they are almost off screen. The circles should be lowered and reduced in size. With all these aspects combined, the map focuses too much on sniping while failing to utilize the circle idea, unfortunately making it not suitable for rotation. @7850518 - Diostauro#0000 - The map's layout is quite old-school and unique, but does not work in its current state. The shaman spawn would be better placed in the middle topmost ground, as it is difficult to reach the platforms on the opposite side of the current spawns. Furthermore, the topmost platforms are too close to the information bar, enabling offscreen spawning. Mice can also easily cannon-jump to the upper platforms, and the bottommost middle platform is too difficult for players to survive on, due to its small size and the cheese. The gameplay will also be a bit generic, as shamans can spam cannons without consequence. @7850519 - Diostauro#0000 - To begin with, this map resembles other maps in rotation, so that is a minus. However, looking past the resemblance, the gameplay has some serious flaws. One issue is that shamans have no way of hitting mice at their spawn, forcing them to move to a more vulnerable position. Another issue is that, if shamans do move, mice have nothing to defend themselves on. They are heavily isolated and are incredibly weak with that ceiling above them, especially against two shamans (even one shaman would be too much!). Mice barely have dodging opportunities and the layout makes it feel like the rest of the map is irrelevant - the only thing that matters is whether you survive in the beginning or not. @7850520 - Diostauro#0000 - The beach theme is pretty, but the gameplay is not fit for rotation. Shamans cannot aim efficiently at the bottommost platforms, and are forced to move down in order to do so. In addition, the water grounds cannot be utilised by shamans (and thus do not contribute much to gameplay) and only serve to increase the survivability of the players, further skewing the map in favour of the mice. The sand ground also has less friction than wood or grass grounds, which may be difficult for players to become used to. @3854969 - Xaxadoooooo#0000 - While the aesthetics are really nice, the gameplay suffers from a few issues. To begin with, mice are free to roam the whole map, making it really difficult for shamans to deal with so many spots at the same time while also being way easier for mice to recover from hits. The gameplay is a bit annoying when it comes to the center of the map: shams will shoot from both sides and most of the cannons will pass the middle, unfortunately making the cannons collide a handful of times. Moving on, the layout is a bit generic and has some reach issues: the right sham cannot hit the left slope well. It would be better if that slope were to be removed. Will be discussed: @6207224 - Zetdey#3845 @5076632 - Bluevintrix#6860 @1701758 - Jota#0676 @1252949 - Jota#0676 @7837103 - +guai#0000 @7842940 - +guai#0000 @7609568 - Jasseh#0000 @7847396 - Louree#2356 @724900 - Trexexjc#0000 @292832 - Trexexjc#0000 @403312 - Trexexjc#0000 @5779970 - Sunlight#0123 Ignored: None Dernière modification le 1623708480000 |
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@7859585 @7859308 @7857409 Dernière modification le 1626562680000 |
Stovedove « Citoyen » 1623711360000
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@7827210 @7861401 Dernière modification le 1623711840000 |
Haydie « Citoyen » 1623722160000
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@7860773 @7763118 - Edited. @7745869 - Edited. Dernière modification le 1624574940000 |