![]() 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 |
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@7563742 |
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@7564476 @7566995 Dernière modification le 1548521460000 |
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@7561841 @7563945 @7563983 Dernière modification le 1548178860000 |
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@7369587 @7392565 @7568470 Dernière modification le 1548834360000 |
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@7566994 @7566998 @7567001 Dernière modification le 1548521880000 |
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@7560463 @7487864 @7550592 Dernière modification le 1548772620000 |
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Left as is: @5771502 - Ethonyds#3905 - Similar gameplay and concept to 2 maps currently in rotation. It can be unbalanced in the shaman's favour if he reaches the middle spot before the mice, since the mice don't have many grounds to rely on then. @7100195 - Ethonyds#3905 - Unless the mice learn to use the momentum from jumping from the spawn ground and reach the ground next to the shaman spawn point, the map is rather unbalanced in the shaman's favour, as the mice are pushed to the edge of the map on not much surface to survive on and not many grounds to move on. @7274011 - Ethonyds#3905 - The middle bottom ground is too much of a safe spot, grounds near it in each direction to save mice and assure mobility a bit too much. It is also unesthetic, looks like grounds were placed randomly @7563742 - Sammer#2748 - Too little mobility between grounds, the mice spawn point is vulnerable, pretty isolated from other grounds, and it being full ice will be frustrating as people continuously slide off of it. @7564476 - Tansu#3072 - The concept doesn't work, it makes for a chaotic gameplay where either everyone dies as the sham pushes the boxes down or everyone survives on top of the boxes who don't go anywhere @7566995 - Tansu#3072 - Cobwebs are annoying to play on and are therefore not suggested in P10, and everything else is just one long ground that the people will get bored of quickly @7561841 - Tioeter#0000 - First of all, I personally think that the grounds despawn way too fast. This doesn't give the mice a chance to really get used to the map. If the shaman moves to a lower ground, while there are mice on his spawning platform, those mice can camp by walljumping on the outside of the left wooden wall, which makes it rather unfair, same thing can happen with the bottom left ground. @7563945 - Tioeter#0000 - Mice get propelled upwards whenever a cannon pushes them against the corner of the ground to the right of their spawn ground. Apart from that it feels cramped, the sections of the ma are so close to each other and generally there's a lot of mobility. @7563983 - Tioeter#0000 - The sections of the map are so close to eachother, it feels cramped, the mobility around the map also being too much. The corners will propel mice upwards many times @7565450 - Sentry#6802 - The design you used for the ice squares is generally used for grounds that lack collision with objects, which isn't the case on your map. Apart from the fact that all those wrongly placed collisions make it confusing, it is also impossible for the shaman to kill anyone as they have the triangles to both sides of their spawn ground to propel the mice upwards whenever a cannon pushes them against the ice. @7565746 - Red#8168 - Some experienced mice could abuse that water to move between those 2 grounds continuously. Apart from that, you could make it a larger distance between the middle ground and the shaman spawn point as he might get hugged, and you can remove the ice on the left as it's useless @7369587 - Afwein#0000 - A bit too few grounds for my taste, the shaman spawn point is also a bit too high, the info bar is in the shaman's way when spawning cannons @7392565 - Afwein#0000 - Same problem with the info bar as last map, also the mice are often saved and propelled upwards when pushed against the corner of either lateral middle ground by cannons @7568470 - Afwein#0000 - The combination of different ground types isn't necessarily aesthetic. Apart from that it is a bit too similar to other maps currently in rotation @7566994 - Keyx#0000 - Circle grounds aren't suggested in survivor as the mice get propelled upwards whenever a cannon pushes them against the circular surface, plus here they move and make the gameplay chaotic. @7566998 - Keyx#0000 - The chocolates' design doesn't suggest they lack collision with objects (we usually mark that by placing an inner rectangle in the ground, of the same colour as the background - 6A7495). The mechanism is well done, apart from the fact that any of the grounds can be bugged with nails, and they don't help the gameplay either, mice will have an easy time surviving with all that momentum and movement on grounds with a lot of friction. @7567001 - Keyx#0000 - It will be an impossible job for the sham to kill mice who abuse the lava to permanently be in the air, and, though unlikely, they may even climb up onto the chocolate ground at the top, which should be enclosed better @7567363 - Osihrhon#0652 - All that water gives the mice too much mobility, they will run around the map the whole time. Plus there is too little space between the mice spawn point and the shaman spawn point, therefore 1) mice can't jump properly and 2) they can reach the sham and hug him pretty easily. @7560463 - John#9081 - Before the first despawn, the map gives mice too much surface to survive on on the same Y axis, headsurfs are one of the problems. After the despawns there isn't much mobility around the map, mice can't reach anywhere without cannons. @7487864 - John#9081 - Circles aren't suggested in survivor, as mice get propelled upwards whenever a cannon pushes them against the circular surface. Plus in here they are so close to eachother mice will survive easily by running around. @7550592 - John#9081 - Such a long ground at the bottom is boring, offers mice a huge advantage, and implies lots of headsurfs. Apart from that, the skulls' placement isn't the best, it is frustrating to get pushed into them by a cannon. Dying very close to the edge of the map because of the defilante settings isn't a good idea either. @7568610 - Guifrema#0000 - The map only works from one side, and it is uncomfortable for the shaman to aim at mice directly underneath him. People could also abuse the small space between the sections of the map. Will be discussed: None Ignored: None Dernière modification le 1548877680000 |
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@7515311 @7514330 Dernière modification le 1548956220000 |
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[Modéré par Etyla, raison : Double post] |
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[Modéré par Grapeup, raison : https://atelier801.com/topic?f=6&t=795787&p=1 Please submit Dual Shaman survivor maps here.] |
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@7568815 |
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@7569015 @7505576 Dernière modification le 1548957180000 |
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[Modéré par Etyla, raison : Unnecessary] Dernière modification le 1549172880000 |
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@7570055 |