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« ‹ 51 / 55 › »
#Divinity Map Submissions
Tadzio
« Citoyen »
1646706300000
    • Tadzio#2404
    • Profil
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#1001
  1
@7898286
@7872423

Dernière modification le 1649704320000
Vanish
« Citoyen »
1647268920000
    • Vanish#3927
    • Profil
    • Derniers messages
    • Tribu
#1002
  1
@7895463
@7891596
@7893278
Divinity
« Citoyen »
1647441000000
    • Divinity#0177
    • Profil
    • Derniers messages
#1003
  4
  • Reviews
  • Changelog
  • In Discussion (January - February 2022)

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


MAP REVIEWS
JANUARY - FEBRUARY 2022: UP TILL POST #998


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 (2)

Inthebin#0000
@7710743 - The following are individual opinions from each reviewer:
Vote 1 - Maybe - a dit :
Interesting idea with using the underside as support. Needs edits to replace acid with ice, including the one below cheese since laggy shamans will have difficulty building above the lava. Also shift the left side of the map downwards by ~30px.

Vote 2 - Maybe - a dit :
Please edit such that the lava/treadmill below the cheese flings objects to the right. A singular object that fails to nail to the shaman’s build would instantly destroy it entirely. Not particularly a fun experience if so. Also, please remove friction from the ice on the left of the mouse spawn.

Sladkoru#5992
@7444366 - The following are individual opinions from each reviewer:
Vote 1 - Undecided - a dit :
Platforms on the right are disappointingly under utilised, nor are the skulls in the top needed. Restructure the aforementioned parts of the map such that they’re required.

Vote 2 - Maybe - a dit :
The map is laid out in an interesting way that may require the shaman to build multiple layers over the death coins. However the map aesthetic is plain, and having an excessive number of slits for the plank can trivialise the map too much.

Vote 3 - Maybe - a dit :
I think this is a good test for sham using invis or vis planks. However, the space on the left part is too narrow. It restricts some possible solus. If this map is accepted, I suggest 3 modifications:

  • Replace the death token with acid because mice can pass through the token even without cheating.
  • Change the mice spawn to the right while keeping sham spawn on the left. Because the right part is useless, and the map encourages mice to rush on the left part.
  • Remove the death token at the cheese because it is useless.
    This is a possible example: image

https://i.imgur.com/gHdfoEo.png?1 Accepted (0)



https://i.imgur.com/uWQ2fPj.png?1 Rejected (14)

Yinjackson#0000
@7893413 - The map tries to push for a perfect build with a gentle slope, and advanced free space construction - all within an anxiety-inducing 150s. In an actual #divinity room, there is a high chance of shamans making a mess with the free space, hence failing miserably in a lagfest or getting stuck due to poor optimisation. Suggestions: 1. Increase the path to cheese slightly to ease the precision needed, 2. De-incentivise making a roof and using cannons to get mice to the cheese

@7410000 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
As interesting as the concept is, I cannot see it being accepted into rotation, but rather something to be enjoyed in buildtool. Additionally, this concept does not warrant a symmetrical layout and the mice spawn could lead to mass death for unsuspecting mice.

Vote 2 - No - a dit :
Blindfold concept is a new and nice one, but sadly this particular setup might become very stagnant over time because my build would always be the same

Vote 3 - Undecided - a dit :
Interesting concept that may end up as a massive pain, I'm unsure how much value this would add to the rotation. The black grounds despawn after 135s to show the (potentially messy) build done, which is amusing. Perhaps the layout of the map should be edited to avoid symmetrical builds

@7421769 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
Antigravity maps cannot be No-Balloon.

Vote 2 - No - a dit :
There are many possible bases to be done on this map, making it interesting. However, due to the constant swinging of the tiny planks, I think the concept is too finicky and frustrating for rotation, even with the addition of the walls.

Elmattjuan#0000
@7889831 - Layout of the map is boring and while there is wind, it is not particularly challenging. The map does not add any value to the rotation since strong wind maps with higher replay value are already in rotation, for example @3059311 or @7214537. Furthermore, maps with high wind need to prevent mass death.

Lyfr#0000
@7890132 - Grounds feel randomly placed and are not being used to their full potential. Make better use of the grounds, especially the pink anticloud.

Mariluiss#0000
@7890308 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
This kind of complex thinking map may not be well received in divinity.

Vote 2 - No - a dit :
Very nice.

Vote 3 - No - a dit :
What may work for #spiritual may not work for #divinity. I see the intended concepts, however, it is easier to produce a "cheat" solution. Please prevent such solutions and place a cheese and hole for the shaman.

Krxyvx#3694
@7853318 - Very short and over-simplified version of @690581.

@7860220 - Too many concepts shoved into a singular map, making the map challenging for the sake of being so without a clear indicator of what the main concept is.

Mmmmmmmmmmmmmmm#4582
@7887990 - Currently, the map has potential but is too easily exploitable by the use of cannons and/or balloons. Such exploitations render the map concept of dynamic grounds as useless. Please develop the map concept more effectively.

Skyler#7183
@7893597 - The map is fundamentally impossible to stabilise given the surface area of the single support ground and build jerk after the timer is over. Furthermore, it seems to be a rather poor imitation of the map concept from an older submission (Cave#0647 - @7857613)

@7893651 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
Map concept has nothing special; it’s a mere splint base. The mice cage is too tight - I understand that mice are fat but this is not the way to diet them.

Vote 2 - No - a dit :
Doesn't add value to the rotation, and its design doesn't warrant a one-upper over any other timer splint maps.

Zeus#6550
@7893190 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
It is pleasing that the map allows for a variation of bases, however it feels like a mash-up of several maps in rotation. This makes it feel repetitive and not as enjoyable as it should be. Map aesthetics could be brighter, and a better use of the cloud ground is needed.

Vote 2 - No - a dit :
It's not a bad map per se, but it suffers from slightly unbalanced difficulties from both sides. The left is rather generic while the right screams space constraint. Furthermore, the right side could be built without being dependent on the left, raising the question of whether you really need that cloud in the centre. I give this a No because I think the map does not impart any new concepts in divinity

Inthebin#0000
@7662766 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
There is no appropriate reason for shaman_tools and horizontal scroll to be used in this map, please refrain from using them unless absolutely necessary for the map's concept. Map is just body base + long build.

@7897282 - There is no appropriate reason for shaman_tools to be used in this map, please refrain from using it unless absolutely necessary for the map's concept. The ice on the right has been extended, preventing the need to support the build further, yet it's still frustrating to complete within the allocated time. I liked the addition of the 2nd timer to prevent lag issues but the anchorable circle feels excessive, a small timer ground to build off of would achieve the same. Potential with further edits applied.



CHANGELOG


a dit :

Added since the last review
Scriptedit#8772 / Jfrl#0000 - @7889693: Difficulty 3 Category 1
Cave#0647 - @7887888: Difficulty 7 Category 2


Removed since the last review
Inthebin#0000 - @7862780: Shamans have expressed displeasure on this map due to laggy builds. Map author may implement suggested edits sent via inbox to get the map readded!
Craponne - @3120603: Cheat solution


Difficulty and Category changes
Arnees#0000 - @7819520: Difficulty 6 → Difficulty 5
Cave#0647 - @7887888: Difficulty 7 → Difficulty 6
Bananadaaa - @2476267: Difficulty 7 → Difficulty 6
Darklantern - @763212: Difficulty 6 → Difficulty 5
Martinbless - @2559227: Difficulty 5 → Difficulty 4
Gekkeiju - @6686402: Category 1 → Category 2
Cave#0647 - @7780757: Category 1 → Category 2
Gekkeiju - @6888926: Category 1 → Category 2
Sheeple - @199265: Category 1 → Category 2




DISCUSSION STATUS


a dit :

Inthebin#0000 - @7710743: AWAITING EDITS
Sladkoru#5992 - @7444366: AWAITING EDITS




Dernière modification le 1657290300000
Zmiji
« Citoyen »
1649419920000
    • Zmiji#0000
    • Profil
    • Derniers messages
    • Tribu
#1005
  1
@7901330
Tadzio
« Citoyen »
1650911820000
    • Tadzio#2404
    • Profil
    • Derniers messages
#1006
  1
@7902968
Bobswagger
« Citoyen »
1651074660000
    • Bobswagger#2486
    • Profil
    • Derniers messages
    • Tribu
#1007
  1
@7902928
Frostedcookie
« Citoyen »
1651551900000
    • Frostedcookie#7453
    • Profil
    • Derniers messages
    • Tribu
#1008
  1
Suggestions:
@5541538
@2712448
@5480347

Dernière modification le 1651553520000
Yor
« Citoyen »
1651681200000
    • Yor#4990
    • Profil
    • Derniers messages
    • Tribu
#1009
  1
@7820146
Divinity
« Citoyen »
1651841760000
    • Divinity#0177
    • Profil
    • Derniers messages
#1010
  0

CHECKPOINT
Posts #1000 – #1009
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 :


-

Shetthat
« Citoyen »
1651927560000
    • Shetthat#0000
    • Profil
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    • Tribu
#1011
  0
Suggestions!!!!
@7710806
@6897589
@6928836

Edit: more maps

Dernière modification le 1654752060000
Divinity
« Citoyen »
1653375660000
    • Divinity#0177
    • Profil
    • Derniers messages
#1012
  2
  • Reviews
  • Changelog

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


a dit :

This month, we have a little update for you. You can check the full changelogs in this post, but TL;DR the update gives players the ability to spawn arrows that doesn't affect XP, and fixes some bugs like wind/grav not showing correctly. Stats also no longer count in some rooms, and it introduces some new player requirements.

Special thanks to Casserole#1798 for making an update happen!

~Divinity Team



MAP REVIEWS
MARCH - APRIL 2022: UP TILL POST #1009


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 (0)

https://i.imgur.com/gHdfoEo.png?1 Accepted (0)



https://i.imgur.com/uWQ2fPj.png?1 Rejected (13)

Yinjackson#0000
@7889695 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
I feel like once the divinity community catches on to the motor solution, the map is going to get stale really quickly. The bridging after that could be a difficulty 4, but the motoring out makes it hard to give it a difficulty.

Vote 2 - No - a dit :
Escaping from the dynamic ground is supposed to be the core challenge here, yet building to the cheese and back to hole takes up a majority of the time, leaving little interaction with the map's concept.

Vote 3 - Maybe - a dit :
I actually liked the novel challenge of escaping from the dynamic ground, but perhaps the layout of the map could be different to be more enticing.

Tadzio#2404
@7902968 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
I feel like if they made some revisions, it could work but the difference in difficulty for both sides is too much

Vote 2 - No - a dit :
The normal route of up the right is very boring and cheese just needs an anvil to hold 3 planks

@7872423 - Unnecessary shaman cage. Invis cheese & hole slightly to the left of shaman, a pretty minor yet annoying thing. Building is pretty generic. The odd ground layout encourages shamans to force instead. Avoid resubmitting without any changes made to the map.

@7898286 - The map is a bit empty and has only one path. The build is just a bridge and a ramp, which makes the gameplay unappealing for both mice and shamans. Overall, the map is not up to our current standards in #divinity.

Vanish#3927
@7893278 - While the map isn't necessarily bad, it has a lot of room for improvement. The map's layout should be restructured so that both sides of the build are somewhat equalised - currently, it's heavy on the left. A majority of the acid grounds used can be replaced with ice

@7891596 - Uninteresting concept. Acid grounds are not used to their full potential - the top acid anticloud can be disregarded entirely.

@7895463 - Uninteresting due to its symmetry

Zmiji#0000
@7901330 - There is too much going on in the map, having two timers is unnecessary as it does not impact the map in any interesting manner. Also, it is possible to cheat some parts of the maps with cannons.

Bobswagger#2486
@7902928 - The map is somewhat similar to @6843217, except with a poorer cheese and hole layout. Furthermore, this map doesn’t promote the use of a center support wall, making it frustrating to build on.

Gobbek
@5541538 - Gameplay for this map is too short, even for a lower difficulty map. The circular cloud is trivialised by the plankholds.

Sekui
@2712448 - Uneven difficulty of the top and bottom paths.

Edward#2151
@5480347 - Many similar maps are already in rotation.

Yor#4990
@7820146 - The following are individual opinions from each reviewer:
Vote 1 - No - a dit :
Too many struggles on a map. I like the left half/base of the map since shamans may forget to secure their base downwards, but the acid and vswing are a little too much in a map. Especially since the v-swing isn't necessary due to some spawn range abuses

Vote 2 - No - a dit :
The map needs edits but I don't hate the concept. That being said, the concept feels oddly familiar to another map



CHANGELOG


a dit :

Category changes
Frostedcookie#7453 - @5168111: Category 2 → Category 1
Gekkeiju#0000 - @6604651: Category 2 → Category 1
Slipprs#0000 - @7856765: Category 2 → Category 1
Xorcist#0020 - @7368164: Category 2 → Category 1
Portwave#8221 - @7791297: Category 2 → Category 1

Edits
Enhasa#0095 - @1975038: Re-enabled for minimalist users
Yinjackson#0000 - @7823748: Minor edits made to various ice grounds.




Dernière modification le 1662470400000
Rini
« Citoyen »
1653971100000
    • Rini#5475
    • Profil
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    • Tribu
#1013
  1
Suggestion !

@6776335
@5594772
@7843520

Dernière modification le 1655662920000
Antoni0
« Citoyen »
1654372140000
    • Antoni0#8587
    • Profil
    • Derniers messages
    • Tribu
#1014
  0
@7906040
Frostedcookie
« Citoyen »
1654617420000
    • Frostedcookie#7453
    • Profil
    • Derniers messages
    • Tribu
#1015
  1
Suggestions:
@2230090
@7180892
@6999965
Yor
« Citoyen »
1654702620000
    • Yor#4990
    • Profil
    • Derniers messages
    • Tribu
#1016
  0
@7793391
Aeiou
« Citoyen »
1654741380000
    • Aeiou#9770
    • Profil
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    • Tribu
#1017
  0
@5045776 (suggestion)
Strawberry
« Citoyen »
1655564400000
    • Strawberry#6091
    • Profil
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    • Tribu
#1018
  1
@7729584
Slipperyfish
« Citoyen »
1655656200000
    • Slipperyfish#3177
    • Profil
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    • Tribu
#1019
  0
Suggestion !
@850855
Divinity
« Citoyen »
1656672060000
    • Divinity#0177
    • Profil
    • Derniers messages
#1020
  0

CHECKPOINT
Posts #1011 – #1019
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 :


-

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