![]() 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 |
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Cronthak a dit : @123456 |
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Left as is: @7515112 - Mnhgtr43%230000 - The space in this map is way too tight and cramped, which puts unnecessary pressure on the shaman because the shaman will not have enough room to allow them to comfortably build, which is why we tend to avoid really tight spaces in shaman maps. Another issue that I see is the lack of building variety, the map encourages the shaman to constantly build a ramp to get up or to get down to the cheese, thus making the game-play boring and repetitive as a whole. I want you to look at other P4 maps that we have in rotation and try to learn about the maps that we tend to accept for P4. @7515415 - Amk%235312 - I like the amount of open space that you have in this map for building, I think having enough space is always a must-have in P4 maps because it gives the shaman a lot of room to build freely. There are two issues with this map that I also want to touch on as well, one being the player spawn; the player spawn's placement is way too tight for the shaman because it is located in a really small ice box, which doesn't give the shaman much room at all to build without the possibility of messing it up. Another issue that I wanted to mention is that, there is no building variety here! 99/100 shamans will build a bridge under the cheese and then a ramp up to the hole, there is no variation with the builds or alternative routes to encourage the shaman to be a little more creative. @7245287 - Smutny_Nalesnik%230000 - I found this map layout to be interesting! I like the amount of space that it provides but the layout does have a few flaws, one being the useless space often found around the map. One of those spaces is the space below the player spawn and to the right of the ice triangle, I could see that space being better utilized or at least have some purpose to assist the shaman at the very least. Another problem in relation to your layout is the fact that the entire left side is kind of... empty! I get that the shaman has two routes to pick in order to reach the hole, one being over the top and the latter being underneath however, I just do not see the use of this space when the hole is located right on the edge of the dynamic ice, which makes a lot of the lower left kind of bland. Also, what's the point of the dynamic ice? @7517068 - Hiimanto%239700 - I am thankful that you tried to implement a way in order to prevent your map from becoming too linear with ramps, good on you! The problem with your solution is that the clouds aren't enough and really, the problem comes down to the ground layout as a whole. Yes, I am glad that you tried to prevent your map from being too easy with ramps, however the best thing that you can do is catch this problem early on and prevent it entirely because as of now, this map is still a little too boring. I want to recommend that you avoid making symmetrical grounds such as the grass grounds in your map, because it really limits what the shaman can do if he has to repeat the same build on the other side. Also, try to avoid making your spaces too cramped, for an example, the spacing in between the clouds -- it makes the map become too annoying for the shaman if they accidentally make a mistake in tight areas. @6100242 - Bolodefchoco%230000 - I really love simple maps and this here is no exception however, there is a difference between unique simplicity and in your case, simple maps that are really similar to other maps. The cloud that you have implemented in the middle of the map doesn't really make that much of a difference because the shaman has absolutely no problem with moving a few px on either side and then building a ramp against the cloud ground. In fact, the cloud ground really makes no difference and the map would almost be the same if it didn't have the cloud ground entirely, which makes for an obstacle that doesn't actually add difficulty to the map, but a slight and more importantly, easily by-passable nuisance. @7516016 - Comen%232581 - I like how you are trying to be innovative with your anti-clouds by introducing more shapes and general uses but there are a few issues that I must mention in your map. The first issue that I would like to touch on is the lack of visual aid when it comes to your anti-cloud grounds -- usually we encourage map makers to make the middle of a anti-cloud hollow, because a lot of players have gotten used to recognizing anti-cloud grounds when the middle of the map is hollow. Another issue that I want to mention is the lack of building variety for the shaman, all the shaman has to do is bridge across and then build a ramp under both the cheese and the hole. This is an issue because it makes the map really boring and repetitive to do more than once in rotation and we want the public to generally enjoy building on the maps they come across! Lastly, the scroll is really unnecessary here, you could have easily made space for this kind of layout within the normal borders of the map. @7516143 - Feiticeirobr%230000 - I like the simplicity of the map but the main issue here is the lack of building variety and actual building required to complete this map. All the shaman has to do is build a ramp or two upward... that's it! There isn't much to do when you're the shaman which can easily become boring and repetitive, especially for shamans who can build relatively quickly. The other big problem with this map is the use of the cloud ground, the cloud ground is located in a place where the shaman has to build a very precise ramp, otherwise mice won't actually be able to reach the ground without a spring and/ or spirit. This is a major problem because we have to introduce maps that are balanced for both new players and experienced players and unfortunately, not everybody has springs or is using easy mode, which instantly becomes an issue. @7516231 - Wonami%230985 - Unfortunately, this map can be completed without a shaman, thus not making this an actual P4 map. @7516348 - Cannon%232465 - Unfortunately, there is not much for the shaman to do here in terms of creative building variety or even building at all because the map is relatively straight forward. All the shaman has to do is build a straight bridge, over to the player spawn and then continue to build a ramp up to the cheese. This map as a whole is pretty boring because there is no much variety or alternative ways for the shaman to reach their destination... the logical way to get to the cheese (and only way) is to ramp upward and that's it. @7516863 - Keyx%230000 - The problem with anti-gravity maps in normal rotation is that, they are way too hard for newer shamans as well as for shamans with little to experience with advanced building techniques, which is required for a lot of anti-gravity maps due to the nature of having to reverse a lot of your builds. I like how you tried to give this map a lot of support but what the problem comes down to is the fact that this map is not balanced and actually achievable to a majority of casual shamans who are not experienced enough for this kind of game play. This is usually something we'd recommend people to send for #spiritual and/ or #divinity. @7215807 - Fram%234747 - Fine as P1 @5810308 - Jefedelsol%230000 - I really like your art of Bomb but unfortunately, this map is not suitable for P4 and should be submitted to P5, which is directly below this submission thread. @7517539 - Anto%236095 - The problem with this map is the lack of creative building required to complete it. We try to encourage map makers to create a lot of different routes to the cheese and the hole because this allows the shaman to actually choose which route the shaman wants to take, thus giving them more creative freedom to build in anyway they choose. This map is very restrictive because it locks the shaman onto one single route, only allowing the shaman to build in one way, which in your case, are a lot of ramps up to the cheese and then to the hole. I also dislike how mice can slide up the slanted ice and reach the roof of the map and while it doesn't give much that much advantage, it does encourage off-screen game play if the shaman cannot see mice or has to go up there and fetch them. @6308835 - Jota%230676 - Fine as P1 @7494420 - Dark%232331 - Unfortunately, this map is too hard for rotation because a lot of newer shamans will struggle with the player spawn, thus making this map not balanced enough for both newer shamans and more experienced ones. The reason why newer shamans will struggle with the player spawn is because the cloud is way too thick and forces the shaman to rely on springs and/ or spirits, which shamans may or may not have in their inventory due to the difference of levels and shaman modes. After that, the building becomes kind of bland since it relies heavily on a lot of planks, which is never really that fun. @7517899 - Ethonyds%233905 - At a first glance, it appears that this map has a lot of room for creative building, which is good but once the shaman starts to build, it becomes very clear that the route to the cheese(s) and hole is very limiting and in fact, doesn't offer much variety in terms of building and design. I like how you implemented supportive gaps in your map but the problem is, is that you have a very singular route even with these gaps because they act more as anchors for your bridges and ramps rather than offering another way to build around an obstacle. You have a lot of wasted space in the middle which could have gone towards some alternative routes but sadly, I just do not think your map layout has the potential to become high-perm even with some very necessary edits. @7514662 - Sharkguest%230000 - This is indeed a nice concept but one that is kind of common in rotation nowadays. Regardless, this map is kind of boring and even though you give the shaman a lot of options when it comes to attaching planks to the circle grounds for further support, a lot of them are actually kind of useless and get ignored because all the shaman has to do is build a bridge in the middle of the map, and then ramp up to the cheese and hole. There is no variety with builds in this map and I get that the circle grounds are supposed to help support the build and encourage the shaman to use a little more variety, it just doesn't turn out that way in the end. @7510005 - Mckeydown%230000 - I like the amount of supportive gaps that you have provided to the shaman, they really do help shamans of all level and I will always encourage map makers to include a few. Now into the bad stuff, your map definitely has a few flaws and most of them are due to the nature of the layout of the grounds. The only real important issue is that most shamans will follow the same route to the cheese and to the hole, more or less because it is the most logical route to take; bridging from the player spawn to the cheese, then a ramp up to the hole, which doesn't have much variety or creativity. I didn't mention the other flaws because in the end, the one problem that I did mention is a result of your ground layout, which will have to change dramatically if not entirely in order to fix, thus making the other flaws kind of redundant to mention since they are also in relation to the layout. P1'ed: @7498184 - Tytnc%230000 - Cool concept, poor implementation. @7490694 - Guga%237697 - @7476424 - Krome%231204 - Mech bounces and glitches a lot but the layout is nice. @7472902 - Qadori%230000 - Good mechanism and layout but most shamans will use the same route. @1615095 - Garyforum%230000 - Most builds will look the same but the circle is a nice twist. Will be discussed: @7512702 - Stefanmocarz%230000 - A lot of shamans opted to delete the wood still but let's see what the others say. @6415248 - Vintage%230246 - Not the best but I like that the ice can be attached to. Ignored: @7514987 - Lonson%230000 - Posted more than 1 map (#10574) @7514962 - Lonson%230000 - Posted more than 1 map (#10574) Dernière modification le 1538244540000 |
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