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  • #Divinity Map Submissions
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#Divinity Map Submissions
Wildrix
« Censeur »
1618388340000
    • Wildrix#4602
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#901
  0
@7846311
@7846374
@7846488
Redyosshii
« Citoyen »
1618922520000
    • Redyosshii#9537
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#902
  0
@7849356
Redyosshii
« Citoyen »
1618924500000
    • Redyosshii#9537
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#903
  1
I have no idea why @7767354 is accepted...
Bigerrol
« Citoyen »
1619038680000
    • Bigerrol#0000
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#904
  0
@7849695
Redyosshii
« Citoyen »
1619111580000
    • Redyosshii#9537
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#905
  1
I don't think @7767354 has a solid solution.
Could you tell me why that is added?
Wiannix
« Citoyen »
1619328960000
    • Wiannix#7716
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#906
  0
@7812302 edited

Dernière modification le 1619773020000
M23
« Citoyen »
1619438760000
    • M23#4702
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#907
  0
@7816495
Rini
« Citoyen »
1619553600000
    • Rini#5475
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#908
  0
@5158998
@7509945 to replace @3120603

suggestion: @4044036
Wwwarda
« Consul »
1619585340000
    • Wwwarda#0000
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#909
  0
Map suggestion:

P4 https://i.ibb.co/6DrWwnT/512015935989612544.png - Elacg - @5937808
C_ris
« Citoyen »
1619640060000
    • C_ris#5161
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#910
  0
@7851422
C_ris
« Citoyen »
1619725260000
    • C_ris#5161
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#911
  0
@7851477
Divinity
« Citoyen »
1619798100000
    • Divinity#0177
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#912
  1

CHECKPOINT
Posts #894 – #911
ALL MAPS SUBMITTED BEYOND THIS POINT WILL BE CARRIED OVER TO THE NEXT CHECKPOINT BATCH
ANY EDITS MADE TO MAPS WITHIN THE CHECKPOINT RANGE MAY BE MISSED


PRE-REJECTED


a dit :


Jota#0676
@6005997

The map above has been rejected as it was P8 permed.

Divinity
« Citoyen »
1619801040000
    • Divinity#0177
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#913
  2
C_ris a dit :
@7851477

Hello, a reminder not to double post, and instead edit the post that you have made earlier. Future submissions that are not made in one post will not be entertained.

Redyosshii a dit :
I have no idea why @7767354 is accepted...

Redyosshii a dit :
I don't think @7767354 has a solid solution.
Could you tell me why that is added?

This map @7767354 was an old submission that had been put on trial in the past for a week or so as it was well received, and had a unique concept of balancing where you had to control the center of mass of the build. Prior to this the map had no walls, and stabilizing the build was a lot more challenging. It had to be taken out due to the over reliance of weights which were easily overcome by the mice. This was however not a problem with the edits.

If you feel the need to discuss further, we now have a discord channel named #map-discussions where you can raise this matter, and the community to have a take on this. And again, please do not double post as we want to keep this thread clean. Thank you!
M23
« Citoyen »
1619886120000
    • M23#4702
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#914
  0
deleted

Dernière modification le 1621983060000
Mostafamam
« Citoyen »
1620248700000
    • Mostafamam#0000
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#916
  0
https://imgur.com/a/6LJ6uZ7
Yinjackson
« Citoyen »
1620405480000
    • Yinjackson#0000
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#917
  0
@7853664
Divinity
« Citoyen »
1620405720000
    • Divinity#0177
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#918
  1
  • Reviews
  • Changelog
  • In Discussion (May 2021)

https://i.imgur.com/oXmbY3U.png


MAP REVIEWS
MAY 2021: UP TILL POST #911


If you would like to seek further suggestions or clarification on your maps, message us here.
Alternatively, you may reach out to the team on our new Discord server here!


https://i.imgur.com/KxUVcV0.png?1 Pending (3)

Xorcist#0020
  • @7368164 - The long stretch of horizontal skulls above are not foolproof enough as it is not reasonable to block them with the build, causing potential undesired mice death. If you shorten the skull length and provide build supports for the second half of the build, it may be worth it to revisit.

Frostedcookie#7453
  • @5168111 - The synergy of the anticloud and circle placements provides some challenge to stabilize, with much room for build variety. The drawn circles while pleasing to look at, has confusing collision properties with the mice especially, where it is mostly expected to collide with them. If this is made clearer, it could be added.

Wiannix#7716
  • @7812302 - Balancing the build's rotation given the limited support areas seems to be fairly challenging, despite the eventual generic bridge that will be built. The map has some issues that will require edits before it can be added: 1. Reduce the size of the cage to prevent mice jumping and disrupting the base; 2. Add an invisible static timed ground that collides with objects only at the spawn, to prevent objects lagging through; 3. Prevent, or at least reduce the reliability of making a base on the left solely within that space (without mice body): ref, as this easier alternative eliminates any use of the cage.

https://i.imgur.com/gHdfoEo.png?1 Accepted (1)

Frostedcookie#7453 - @7840555 (Difficulty 4 Category 2): It seems like the paths on this map are a lot more restrictive than most other Diff 4s where you have more space to play with. Nonetheless, it is a decent mid-diff with challenging slanted grounds, although with some improvements in the layout – can be suitable for cat1.

https://i.imgur.com/uWQ2fPj.png?1 Rejected (22)

Mapzylla#2983
  • @4044036 - The map's aesthetic is nice but the dynamic plank doesn't have a defined purpose – it’s actually blocking the harder way instead of the easier way to do this map. Furthermore, opening up the path under the plank with pushing objects feels awkward due to the lack of space, and using a balloon to do so causes offscreen activity. Given the issues, it is simply not suitable for the rotation.

Wildrix#4602
  • @7846311 - Offscreen advantage that makes basing around the ice unfairly easy. It is also rather unpredictable and unusually lengthy for the rotation.
  • @7846374 - The timer aspect is not well integrated or used to its full potential in this map. The concept would stay consistent even if the timer was removed and the spawn positions were moved. Right side with the hole seems oddly unused. Might consider if author fixes anticloud and spawn/hole/cheese layout
  • @7846488 - The no anchor cloud isn’t too restrictive to prevent this typical solution where you simply cannon a bridge slightly to the right, as though the obstacle wasn’t present: ref. This map is similar to @4372606, but oversimplified in normal gravity instead.

Louree#2356
  • @7847653 - Map feels monotonous where it requires more work than skills. The gaps make it extremely confusing and awkward for lower diff shamans due to the lack of direct concept. Though, there were some suggestions to submit this map to the official P4 rotation, as this indirectness may be sought after by normal room players due to the freedom provided.

Jota#0676
  • @1303693 - Awkward layout of obstacles, and odd combination of wood and dirt. Addition of wind does not serve a purpose aside from destroying balloon based solutions which would have otherwise led to more diversity. Path up to hole is especially cramped for its category.
  • @1839962 - The content of the map is oddly weighted too much on the right, and the thin grounds do not provide enough assurance for a low difficulty map. There’s also an identical map that demonstrates the concept of side basing better: @2729348

Rini#5475
  • @7509945 - We get the intention to eliminate the simple solution that allowed the shaman to cut diagonally across the grounds, and it is currently being discussed on our list of to-edit maps.
  • @5158998 - The excessive plank gaps come off pretty awkwardly and very monosolution. The resultant build is therefore pretty generic.

Tadzio#2404
  • @7807180 - The swan decoration is out of place and random, and the alignment of the ice feels off. Soloable hole once you move the dynamic plank upwards and out of the way. The plank becomes meaningless and the resulting build is generic like any other divinity maps: ref. The dual path concept with the plank door is quite an interesting one for a low diff however. It may be worth relooking if you amend the above issues, and the layout should be more distributed to make space more useful.
  • @7847522 - There is nothing outstanding or new about this map design. The concept has been demonstrated better in an existing map: @2712951. Building to the hole is not required as the side encourages a simple cannon solution to hole.
  • @7846728 - Unfair offscreen advantage. Basing offscreen yields a remarkably unchallenging and undemanding solution compared to the intended shaman body base.

Bigerrol#0000
  • @7849695 - Shamans would just use the solid ground to base, which renders the concept ineffective. Thus, the anticloud ground/cage becomes impractical for any basing possibilities or interesting building techniques. Once a base is established, it just becomes a long winding bridge to mice, cheese, and hole.

Xaxadoooooo#0000
  • @7828331 - Map layout is really flawed once balloons are enabled. Looping balloons around the ice ground simplifies the map and disregards the need for a caged shaman.
  • @7828202 - Unnecessarily caged shaman. Adding an acid ground does not contribute to any distinctive or unique value to the map.
  • @7828336 - The plankhold becomes irrelevant when players use anvil force basing and the cage walls as support. Cage is also unneeded since it’s possible to build to hole and cheese normally. Lastly, on-screen cage that doesn't have cheese and hole for the shaman.

M23#4702
  • @7816495 - The acid grounds are displayed in a misleading way since it can be mistaken as grass grounds. Most importantly, the map doesn’t account for possible cheat solutions like using balloons and cannons on mice. Overall, the concept has been executed better in an accepted map in rotation: @6908584.

Elacg#0000
  • @5937808 - Odd arrangement and placement of the cloud ground. This isn’t a map that requires much effort or test players on divinity building: ref

Alan#3518
  • @6074311 - Map is decent but it is unfortunate that the anchorable is poorly indicated as an anticloud, yet has object collision. We would really want to avoid introducing such inconsistencies in the rotation.

Redyosshii#9537
  • @7849356 - The anticloud ground doesn’t serve any purpose or provide any clear objective. Concept is easily bypassed once shamans base between normal grounds and construct a bridge with balloons for stabilization (ref). Not to mention, there is a lot of wasted space on this map.

C_ris#5161
  • @7851477 - The plank slit is not aligned at all which creates inconsistencies when starting. As a result, the plank base can easily slip off without runes or shaman as support. It’s too risky to rely solely on an unreliable slit and friction alone.
  • @7851422 - Map concept is extremely frustrating, given that there isn't any way for the shaman to stabilize their builds: ref. In addition, the center nailed ball is visibility uncentered.



CHANGELOG


a dit :

Gekkeiju - @6853775 (Difficulty 6 Category 1 → Difficulty 7 Category 2) : The basing concept of this map matches that of a Diff 7, however with frequent replays it can be completed fairly easily due to the linearity of the layout. We are currently discussing an alternative adjustment to the layout of this map so that the basing does not weigh too much of the gameplay.




DISCUSSION STATUS


a dit :

Xorcist#0020 - @7368164: ACCEPTED (Difficulty 5 Category 1)
Frostedcookie#7453 - @5168111: ACCEPTED (Difficulty 6 Category 1)
Wiannix#7716 - @7812302: AWAITING EDITS




Dernière modification le 1623606600000
Portwave
« Citoyen »
1620481380000
    • Portwave#8221
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#919
  0
@7852073
Kkkkkkkarry
« Citoyen »
1620814920000
    • Kkkkkkkarry#7381
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#920
  0
@7854719
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