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 |
Vomleci « Citoyen » 1504736100000
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@7249888(edited) |
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@4903359 |
Viniciusdara « Consul » 1504787400000
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@531338 - edited again - now don't have more wind |
Zarata1 « Consul » 1504791000000
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@7261815 |
Unidentified « Citoyen » 1504820700000
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@7262455 |
Cerrythetree « Citoyen » 1504848660000
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@7262697 |
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@7263070 |
Tarptiflo « Citoyen » 1504914300000
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@6923025 |
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@7263425 |
Mapadded « Citoyen » 1504932720000
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@7263494 |
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@7264165 |
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@7264351 |
Mapcrew « Consul » 1505006160000
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Left as is: @5753185 - Tucancitto - Already P4. @3122870 - Sekui - As I thought, the gameplay is now pretty boring since it's a very simple build. I suggested you to make a big slanted ground in the middle to make something like a bridge with some ramps up, that would make the map be ok for P1. Also try to remove some grounds that aren't really necessary, such as the one close to the hole and the ones below the slanted ground in the middle and below the shaman spawn. @7243097 - Tennistete - Cheese is too close to offscreen and with this antigrav you die 90% of the times when you try to grab it. The cloud in the middle seems a little random and the wood grounds above that cloud seem like that too. I highly recommend you to look for concept in nomal gravity maps, antigrav maps always tend to end up being or too hard for normal rooms or too simple to be wanted. @6358763 - V_Ntage - We have the same issue here of the bridge that is simpler to build than going above the skull tokens. What you can try is to put back the ground below shaman spawn and put mice spawn there. Then, the build to hole must not be only a bridge (or be the simpler way to do it), you could to that by removing the ice ground next to the hole and the grass ground too. @6241011 - Framnm - The plank ends up being useless always. The design is too simple to make the map challenging enough for a P4 and also the plank seems placed randomly like if you wanted to add something because it was empty. Please focus on a concept that affects the build directly. @7259820 - Streetraat - Seems more alike a P8 map, but there are some things that don't convince me. The boxes aren't great, for example. You just needing to push them out because it's free is bad, we don't want random obstacles that only are annoying. Also the tokens seem somewhat random too, they could be an ice ground that doesn't let shaman/mice go through the top and that's all. @7259885 - Smutny_Nalesnik - Symmetrical maps make the gameplay be repetitive and, so, to be boring. TRy to avoid them and focus on a nice challenge for the build instead. @7259961 - Recessionist - Without the clouds and the water the map could be fine for P1. @7260099 - Tenoteno - Please use only one concept per map, otherwise it will end up being too complicated for a normal room. @7260157 - Stefanmocarz - Only bridge builds are not really what we are lookig for anymore, they are boring. Try to focus in a nice challenge for the build please. @7212273 - Bendittt - I don't think this concept goes higher than a P1, unfortunately. But if you don't want it as P1, I won't P1 it. @7260239 - Ahyenn - Too hard for normal rooms. @7200004 - Eyux - I think I've seen this map submitted at least twice before and it's always the same. Bridge builds are not what we are looking for anymore, they are boring and not challenging anymore. @7256425 - Jjrules - If you align it, probably it'd be fine for P1. @7243311 - Areluissohxx - Building to hole is so annoying because of the cramped space it presents around. Then it's jsut a bridge with a ramp up to hole, leaving this map in a really bad position due to its non challenging design and the random hole obstacle. Please focus on a challenge that affects the build directly and not only obstacle per obstacle, because that just seems to be random. @7244787 - Roseyeux - I liked this map but in its current design there is a very cramped space in the middle of the map while at the sides you have a lot of nused space. You can move the grounds more to the sides so that problem is fixed, that would probably be what this map needs to be a P4. @7260693 - Kbrasska - The map is full of ramps up because of its design with lots of vertical grounds. Too many ramps up cause the build to be annoying and, therefore boring. You should try to edit them so there are more horizontal grounds on it. @7261409 - Marciskris - Why is there a different background color? I just don't get it. Anyway, the build is a combination of things that are already seen on other maps in rotation, but they are not really well combinated. It's also way easier to build up to mice spawn rather than buulding down, leaving into an unbalanced paths map. @7261681 - Ratarocks - big bridges + ramps up is not what we are looking for anymore, they are overused already and tend to be boring now. Instead, focus on a nice challenge for the build and maki it the main concept of the map. @7249888 - Vomleci - Same problems than the previous version. Anticloud grounds used like this are only tedious to deal with instead of being a nice part of the concept. @531338 - Viniciusdara - I don't think the left side of the map is as interesting as the right side yet, you should change it into something else but just the left side, leave the right side as is. @7261815 - Zarata1 - This concept is so annoying to deal with, it's very tedious to just put box after box to finish the map, that's not really the spirit of P4 maps. @7262455 - Clautheripper - What a weird design, it seems like a pretty easy P8 map but since you only need to build to cheese it's all... well, just weird. @7262697 - Cerrythetree - If you are going to put portals on a P4 map, make them be part of the build and do not ever make them be the build. @7263070 - R_Eh - Not a P4 map. @6923025 - Tarptiflo - It's fine as P1. @7263494 - Mapadded - Personally, I don't like that tokens are used like that since they could be an ice ground and serve for the same that is add an extra unnecessary obstacle to the map. It's fine as P1. @7264165 - Propeoplezs - Forced paths don't let the shaman have build diversity, so most of the times they end up being totally boring after a while. Please avoid making them. @7264351 - Looils - Shaman spawn and the grounds around it are a great start, but everything else don't quite fit that design. Keep the shaman spawn as is and edit the other part (that includes mice spawn). P1'ed: @7115443 - V_21 - Fine for P1. @7245024 - Commandantso - The build is not the best but the dynamic ground makes it fun enough for P1. @7259934 - Bataatiinha - Okish concept, nothing really new. The build ends up being nothing special and sometimes confusing. P1 is ok. @4903359 - Namelessh - Too much open space leads into a very simple build, not worth for a P4 but there's nothing really bad about it so it will do as P1. @7263425 - Uhuge - I don't think this concept will work for a P4 map unfortunately, I don't see a difference between the cheese like that and just an horizontal grass ground with the cheese above it. P1 will do though. P4'ed: @4958191 - Donmickey - It worked great in public tests, as I expected. It's a cool concept that I enjoyed a lot. @7232116 - Yuugiooohhhh - Nothing special about it but seems fine after all. Ignored: @7261438 - Boucharma - Blacklisted until oct. 8, 2017. Dernière modification le 1505172240000 |
Simazoooo « Citoyen » 1505178300000
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@7264781 |
Mckeydown « Censeur » 1505179620000
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@7246439 |
Areluissohxx « Citoyen » 1505179860000
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@7243311 |
Tenoteno « Citoyen » 1505180340000
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@7260099 (Edited, one concept). |
Nevadam « Citoyen » 1505185140000
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@7266158 |
Smutny_nalesnik « Consul » 1505199840000
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@7259885 - edited |
Recessionist « Citoyen » 1505206860000
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@7259961 (edited) |