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  • #Divinity Map Submissions
« ‹ 48 / 55 › »
#Divinity Map Submissions
Paradoxo
« Citoyen »
1624032480000
    • Paradoxo#9709
    • Profil
    • Derniers messages
#941
  0
@7861556
Xaxadoooooo
« Citoyen »
1624292940000
    • Xaxadoooooo#0000
    • Profil
    • Derniers messages
#942
  0
@3696119
Redyosshii
« Citoyen »
1624376340000
    • Redyosshii#9537
    • Profil
    • Derniers messages
    • Tribu
#943
  0
@7854931(edited.all the pink grounds' friction 0.3→0)
I post it for the time being
Bigerrol
« Citoyen »
1625026440000
    • Bigerrol#0000
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    • Tribu
#944
  0
@7862616
@7860170
@7860167
:)

Dernière modification le 1626125520000
Limefreak
« Citoyen »
1625381460000
    • Limefreak#9219
    • Profil
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#945
  0
@7787399
@7718507

Edit: removed one map

Dernière modification le 1627109040000
Ichda_the_king
« Citoyen »
1625530440000
    • Ichda_the_king#1942
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    • Tribu
#946
  0
@7099096
@2960505
@3153597 sorry I dont use discord

Dernière modification le 1627357260000
Divinity
« Citoyen »
1625915160000
    • Divinity#0177
    • Profil
    • Derniers messages
#947
  0

ANNOUNCEMENT


The Divinity Mapcrew will be taking a short break till the next month, and therefore July's review has been postponed to the next month. Please note that the submission limit will still be 3 until the next review is completed.

In other news, we're close to celebrating the anniversary of our team's revival last year! To commemorate, we're giving Divinity its long deserved (although subtle) maintenance update. Check out the changes here or on our Discord server.
Bigerrol
« Citoyen »
1626125520000
    • Bigerrol#0000
    • Profil
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    • Tribu
#949
  0
@7865692 (for next review)

Dernière modification le 1626125580000
Redyosshii
« Citoyen »
1626526140000
    • Redyosshii#9537
    • Profil
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    • Tribu
#950
  0
I want some options like "no boxes"
there are already "no balloon"
Shetthat
« Citoyen »
1627109040000
    • Shetthat#0000
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    • Tribu
#951
  0
@7781565 (improved, from 2020)
Wiannix
« Citoyen »
1627167360000
    • Wiannix#7716
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    • Tribu
#952
  0
@7709251
@7831980
Lilith
« Censeur »
1627364040000
    • Lilith#0123
    • Profil
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    • Tribu
#953
  0
@7737600
Tadzio
« Citoyen »
1627502220000
    • Tadzio#2404
    • Profil
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#954
  0
@7869091 - A pretty easy one
Divinity
« Citoyen »
1627816800000
    • Divinity#0177
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#955
  0

CHECKPOINT
Posts #935 – #954
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 :


Bigerrol#0000
@7865692 - Submitted more than 3 maps (#944, #949). Please re-post after this checkpoint so it doesn't get missed out the next round

Frostedcookie
« Citoyen »
1628359500000
    • Frostedcookie#7453
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    • Tribu
#956
  0
Suggestion:
@6731418
@3699323
@963954

Dernière modification le 1630171800000
Divinity
« Citoyen »
1628373780000
    • Divinity#0177
    • Profil
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#957
  0
  • Reviews
  • Changelog
  • In Discussion (August 2021)

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


MAP REVIEWS
AUGUST 2021: UP TILL POST #954


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)

Carneew#0000
  • @2145280 - The layout of this map is pleasant, but this must be prevented.

Wiannix#7716
  • @7831980 - Due to the ceiling on the left, you could easily pivot the base against the top, disregarding the left ledge and any other grounds. Aside from the basing, making a stable path to both the cheese and hole can be challenging with the space given. Edits to layout on the left and No-balloon required.

Shetthat#0000
  • @7781565 - A slight improvement from the previous version. Although the symmetrical design, it remains rather challenging to stabilise or balance a base along the ice walls, as well as provide enough space for the path up. To discourage steep slopes, we recommend that you add a strip of water like this, and also swop the cheese and hole to utilise the layout better.

https://i.imgur.com/gHdfoEo.png?1 Accepted (2)

Yosidude#0000 - @1347844 (Difficulty 4 Category 2): The map layout encourages for some more advanced, mid-diff lockings. While cramped on the left side of the map and to the hole, it can be overcome with right techniques; Cat2.
Donmickey#0000 - @4958310 (Difficulty 3 Category 2): It's interesting that the path of building to cheese and hole overlap so the shaman has to carefully build in a way where they don't make it unnecessarily hard to build later. That said, the top portion of the map is just a long walk and a trivial build to the hole; Cat2.

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

Wiannix#7716
  • @7709251 - Generic bases and bridges, repetitive build of going under, can be used to complete this map; concepts of which have been covered by favourable maps in rotation. The layout of the map is pretty underwhelming and restricts paths, despite the author's attempt at introducing interesting aesthetic elements.

Limefreak#9219
  • @7718507 - Generic basing concept that is easily broken anyway. The map is monotone in both building experience and aesthetics, lacking value for the rotation.
  • @7787399 - Map content is pretty underwhelming for a Divinity map, and the concept is easily broken by force.

Tadzio#2404
  • @7869091 - Poor collision consistency, where green anticlouds are also likened to acid (ref). In gameplay wise, the map seems rather underwhelming with the simple bridge that follows balls below after the base is made. Furthermore, allowing the balls to be nailable makes the already easy map even easier.

Bananadaaa#0000
  • @2960505 - Together with the symmetric design, the slits make the building too trivial. The overall replay value of the map is pretty bad.

Fxie#0000
  • @3153597 - The ball concept seemed interesting at first but the layout doesn't force the shaman to actually use the balls' anchorable property, resulting in a generic build. The high restitution can also get quite annoying, bouncing builds around.

Tennis#8153
  • @7191124 - Although the mono directional paths looked interesting at first, it isn't really well enforced and can be overcome by stacking objects. That said, the building on this map is pretty generic.

Tytnc#0000
  • @7503010 - It is unclear that the blue grounds are sticky grounds and unsuspecting shamans might kill themselves because of this. There is also an undesirable invisible wall on the right side of the map.

Bigerrol#0000
  • @7862616 - This concept of dropping builds isn't a bad one, but the execution is pretty static and linear like many of the submissions we have seen before.
  • @7860170 - The challenge of no nail cloud could be implemented much better for the desired moving build effect. As it currently stands, there is no deterrence for the shaman to simply stack a bunch of planks and boxes within the no-anchor cloud.
  • @7860167 - For a map that looked pretty frightening at the first sight, avoiding the caveats of the no-anchor cloud was rather underwhelming.

Redyosshii#9537
  • @7854931 - Although cheating via cannons is no longer as reproducible, the previous points about the messy map design and confusing collisions remain. The gameplay is generic and restrictive for the rotation nonetheless.

Paradoxo#9709
  • @7861556 - Most interesting submission we've got in a while lmao.

Wed#0000
  • @7525841 - Further to requiring mice participation, it appears that the building on this map is made trivial by the placement of the portals. The cloud decorations while pretty cute are misleading for the module and should not be made collide-able without standard indications of a collision ground. (ref)

Xaxadoooooo#0000
  • @7819129 - The (unclear) concept of the map is flawed thoroughly with many grounds existing even where they're not needed. It only took a rune or janky glitching to keep the dynamic in place.
  • @3696119 - Gravity is too light and building is very trivial here. The second half of the map also appears to be wasted.

Kkkkkkkarry#7381
  • @7861115 - The idea with the rectangles is interesting like we've seen in the P8 map (@7788928), however it could be executed better as it was in the P8 map. As it is right now, balloons and cannons completely ruin the concept. It would be preferable if the rectangles are either unanchorable or anchorable without object collision, along with some distinctions from the P8 map.

Cave#0647
  • @7867777 - Pretty generic base whereby the shaman simply acts as a rotation stopper. The additional space within the cage or the second half of the map does not appear to be realistically necessary.
  • @7865415 - This is pretty visually unappealing but you could get somewhere with the base concept of this map by introducing some variation of obstacles / adding design / balancing the contents of the map.
  • @7865419
    > The lack of support grounds makes the map frustrating for laggier players. Build-wise, it's monosolution due to the 3 planks given. Ultimately, it's just splinting downwards, making a long bridge and hoping there isn't troll rats or lag to ruin your build. Hence it has a pretty low replay value and isn't worth adding into rotation. The map needs a clearer indication of what the concept is. No.
    > The planks being fixed in the air while overlapping a no anchor zone is confusing enough to warrant rejection. Unfortunately, I cannot think of a good way to portray this concept. No.
    > Agree with what has been said. Due to the nature of the tiny space that you are given to start off, it's almost natural that builds are always going to turn out the same way. It also feels like a battle against lag, and it's a make or break when your build starts swinging by the slightest of movement. No.

Lilith#0123
  • @7737600
    > Of the previously submitted maps with large water concept, this seems to be the least problematic of them all (e.g. no exploding, cheating). Fun dynamic solutions were also seen on this map. Gameplay is still pretty boring, although I don't believe much can be made out from large water maps. Weak yes, d6c2 if accepted.
    > Building through large water grounds can be interesting due to the weak buoyant force of water counteracting gravity, however the current layout does not incentivise any creativity, especially the support ground that defeats the purpose of water. No.
    > Boring gameplay whereby runes could easily overcome the caveats of building in water, given the secondary support. No.

B_ootcamp#8312
  • @7099096 - Although the layout looked somewhat sophisticated, it didn't take much to complete the map with Diff1 style plank/box layering due to the presence of the leftmost and rightmost grounds (ref). With some tweaking to ground properties (e.g. anticloud, ice) this map could be made more balanced or challenging for a Diff3.



CHANGELOG


a dit :

Re-added:
Scriptedit#8772 - @7833863 - Originally under "Xorcist - @7179580", the author has allowed us to export this map in a separate account.

Removed:
Felps#0537 - @6648470: The map is in fact too underwhelming with generic plank layering, while the unnecessary grounds often confuse shamans into building more than required.




DISCUSSION STATUS


a dit :

Carneew#0000 - @2145280: ACCEPTED AS @7869353 (Difficulty 4 Category 2)
Wiannix#7716 - @7831980: ACCEPTED (Difficulty 6 Category 2)
Shetthat#0000 - @7781565: ACCEPTED (Difficulty 7 Category 2)




Dernière modification le 1629484260000
C_ris
« Citoyen »
1629166260000
    • C_ris#5161
    • Profil
    • Derniers messages
    • Tribu
#958
  0
@ 7859611
Tadzio
« Citoyen »
1629325320000
    • Tadzio#2404
    • Profil
    • Derniers messages
#959
  0
@7872423
Bigerrol
« Citoyen »
1629655740000
    • Bigerrol#0000
    • Profil
    • Derniers messages
    • Tribu
#960
  0
@7865694
@7865692
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