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Left as is: @7716716 - Haydie#0000 - I like that, despite the vulnerable spawn, mice that do the jump properly can reach a really good spot. Still, the map feels a bit cramped, if you space out the 3 grounds in the middle a bit more and make the top and bottom grounds a little bit smaller, you could resubmit it. @7718308 - Haydie#0000 - I think it's slightly unbalanced in the shaman's favour, there's nothing to the left of any of the 3 grounds on the left to help the mice if they're struck well. Also the right section most likely won't be used. @7230579 - Commandantso#0000 - It's not too unbalanced but it's quite awkward for a large amount of mice to survive on such short grounds. I liked that you gave the mice the opportunity to reach the upper section, but doing so makes them nearly immortal, as that section consists of grounds that amount to a length of nearly 750. @7423655 - Commandantso#0000 - I like maps where the mice have to race to a safer spot, however the circles don't work as mice get propelled upwards whenever a cannon pushes them against the circular surface. Also, there are too many grounds so close to each other that there will be too much possible movement for mice, making the map too difficult for the shaman. @4045880 - Jasseh#0000 - There's quite a gap between the left and right sections of the map, a good shaman should be able to constrain mice on just the 2 grounds on the right. It's not very unbalanced, but the gameplay will be relatively unenjoyable in large rooms with everyone headsurfing at their spawn. @7717190 - Jasseh#0000 - It looks like it will unbalanced in the shaman's favour: mice on the middle ground getting hit onto the right section can usually recover and go straight back, and the bottom ground is quite close to the grounds above, thus meaning that the mice have a pretty good chance at going back up once struck down. I do like that the middle ground and the section to the right are at different Y levels, thus there's no problem with their corners. @7718154 - Jasseh#0000 - The tramps aren't very helpful for the shams that have no skills. The shaman spawn ground and mice spawn ground are way too close to each other, making it feel cramped but at the same time making it easier for mice to go up and hug. @7711714 - Apelidunsete#0000 - I like the map, it just feels quite cramped and the mice have a pretty good chance of reaching the sham quickly and hug. I think it'd be better if instead of the 3 middle grounds there were only 2, with enough vertical space between them to make it less easy to hug the sham. @7711713 - Apelidunsete#0000 - I really liked the idea, however it feels like it's gonna be a hassle to kill experienced players here even with the cheese, as they'll move around the map quite a bit with the grounds being so close to each other. Also, the bottom left ground is a blind spot from the shaman's spawn, which means the sham would have to go to the middle to reach it, and there he would potentially get hugged. @7711708 - Apelidunsete#0000 - It feels like it would be slightly unbalanced in the shaman's favour, grounds are quite far away from each other and the outer ones look quite vulnerable. Also, the ice with rectangles inside of it actually has collision with objects, whereas we use that design to show players it doesn't. @7716642 - Stovedove#0000 - It will be difficult for the sham to kill experienced mice here as they'll use the bounce from the circle within the ground which helps mice as long as the sham doesn't use straight cannons. @7719570 - Eremiaovidiu#0000 - There's literally no hole in the map that the mice can fall through in order to die. It's impossible to kill the mice, and even if it weren't, the low gravity doesn't work well, as both the shaman and mice can't jump and move properly; the gameplay would be quite awkward. @7716984 - Bonnieparker#0337 - The skulls don't stop mice from camping the walls or running continuously between the different sections of the map. I'd also advise against the exterior walls, as they often serve as a safety net as mice get hit against them. @7718428 - Kralizmox#0000 - The restitution of the clouds is too high, 0.8 up to 1 should be enough depending on the situation. Apart from that. the huge middle section forces the sham to use the cloud in order to be able to hit the mice. The angles at which the sham spawns cannons are therefore always the same, making survival easy and repetitive. The bottom section isn't interesting regardless and I'd advise against using such long grounds. @7718674 - Kralizmox#0000 - There's not enough time for the shaman to knock mice down from 4 sections consisting of long grounds that get increasingly difficult to clear. There is also not much fun in doing the same thing 4 times. @7719255 - Kralizmox#0000 - It's quite boring for mice to survive on the long ground at the bottom and the spikey circles made out of wood won't work as people will just get propelled upwards whenever a cannon pushes them against any of the rotated grounds. @7716967 - Eremiaovidiu#0000 - It's better to remove all the cheese and all the water: for the exterior sections, mice would fall and die with or without them; for the cheese and water in the middle, mice can easily avoid it and jump to the other side. Also, it is possible for mice to run continuously between the left and right sections of the map. @7717302 - Eremiaovidiu#0000 - With a little bit of luck mice can reach the side of the gigantic rectangle that is off-screen at the top right corner; at that point it would be extremely difficult to get them down from there. The bottom ground is too long and offers mice quite a bit of surface to survive on. Also, try not to cover grounds in full ice as it is annoying to constantly slide off of them. @7717135 - Themizer#0000 - It is possible for mice to reach the top of the shaman cage and therefore imply offscreen gameplay. Also, in this situation, I think 0.8 restitution is enough for the clouds. Also, try less ground types for better aesthetics, though it's not looking too bad. @6965315 - Kratos#2341 - It's pretty good, you could resubmit it after you move the top grounds a bit higher, since those sections are quite cramped right now. Also, experienced mice can abuse the corner of the exterior walls to get propelled upwards whenever a cannons pushes them against it, so you can think of ways to solve that as well. @7055116 - Kratos#2341 - It will be just too difficult for less experienced shamans to knock people down from the circles, as mice get propelled upwards whenever a cannon pushes them against the circular surface. @6749884 - Kratos#2341 - It's not interesting enough until the despawn, which occurs at around half the round time gone. After that, it plays quite awkwardly as all the grounds are so close to each other. @7718179 - Hira#0979 - The mice spawn ground is a bit too long and it will be very easy for mice to continuously reach the small ground right above so it feels like it will be quite difficult to kill experienced mice. @7718197 - Ubired#0000 - The mice spawn is too vulnerable with nothing close to it. The tramp isn't working as intended I think, cannons bouncing from it are hitting the corner of the mice spawn ground more often than not. @5177997 - Koulouh#0000 - Most of the despawns are useless as the grounds that can actually be touched remain the same. The design is also confusing, it's not very clear if the grounds with huge rectangles within them have collision with mice. @7718417 - Blackage#7092 - Regardless of the despawns there is too much surface for mice to survive on and too many grounds so close to each other that the mice can continuously run around the map. @6778675 - Leiks#0000 - I'd suggest moving the shaman spawn ground higher in order to make it more difficult for mice to reach it and hug. Also, the ramps below the mice spawn ground create safe spots that the sham can't aim at from his/her spawn, meaning that they would have to go down in order to reach it; in big rooms that would be an inconvenience, as everyone would just hug the sham. @6997953 - Leiks#0000 - The despawn happens quite quickly, which means that an experienced shaman would play this map by not playing until the despawn happens. After that, the mice are left on just the ground at the bottom which is too isolated and small to give mice a fair chance of survival. @6602601 - Leiks#0000 - Firstly, the design of the tramps is confusing. It looks like mice could touch them which isn't the case, so we use clouds for such situations. Also, the wood grounds are tall enough for the mice to camp inside the clouds between the squares. The sham would need to descend to the bottom section in order to attack those mice, where he would get hugged. Apart from that, the restitution of the tramps is quite high and the bounces are quite chaotic. @7699641 - Colossus#7755 - It will be difficult for the sham to kill experienced players here, as they can almost always recover and go back to their spawn point using the ramps. Apart from that, there isn't much distance between the mice and the sham, which means he could get hugged easily. @6711435 - Bielpratasqn#0000 - After the mice learn the jump between the bottom ground to the far left and the one under it slightly to the right, there will be a bit too much running around this map. @7718573 - B0wl#7075 - It's not too bad, however the mice won't choose the bottom left ground and the sham shoots from the left, which means that that ground won't ever be used. With that, it's slightly unbalanced in the shaman's favour, as there aren't many grounds for the mice to survive on. @7718978 - B0wl#7075 - It looks good but feels cramped and that in itself means a lot of movement. That, plus the fact that mice can run continuously between 4 grounds at the bottom, make it too unbalanced. @7707391 - Withoutwith#1897 - It's a map that's been recently in discussion, just rotated. @7708844 - Withoutwith#1897 - It's not necessarily too unbalanced but in my opinion there's not much to it, the top ground is quite far away so, for the mice, most of the gameplay will happen on 2 grounds at the same Y level. For the sham it's also just shooting in the same direction continuously. @7708541 - Withoutwith#1897 - Sham spawn ground and mice spawn ground being the same is never advised as public room players will just hug immediately. There is also not enough room for both the sham and the mice to be able to play properly, in case the player decides not to hug. @7720376 - Yeahright#9937 - It feels pretty cramped, I'd advise moving the grounds a bit more to the exterior in order to make space. Also, mice can move a lot and always come back to the middle ground using the circle. @7720370 - Yeahright#9937 - In my opinion there's just not much to it to be honest. Sham just aims to the right at this long wood ground, then the mice get knocked down and it's the same gameplay again. @7718975 - Yeahright#9937 - There's too much movement around the map using the water. @7719833 - Elmattjuan#0000 - Though the lava's been modified, the restitution is still way too high - that applies for all the clouds in this map too - 0.8 to 1 restitution should be enough. The mice spawn ground is so small that it's almost guaranteed the mice will get knocked down from there quickly. That is, after the sham actually moves to somewhere from where he can aim properly at the mice: from his spawn, cannons can't reach the mice at their spawn. The clouds underneath the bottom left ground are unneeded. The clouds at the top aren't thick enough to be a safety spot for mice but they do amortize some of the hits. If, somehow, the mice do reach either of the long grounds, the gameplay becomes difficult for the sham and boring for the mice. @7719842 - Elmattjuan#0000 - The restitution of the lava is way too high. It is possible for mice to reach the lava and become nearly immortal if they can control their bounce. Apart from that, the mice are constrained on pretty much 1 ground, which means the sham has a clear advantage. @7719837 - Elmattjuan#0000 - Too many grounds, some of them completely unneeded, some of them creating safe spots for mice that are either awkward to aim at or impossible to aim at unless the sham is constantly moving. There is also too much possible movement around the map using the water. The restitution of the tramps is too high and they should be replaced with clouds so that the mice can't touch them. Also, the roof isn't closed off, mice can reach the top of the map and induce offscreen gameplay. Will be discussed: @7717185 - Haydie#0000 - Ignored: None Dernière modification le 1589299800000 |
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@7719570 - I'm really sorry but could you at least shoot a cannon? The map has aie='''', players die on touch with the cannon and there is no need to make holes. I don't want to be rude, but would you mind trying the map? It is frustrating to work so hard on it and wait for so long for a review to end up finding out you didn't even give it a chance. @7716967 - edited @7717302 - edited Dernière modification le 1589307120000 |
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@7016891 agora vai.. |
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